Megamod 2.43 technical issues and suggestions

I am got a couple of bugs:
- Whenever I enter Broken Hills the game immediatley locks up hard (usully cant even close FO from the Task manager and must restart computer)
- Full Auto fire is mysteriously useless. Wasnt a big deal before i thought it was just maybe a bad combat roll When I had Vic using assault rifle.... but i just equipped Sulik withthe SMG ( usally one of the better choices for him) and he does zero damage form point blank range with SMG , whetehr is raiders or dogs!. Player even when doing full burst form close range with the MAWS same thing NO damage to raiders, dogs ,marauders at all when firing !!
so far i had 3 full auto weapons in my possesison and all 3 show this failure to work SMG, assault rifle, MAWS.

I had combat shotgun before but dont remebr if it did the same. Ammo was expensive so i may not haveused full auto...
Irinocally the full auto <does> damage whetehr on SMG or assault rifle <if> the target hit is a memebr of own party. this "works" whtehr Vic or Sulik do it.
SOmetimes eitehr full let out a fully volley doing 0 damage to target ( but hitting it) and lotsa damage to emembr of saem party.
I also observed in some cases <if> the target was distance on occasion it would give some damage even on full auto but usually only if target was missed and the hit target was by mistake ( small sample 3 or so times)


- Minor Bug : I gave Vic the 44 Magnum Revolver to replace his rifle ( the full auto assault rifle was uselesss) but he displays like a rifle even during combat and after saves
- Vic refuses to equip the hunting rifle

EDIT: Games experinces very frequent crashes now. When I go back to a save "from which I <laterr> experinces a crash after travel i now get a crash. : Situation: I got miria and wanted to see if there were some funny dalog liens form here when IO took a female slave ( so far none) or when I would later sell said girl slave ot metzger.
But I dindt get to metzger because game locks up on the 4 times since i took her. At first it worked and game only locked up after I tried to take asecond one in another encounter.
went back to prcious save whihc now also locks up on start even tho it is different location than were it would later lock up..

EDIT: Also my partners dont display upgraded armor and keep thier default looks..
 
Finally!

Clean Megamod 2.43 install, manual installer + Nirran mods = so far, so good.:clap: Except that I can't load game if Klint is in my party - I can save, but game crashes on load, otherwise it is OK.

@Nirran: I see that your combat changes are now integrated in Megamod? Also, I downloaded most of your mods (for Megamod and those general) and installed them. It is OK for now, but I am getting much less criticals than in normal Fallout. Playing sniper character is now VERY HARD, because critical, for example for shooting eyes, are much, much rarer. I saw some settings in ini files, but even if I put that every shot in eye should be critical - in game that is case in 1 out of 50 shots... Could you double-check it, just to know is it my instalation or mod?
I also suggest you to return sniper perk to its previous state (or if you want to reduce its potency, put the formula for critical to 5*luck for example). As it is now, luck is pretty much dump stat, because with sniper and perks you anyway gets your critical chance to 70-90%, regardless of starting luck - something not possible in original game, and very cleverly done. However, I did not got that late in game now, to check how criticals are working - this is observation from previous version :D
Cheers :D

P.S. Just to add: deleting damage.ini, HS_Combatdamage.int, HS_Tohit.int (part of both MM2.43 and your Custom perks mod) returns criticals to normal, so I can get critical from shooting in eyes from time to time (1 out of 10 maybe, without any perks). However, deleting them breaks some of your custom perks (like TrueAim and some damage perks).

P.P.S. If this is intended, can you release version which will have normal critical occurence, just for us snipers there ? :D
 
Re: Finally!

MSlavko82 said:
I saw some settings in ini files, but even if I put that every shot in eye should be critical - in game that is case in 1 out of 50 shots

in damage.ini the AimedEyesPercent setting?

Nirran
 
Re: Finally!

Nirran said:
in damage.ini the AimedEyesPercent setting?

Nirran

Yes, but it didn't work. Even if I put -100 (tried with +100 also, although I know it is opposite), I get only 1 critical in about 50 shots - and every one should be critical that way, right?

Deleting your scripts returns everything to normal. I tried script by script, but voiding just one leads to strange behaviour with whole system. However, deleting HS_combatdagame.ini definitely returns everything to normal. I will playtest some more tonight and inform you later...
 
Re: Finally!

MSlavko82 said:
Nirran said:
in damage.ini the AimedEyesPercent setting?

Nirran

Yes, but it didn't work. Even if I put -100 (tried with +100 also, although I know it is opposite), I get only 1 critical in about 50 shots - and every one should be critical that way, right?

Deleting your scripts returns everything to normal. I tried script by script, but voiding just one leads to strange behaviour with whole system. However, deleting HS_combatdagame.ini definitely returns everything to normal. I will playtest some more tonight and inform you later...

actualy +100 would add +100 critical chance

test it please

Nirran
 
Re: Finally!

Nirran said:
Well,

actualy +100 would add +100 critical chance

test it please

Nirran

Hmmm... now I am confused. I thought that -60 value means that aimed shot in eyes have 60% of critical chance on its own, without other modifers... -30 would mean 30% critical chance for shot in groin and so on.

What actually values meaning? What values do I need to put to get same critical chance as in vanilla FO2?

I will double-check values and playtest now...


edit: OK, I tested it now - if I put positive values in appropriate lines, I do get criticals. If I put value of 50 for eyes, I really do get a critical in about 50% of shots - something like vanilla FO2.

What puzzles me is that if I put 100 in eyeshots, I dont get criticals all of time, like I supposedly should, but I guess there are other factors that influence critical chance that reduce that %. Which is actually good :)

Anyway, why there are negative values in your damage.ini? They actually reduce critical chance by 60% when shooting in eyes (I do get criticals from normal shots, but very rarely from aimed - which explains everything).
 
Mi88: I got the quest to deliver the disk to the BOS facility and to check on the enclave patrol
--Went there dropped off the disc with the professor.
-- Went to enclave patrol rescued them
-- went back to BOS bunker
-- At first the Major would now ack my quest in first conversation
-then i tried to enter bunker no luck-
-- talked ot him again then I had the option about having delivered the disc and bring back a part to GEN barton
-- Siren sounds ( but no mostersd attack)
-- I go inside anyway go to GEN Barton but either cant talk to him at all or have only one reply option if he does bring up a dialog ( whichis "go on")
- when I try to leave the bunker Major give his little Urah vicotry speech and sends me back into the bunker.
_ I try to talk to Gen agian same problem
- Go back up try to get out of BOS major sends me back down with no option of leaving

stuck in a loop :(
 
-60 variable is what would be added to the critical chance(in case of negative would be subtracted,Not added)

Nirran
 
Nirran said:
-60 variable is what would be added to the critical chance(in case of negative would be subtracted,Not added)

Nirran

Well, I will play with both values for some time, just to check and compare. However, from what I see till now, -60 variable effectively reduces critical chance by 60% percent - I just added sniper perk to myself with editor and tried - no / very rare criticalls whatsoever. With positive values, works like charm.

And, I am probably boring, but I have to ask - can you do something about your sniper perk change? Sorry if I am offensive, it is your mod after all - so if you don't want to change, it is OK, but I think that original sniper perk is more logical.:)

Back to Megamod: strange. When I first tried to recrute Klint in Arroyo, game crashed when loading save. However, when I return later in the game (I just got car and went back to Arroyo) I can recrute him, save and load with no problems... :?
 
palmerwmd said:
...stuck in a loop :( ...

Ok, I think I know the cause for the loop. The Barton script (I think) is checking to see about the status of the monsters killed. But, since they didn't attack, they weren't killed... and therefore the variables were not set. I'll take apart the scripts of the door, the lieutenant at the door, and Barton to see what is going on.


MSlavko82 said:
Back to Megamod: strange. When I first tried to recrute Klint in Arroyo, game crashed when loading save. However, when I return later in the game (I just got car and went back to Arroyo) I can recrute him, save and load with no problems... :?

I suppose Klint can be temperamental. I need to completely rewrite him and make him like the other NPCs. Someday...

Til then, keep in mind that if you change his armor, make sure to move to another map before you save the game and exit, or else your game will not load.
 
MSlavko82 said:
Nirran said:
-60 variable is what would be added to the critical chance(in case of negative would be subtracted,Not added)

Nirran

Well, I will play with both values for some time, just to check and compare. However, from what I see till now, -60 variable effectively reduces critical chance by 60% percent - I just added sniper perk to myself with editor and tried - no / very rare criticalls whatsoever. With positive values, works like charm.

And, I am probably boring, but I have to ask - can you do something about your sniper perk change? Sorry if I am offensive, it is your mod after all - so if you don't want to change, it is OK, but I think that original sniper perk is more logical.:)

Back to Megamod: strange. When I first tried to recrute Klint in Arroyo, game crashed when loading save. However, when I return later in the game (I just got car and went back to Arroyo) I can recrute him, save and load with no problems... :?

I have not modded fo2 in months,when i do again i will add sniper perk as an option in damage.ini,make it selectable

edit : the actual finnal critical value is aimed table modifier + unarmed type modifier(special punches etc) + critical sniper + luck * 1% ,using the values in the ini,notice that these variables are 100 - variable's (total),maybe add ini setting for luck(the 5% requested)

Nirran
 
Lenny with armour changes his skin to human-with-armour. Looks weird. Maybe you should set him default skin for any type of armour (like back in original F2)?
Klint refuses to take off his armour/weapon with corresponding options of his dialog. Also Klint refuses to step away when pushed.
Quest "Find a way to save the harvest in Arroyo": after completing it to pieces of AFR poison, taken in Klamath, remains in inventory.
In Scraptown town folk continues to say something like "you should finish what you started" after all gang members are eliminated and quest is completed.
When klicking on doctor Fung in San Fran nothing happens.
 
When I was first time in Modoc, everything was fine. I went in and out without problems, did the quest for Ghost farm etc... Howeever, when I returned to report to Cold Hearts, I noticed that saving on main street crashes game. Then I noticed that I cannot use any exit grid on Modoc main street map, because it immidiately crashes game. I can enter for example Cold Hearts map using shortcut (4) when I enter Modoc, but when I return to Modoc main map, game crashes whenewer I step on exit grid... :?
 
Smoke said:
Klint refuses to take off his armour/weapon with corresponding options of his dialog. Also Klint refuses to step away when pushed.

In my game, he can be pushed, but he won't remove armour/weapon...

Smoke said:
Quest "Find a way to save the harvest in Arroyo": after completing it to pieces of AFR poison, taken in Klamath, remains in inventory.

It was always like that, as far as I remember...

Smoke said:
In Scraptown town folk continues to say something like "you should finish what you started" after all gang members are eliminated and quest is completed.

Nope, one or two gang members remained. I thought like you at first, but then noticed that one blade and one fool left in coresponding buildings, they didn't come out to fight (in earlier versions, everybode come out, but now they don't - dunno if it intended or not). After you kill them, quest finist regularly.
 
Sorry for double posts, but I don't know how to edit my last message ... :(

Nirran, with your Custom Perks, where did BetterCriticals go? It doesn't appear at level 9, and I am now 20 and still don't see it. Is it removed, replaced (your bonus critical perks starts at level 25, I saw that) or what?
 
Hi there,

got a couple of things:


1. New Reno Virgin Street: Green exit Grid moved to edge of screen (upperleft corner)

2. Bunker 21 ate my car (possibly an old bug - will check with fresh install)

3.Grant's Pistol gives you Jedi power of hitting people 12 hexes away (range for melee and ranged attack are mixed up)

4.Is Grant's Armor supposed to be as heavy as 3 PA's ? (155 pounds)

5.Found a reserved item in one of the houses on ghost town map, also using the letter crashed my game

6.Navarro Guard Duty does not seem to end ( no big deal unless you don't plan to kill everybody 2 seconds after you got there^^)

7.Found 15.2mm (?) ammo but no gun to use it. Is it a bug or have I just not found the gun yet?

8.Dr Fung will not talk to me (not even floating text)

9.I like the higher prices but merchants have not enough cash for my taste and my party complains a lot about carrying all those rocket launchers, armors,minigun etc. So an optional script to increase the amount of hard currency, perhaps?

Optional Info about my Install:
2.43 installer version from Nirran's website
-installed high-res patch 2.3
-added 2.42 obj_dude.int to fix crashes
-added car fuckup script to get my car back

I'm making a fresh install now and will update my post accordingly, in the meantime keep up the good work!
 
Thanks for the bug reports.

Smoke said:
Lenny with armour changes his skin to human-with-armour. Looks weird. Maybe you should set him default skin for any type of armour (like back in original F2)?
Klint refuses to take off his armour/weapon with corresponding options of his dialog. Also Klint refuses to step away when pushed.
Quest "Find a way to save the harvest in Arroyo": after completing it to pieces of AFR poison, taken in Klamath, remains in inventory.
In Scraptown town folk continues to say something like "you should finish what you started" after all gang members are eliminated and quest is completed.
When klicking on doctor Fung in San Fran nothing happens.

Lenny: I am not changing Lenny. If I change Lenny, then I hear complaints that it is weird that every other character changes except Lenny, and that looks weird. Or, now people don't know what kind of armor Lenny is wearing unless they talk to him, and they find that annoying. No, I am not going to change him at this time.

Klint: I am in the process of changing him now. For the next release, he will be like the other party NPCs, and many of the issues with him will go away.

AFR Quest: I need to look at this. I know that the items stay in the player's inventory. I thought there was an option to use it to make another item through Mr. Fixit! and that is why I left it. I'll need to check Mr. Fixit!. If it is not needed for anything, then I'll make sure to have it removed from the player's inventory.

Dr. Fung: I found the problem with him. Basically, it is a problem with a feature involving his inventory. Easy fix on my part. If you don't want to wait for another release, try to find a version of fcdrfung.int (in the data/scripts folder) prior to April 10, 2010. That last version changed only how his inventory was handled, but it is causing the bug now. Add an older script, and everything will be fine.

EDIT: I have fixed Dr. Fung for the next release.


MSlavko82 said:
When I was first time in Modoc, everything was fine. I went in and out without problems, did the quest for Ghost farm etc... Howeever, when I returned to report to Cold Hearts, I noticed that saving on main street crashes game. Then I noticed that I cannot use any exit grid on Modoc main street map, because it immidiately crashes game. I can enter for example Cold Hearts map using shortcut (4) when I enter Modoc, but when I return to Modoc main map, game crashes whenewer I step on exit grid... :?

I don't know what is going on here. Never saw this in my latest playthroughs. I'll experiment and see if I can reproduce it. But, it might just be a random bug with that particular saved game map. Only time I ever saw a problem like that is when an item on the map was corrupted or when the map became corrupted after using a certain mapper program on it.


Legion said:
1. New Reno Virgin Street: Green exit Grid moved to edge of screen (upperleft corner)

2. Bunker 21 ate my car (possibly an old bug - will check with fresh install)

3.Grant's Pistol gives you Jedi power of hitting people 12 hexes away (range for melee and ranged attack are mixed up)

4.Is Grant's Armor supposed to be as heavy as 3 PA's ? (155 pounds)

5.Found a reserved item in one of the houses on ghost town map, also using the letter crashed my game

6.Navarro Guard Duty does not seem to end ( no big deal unless you don't plan to kill everybody 2 seconds after you got there^^)

7.Found 15.2mm (?) ammo but no gun to use it. Is it a bug or have I just not found the gun yet?

8.Dr Fung will not talk to me (not even floating text)

9.I like the higher prices but merchants have not enough cash for my taste and my party complains a lot about carrying all those rocket launchers, armors,minigun etc. So an optional script to increase the amount of hard currency, perhaps?

1. Not sure what exactly you are referring to, here.
2. Please let me know what happens. I'll play a new game and try to test out that part, too.
3. Very weird, since that weapon has no ammo. It is only supposed to be a crude melee weapon and is only supposed to work at 1 hex.
4. Yes, the armor is supposed to weigh that much. It is damaged power armor.
5. Do you remember where you found the Reserved Item? I might have already removed it. I have already corrected the problem with reading the letter.
6. Did it ever end in the vanilla version? Doesn't really matter, though. As long as you don't talk to the Sergeant while away from your post too many times nobody cares.
7. There is a gun that uses that ammo... the Steyr.
8. Addressed earlier in this post.
9. Like the situation with Lenny, I have no plans to change it. There are others who say that there is too much money. No. I have no plans to modify this because there is nothing that would appeal to everybody anyway. However, if Nirran decides to ever go back to modding F2, maybe he'll make something for sfall that can be turned on and off easily that would give merchants more/less cash.
 
MIB88 said:
I don't know what is going on here. Never saw this in my latest playthroughs. I'll experiment and see if I can reproduce it. But, it might just be a random bug with that particular saved game map. Only time I ever saw a problem like that is when an item on the map was corrupted or when the map became corrupted after using a certain mapper program on it.

Well, you are right - it seems it is random bug. On my friends computer, Modoc works like charm, he can go and leave without problems. My saves are corrupted, so it's my fault, sorry for false alarm! :cry:

Anyway, cockroaches are damn slow again - although not buggy and work like charm. I thought it was fixed in some previous release?

However, if Nirran decides to ever go back to modding F2, maybe he'll make something for sfall that can be turned on and off easily that would give merchants more/less cash.

He is leaving F2 modding? Nooo, come back, come back, come back...
As for money, I think merchants are good like it is. After all, it is post-nuclear world, they shouldn't swim in caps anyway... There is too many equipment, weapons and armor, but that's whole other story - but it is kinda cool and funny :D

Legion said:
Navarro Guard Duty does not seem to end ( no big deal unless you don't plan to kill everybody 2 seconds after you got there^^)

Navarro Guard Duty never ends in vanilla F2 also. It is supposed to be that way, to "trap" you in Navarro...
 
MIB88 said:
Legion said:
1. New Reno Virgin Street: Green exit Grid moved to edge of screen (upperleft corner)

3.Grant's Pistol gives you Jedi power of hitting people 12 hexes away (range for melee and ranged attack are mixed up)

5.Found a reserved item in one of the houses on ghost town map, also using the letter crashed my game

1. Not sure what exactly you are referring to, here.

3. Very weird, since that weapon has no ammo. It is only supposed to be a crude melee weapon and is only supposed to work at 1 hex.

5. Do you remember where you found the Reserved Item? I might have already removed it. I have already corrected the problem with reading the letter.

-Virgin street: I hope this helps :wink:

-Grant's Pistol: I can load it with .44 JHP/Ap and shot people...people that stand next to me but I can also punch people that are standing several hexes/meters away

-I believe I found the reserved item in a shelf inside the house with the mailbox outfront (Ghost town map)
 
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