Megamod 2.44 Bug Reports and Suggestions

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Hy Guys,

I have a problem with the modpack. Every time i saved second sometimes and load this savegame, F2 crashs with the following error message:

The instruction at 00459781 referenced memory at 00000064
The memory could not be read from
Click OK to terminate the application

For you info, i use the gog-version of F2 and installt the modpack sevral times with the installer and the zip installation, also i used the the fix from Drobovik's signature. I also installed it on diffrend location on the three HDD's in my computer and an USB-Stick and nothing works. Every time crashs Fallout after load a second saved savgame.

I hope you all can help me, that i can play the game, and sorry for my bad english.
 
I got FO2 from GOG's freebie promo, and I had a massive green rocket-launching hell of a time making it run, so I'm going to post the things that helped me here. I'm including the corresponding error messages to help others who are searching for solutions to find this thread instead of the old version's thread.

Delete, rename, move to another folder, or otherwise obscure "patch000.dat", just as the readme says.

If ProcessDat2.exe throws an error, it could be because the Windows installer of the mod already ran it for you [yay]. No harm done, move on to the next step.

Run the megamod through fallout2.exe to avoid the "couldn't find/load text fonts" error from the "megamod 2.44" shortcut. If I understand it right, this is because the game can't find the folders it needs. I have no idea why this happens, since the shortcut goes to the same .exe, but in any case running fallout2.exe from the fallout directory should work.

Find a copy of d3dx9_42.dll [dll-files.com has a good TOR rating, which is as good as TOR's word -- download the .zip, not the other things!] and put it in the Fallout 2 directory so fallout2.exe can find it. Without it, you'll get an error of "You have selected graphics mode 4 or 5, but d3dx9_42.dll is missing Switch back to mode 0, or install an up to date version of DirectX".

The saved game load error, "The instruction at 00459781 referenced memory at 00000064" and crash -- which you are likely to notice after picking up the bolt in the temple or killing a monster -- should be fixed by the fixes linked by Dobrovik on page 13. http://www.nma-fallout.com/showthre...-Suggestions&p=3919380&viewfull=1#post3919380

[I backed up my Fallout 2\data folder, then moved the scripts folder from the fix pack into \data, replaced all, then moved MAPS.TXT from the fix pack into the \data\Data folder, replacing the old MAPS.TXT. This fixed all the problems I was having.]

Thank you all for making and supporting this modpack. It looks like exactly the new experience I wanted from this great old game.

EDIT: I should add that I'm on WinXP. Results may vary.
 
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Does this mod feature some new weapons maybe? Or changes graphics for already existing ones?
 
Belated Merry Christmas to Megamodders.

Eccentric are the meanderings of the modding path. I fired up the Megamod (2.44) to check one minor matter and somehow the next thing I knew I was wading hip-deep through the Brotherhood of Steel areas quagmire. I fixed a number of script problems, though what exactly is supposed to be happening plot-wise in these areas is murky business and I generally left untouched any matter not self-evident. In particular, the intended requirements to join the BOS are incomprehensible to me, so I left things as they were on that count: the Chosen One must complete quests for both Martin and Burke to peaceably access the bunker. Completing Burke's delivery quest to Dr. Steel activates the elevator and allows entry, but unless Martin's quest to find the lost patrol is completed BOS soldiers in the bunker will attack the player on sight. Another matter that made no sense to me was the current state of the "attack on the BOS base" event. My opinion based on gameplay and looking at scripts was that (likely due to numerous past problems) MIB88 intended the Chosen One's active participation in this event to be disabled. I took this a step further and entirely disabled the event. There was no problem per se with the mutant attack occurring off-stage, rather than with the Chosen One's participation, but a serious problem occurs later when the Chosen One is teleported into the bunker to receive a (now undeserved) reward and all the soldiers in the bunker turn hostile. Until more serious thought can be given to how the attack should be handled (something I wasn't ready to do), deprecating it entirely is the only way to guarantee at least some valid adventuring opportunities inside the BOS bunker. This certainly leaves a number of theoretically available quests in the BOS bunker not available, but at least given my fixes here the pc can have a few adventures there rather than practically nothing at all.

Files available here. Use at your own discretion and risk, as these files were not in any way prepared in consultation with MIB88. Backup your original files before using any of mine. To use the files in the download, unzip the download and copy the files from the download into same-named folders in your Megamod 2.44 installation (overwriting existing files).

Summary of changes:

Scripts
--aitem6, bsitem6: added environmental armor to poison gas protection and fixed float text error due to duplicated line numbers in msg.

--bosbartn: can now be meaningfully interacted with, Dr. Steel delivery quest can now be completed.

--bosburke: Fixes to Dr. Steel-Barton delivery quests and changes to facilitate adventuring inside the BOS bunker.

--boskliff: can now be meaningfully interacted with, offering quest to Den outpost.

--bosmdoor: a change was necessary to fix the Dr. Steel-Barton delivery quest series.

--bosstore: can now be meaningfully interacted with, added some supply depot mirth.

--door: One might be hard pressed to actually find a door in the game that uses this script. I included it as a reference for modders, since most standard door scripts are broken. Dozens if not hundreds of wood doors are incorrectly portrayed as metal doors in standard game scripts, which may be important to mad-bomber characters since locked wood doors are meant to be blown up with only one explosive rather than two or three.

--ectrappr: I use this in my own games, but it certainly won't be to everyone's taste or sense of humor. If you don't want to use this in your game, at least check out the bugfixes for mundane stuff (trappers selling golden skins at regular prices and trouble with trapper restocking times shamelessly swiped from killap, troubles with Miria and Davin not present on the map, etc). Want to know why I don't release more of my own mods? Because most of the stuff I make is just like what's found in this script-- and I'm certain the world is simply not ready for my eccentric antics. :crazy:

--epasteel: fixes to Steel-Barton delivery quest.

--vivltdor: can now use Oil Can from Tin Woodsman encounter to help loosen the stuck doors.

--vivltdr2, vivltdr3: The way these doors work never made sense to me, so I changed them; also, some minor bugfixes.

--wcbrnbot: Robobrain is a favorite of mine, so I spent a few hours on this one. Numerous bugs were fixed, and many other procedures were optimized. Among many other things, there should be no more trouble with Skynet forgetting his combat AI settings when loading a saved game. The only bugs now remaining with Skynet should be ones related to events inside the SAD maps, but fixing those will have to wait until all the SAD maps and scripts are brought up to the latest killap UP/RP standards. For those who keep track of such things, this wcbrnbot uses only 16 local variables.


Text files
--If not associated with an included script, then some language errors were addressed (could be grammar/spelling, could be a translation result that was unhelpfully vague, or a translation that was a stereotypically blatant example of ways non-native English speakers talk and write that also immediately identify the speaker as a non-native English speaker from Eastern Europe or Russia. I don't mean this as a derogatory evaluation-- the mistakes are entirely innocent and do not denote a lack of intelligence as even very bright folks from that part of the world tend to use English in these ways that native speakers find quite uncanny. Western Europeans, Indians, and Asians also all have their own unique and consistent ways of mangling English. I'm too old to learn any new languages, but if I did I'm sure I too would make mistakes that native speakers find funny, it's just the way these things happen.
--Fixed line numbering error in worldmap.msg that may result in announcement of Dead Mutants special encounter displaying as "Error."

Another problem in the Megamod is related to Cassidy-- his base proto is incorrectly set to use Marcus' AI, with the result that Cassidy will frequently "forget" some of his combat AI settings during map changes or savegame reloads until he levels up the first time. This is easy to fix, but not prudent to include in a download-- too many people tend to get confused about what to do with a base proto and just stick it in their patch folder, then come here and complain that problems were the result. In any case, anyone familiar with the mapper will likely want to take 30 seconds to fix this for their own game.

And to whoever put those three free suits of Advanced Power Armor :surprised: in unattended shelves in San Francisco: SHAME ON YOU! The specious spectre of Monty Haul already looms too large over a game far too easy for such shenanigans.
 
...I was wading hip-deep through the Brotherhood of Steel areas quagmire...

--ectrappr: I use this in my own games, but it certainly won't be to everyone's taste or sense of humor...

Text files
--If not associated with an included script, then some language errors were addressed (could be grammar/spelling, could be a translation result that was unhelpfully vague, or a translation that was a stereotypically blatant example of ways non-native English speakers talk and write that also immediately identify the speaker as a non-native English speaker from Eastern Europe or Russia. I don't mean this as a derogatory evaluation-- the mistakes are entirely innocent and do not denote a lack of intelligence as even very bright folks from that part of the world tend to use English in these ways that native speakers find quite uncanny...

And to whoever put those three free suits of Advanced Power Armor :surprised: in unattended shelves in San Francisco: SHAME ON YOU! The specious spectre of Monty Haul already looms too large over a game far too easy for such shenanigans.

Endocore! Glad to see you are still around, finding bugs and fixing the things I haven't gotten to. :wink: Over the holidays, I was actually working on a 2.45 release. I want to fix a few more things. But, I hope to have a release before this month is out. Here is the latest summary of changes (with thanks to Drobovik for pointing out some of these bugs):

-Removed the weather mod
-Addition of a new party NPC
-Numerous fixes to party NPC, Vault 14, New Reno, and other scripts
-Raider on level 3 of Vault 15 now has the correct ammuntion for his P90
-Numerous fixes to the BoS facility scripts
-Numerous minor dialog corrections
---Many dialog fixes to Colly, but this is still a work in progress
-Removed scripts from more items, thereby eliminating the dreaded "too
many items bug" that results in the missing Skilldex button
-Added conditions to be able to wear/use power armors. (Take that, cheaters! :twisted: )
---Maybe a certain item will allow you to wear power armors
---Maybe there is a level requirement
---Maybe certain NPCs can help you
-No longer start with the Idolized reputation in Scraptown
-Should now be able to complete the mission to kill all the spore plants at the EPA
-Added a missing music file (from F1) needed for one of the maps

The BOS is very rough. Yeah, plenty of issues there.

You mentioned language issues. I went through a whole bunch of text files, mainly from Colly, and cleaned those up. The people who translated those various mods did an awesome job. Of course, the language does stand out a bit. Another problem, too, is that sometimes things get lost in translation from one language to another. The lack of knowledge behind the full intent of the BOS missions/locations is an example of the problems that can arise. However, I would never suggest that people stop working on mods in their own languages, and I'm greatly appreciative of all translation efforts.

Regarding the power armor in San Francisco, that might be from one of Nirran's mods. Try loading a saved game from before you entered SF for the first time, and check to see if those suits are still there. Nirran and I were talking about empty shelves way back when, and he developed that script to add items. And while the items added are random, I think the items to be found on shelves is somewhat dependent on your location and/or what your character's level may be. Check out gl_random_loot.int if you are really curious.

Regarding your ectrapper: Maybe I won't make every trapper the eccentric one that you created. But, I do like variety. I could create another random encounter for this specific trapper. Or, I could just make it so that one out the 3-5 trappers you meet in the existing encounter is that eccentric character.

Thanks again, Endocore. I'll make sure to grab your fixes and include them in the 2.45 release.
 
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@MIB88

I forgot about that random loot script in regard to SF, you may be right on that one. I'm glad you mentioned random loot, though, because that's something that needs to be looked at; I meant to investigate, but forgot. The trouble is that since the loot really is random, items with scripts attached are sometimes created (= chances of map corruption that would be hard to track down because of the random element involved). For example, I found a Magic 8-Ball in Broken Hills.

I'm sure everyone will be glad to hear you've got some new stuff coming down the pike, keep up the good work. :clap:
 
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Thanks, Drobovik and Endocore.

Yeah, still working on this off and on... bug fixes as well as additions. I've got pages and pages of ideas I hope to someday include. I'll take apart that random loot script... tone it down so that less powerful items are found. Hopefully, the random corruptions will be eliminated once all item scripts are removed and the codes are placed inside the obj_dude script. The script removal has been completed for most new items, but some of the old items still have scripts attached.
 
Hello everyone!
Have problem with megamod + last high resolution patch with map edges - they look too blurred. Everything else works fine.

Any ideas on how to fix it?
 
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I see that new version of Megamod it’s on the way. It’s really great great news MIB88 :clap: THX you.

Two things:
The bug with Gecko inside the wall from Toxic Caves is fixed? I ask you MIB cause this happened only when you choose the evil path from Klamath – Sajag Expedition. THX this bug you cannot finish this expedition and than you don’t have other quest – If I remember this should be something with Danton after expedition. In good path everything is ok.

Also it is possible to put in new version appearance Mod from Mash? I ask you cause this is very good addition to this game.
Right now we have Bald Dude, Long Hair Dude and great Blondi. Yesterday also I saw that Rainman put also Black Dude and RedHead on his side. I think players will be gratefully for that. I use this myself with Megamod and right now I cannot play without that.
THX you for your works and other modders/player for mods and fixing the bugs here.

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<!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:HyphenationZone>21</w:HyphenationZone> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:DoNotPromoteQF/> <w:LidThemeOther>PL</w:LidThemeOther> <w:LidThemeAsian>X-NONE</w:LidThemeAsian> <w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:SplitPgBreakAndParaMark/> <w:DontVertAlignCellWithSp/> <w:DontBreakConstrainedForcedTables/> <w:DontVertAlignInTxbx/> <w:Word11KerningPairs/> <w:CachedColBalance/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> <m:mathPr> <m:mathFont m:val="Cambria Math"/> <m:brkBin m:val="before"/> <m:brkBinSub m:val="--"/> <m:smallFrac m:val="off"/> <m:dispDef/> <m:lMargin m:val="0"/> <m:rMargin m:val="0"/> <m:defJc m:val="centerGroup"/> <m:wrapIndent m:val="1440"/> <m:intLim m:val="subSup"/> <m:naryLim m:val="undOvr"/> </m:mathPr></w:WordDocument> </xml><![endif]-->The bug with Gecko inside the wall from Toxic Caves... only when you choose the evil path from Klamath – Sajag Expedition...

Thank you! I saw this report before, and never experienced it myself. I had no idea it was just for the evil path. I just fixed it.

Also it is possible to put in new version appearance Mod from Mash?

Sure. Adding in artwork is relatively easy. I haven't checked any art threads for a while. I remember there was talk of a central location where all of the art could be found as they were completed. If you let me know where to download the new art from, I can grab them and include them in the MM.

Have problem with megamod + last high resolution patch with map edges - they look too blurred. ... Any ideas on how to fix it?

I'm sorry, but I have no idea how to fix this. I'm too old school - I don't use the hi-res patch when I play.


FYI - Latest updates (in addition to those mentioned earlier):
-Included Drobovik fix for Marcus's voice regarding his use of weapons and armor
-Klint should no longer become unresponsive to the player character
-Added a new NPC to Arroyo created by Endocore
-Modified the random loot script to eliminate chance of finding overly powerful
items on unattended shelves (i.e. Advanced Power Armors, Plasma guns, etc.)
-Fixed problem with the gecko appearing in the walls of the Toxic caves (Sajag
quest for evil characters can now be continued)

And the changes to Dogmeat by Endocore (see other thread) will be added very soon.
 
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Hi all.
I have a question about Sulik's sister quest.

In Slaver's Camp locations I got key ring from the boss (he gave it to me, because I have good "Speech").
But when I trying open door to Sulik's sister, door doesn't opens with key rings - shows up the message about slaver can see if i open it.
 
Ok.

This is major subject start by [FONT=&amp]LionXavier[/FONT]

http://www.nma-fallout.com/showthread.php?195569-Vault-Boy-pics-for-the-Hero-Appearance-Mod



I don't find any other subject with a lot of information like this one.

Right now the playable versions are:

Link to Long Hair Dude from [FONT=&amp]x'il :[/FONT]

http://www.mediafire.com/?onziiwzwmm2


Link to Bald Dude from [FONT=&amp]x'il :[/FONT]

http://www.mediafire.com/?8ex0dqz399ku6a0


A fix from [FONT=&amp]x'il[/FONT] for those who use the Bald Dude in combination with Josan12's extra weapon animation:

http://www.mediafire.com/?m221m3orc8waozb


If I remember this two are also in RP.

The Blondi and the rest are from Rainman.
This is his side:

http://olympus2207.com/load/international_section_mezhdunarodnyj_razdel/5

He put also a permission to use this in also in Megamod.

A Blond package on status "ready to go" put [FONT=&amp]scratch42069[/FONT]

http://www.mediafire.com/?oocpxzijsao65c1


I don't know that this is inside the RP right now.

The Black Dude and Redhead are here:
http://olympus2207.com/load/interna...inman_s_f2_critterpack_blackhairdude/5-1-0-22
http://olympus2207.com/load/interna...rainman_s_f2_critterpack_redheadgirl/5-1-0-23


This packages are not in status "ready to go" cause they need to be renamed .

There are three different subject with no finished: Redhead (different style) started by [FONT=&amp]Aqui[/FONT]

Black Dude started by Pixote and Ms Punk Girl started by [FONT=&amp]Geras[/FONT]

[FONT=&amp]I hope I don't miss anything.[/FONT]
 
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diggerzz this is a Bug, I had the same situation. You must kill all slavers to rescue Sulik sister.
Sorry for double post.
 
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I had this bug playing in version 2.43:

If you go there for Sulik sister - you talk with Dan or Don (I dont remeber right now his name) - and if you have HIGH Speech, he give you the key to unlock the door. He give you permission to take some SLAVES and give Metzger best regards, but THX this BUG - you must kill all slavers to rescue Sulik sister.

I dont check yet this BUG in version 2.44, cause I comeback to Magamod few days ago.

ALSO:
If you are in this Camp check this - When you killed Don or Dan do you see text from EPA??

In the left corner of the map is two slavers with Assalut Rifles guarding the Slaves - if you kill them, one of this weapon cause CTD (Slever with Metal Armor I think) - If you want to use the weapon or you give to another Character exp. Sulik - CTD

Also if you open the Cage with the Slaves sometimes CTD when they escape - I always go up and its oki.

I had this on 2.43 - if you had this also, I hope the MIB will fix this on new version on Megamod.
 
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I will check into the bugs with the Slaver Camp.

My plan was to have another update at the beginning of this month. I am still playtesting. I have found a huge error that I just couldn't get past: I found that there was no way to add Klint back into your party once he was told to wait. I am in the middle of completely rewriting him... again.

Please continue to report any other problems, and I will get to them as I can.

Edit: Klint is finished (for the third or fourth time) and seems (again) to be working in the game without corrupting saved games or causing crashes. We'll see. Back to modding, which includes adding the latest Dogmeat and Miria, as well as changing a few minor details with Shania to help her fit into the MM better. And, of course, still have a lot of playtesting to do (I'm only in Modoc, now).
 
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