Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

@MIBB88: does your mod include the tactics critter packs? it has the cockroach critter but does it mean it has the others too? I want to change klint's appearance.

I'm sorry, but the only critters I added so far from tactics are the gila lizard, small/large cockroaches, and the BoS environmental armor. If you make Klint wear the environmental armor, that one should display. However, it doesn't completely line up with the rest of the armors in F2.
 
Guys, there's runme.bat batch file mentioned in readme.txt file, but whole Files directory called from runme.bat is missing in 2.45.3 repack. Am I good to go with ProcessDat2.exe instead?

edit: Tried to run ProcessDat2.exe, which returned me a long list of "missing dll" messages, looks like my VB runtime libraries needs some update. Okay, going for solo run, I hope those proto files are meant for companions only.
 
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Guys, there's runme.bat batch file mentioned in readme.txt file, but whole Files directory called from runme.bat is missing in 2.45.3 repack. Am I good to go with ProcessDat2.exe instead?

edit: Tried to run ProcessDat2.exe, which returned me a long list of "missing dll" messages, looks like my VB runtime libraries needs some update. Okay, going for solo run, I hope those proto files are meant for companions only.

Ugh. Did I forget to include or accidentally delete some files? Ugh. I will check this over as soon as I get back home... so, might be a couple of weeks. And, those proto files are for companions. The whole point of having those files, though, is to prevent the level reset that often happens in the game.
 
Don't worry MIB, not a big deal! All the proto files are packed in archive in a separate Proto folder, so they could be added to master.dat by manually, even if the batch file is not working as supposed. Shit happens!
 
Hey MIBB88 I tried reinstalling the megamod after breaking my setup. I used a fresh install of the GOG version, added 2.45.3 on top of it and tried to run RUNME.bat.
I cmd box popsup and disapears quickly. aparently saying it cannot find RUN.bat and the other files... I don't get whats going on now. Do you have a clue?

cheers!
 
Game freezes in Den Residential, after defeating Tyler's drunken gang with Lara. Fight is rolling fine, Lara's party properly disappear after turning off the combat mode, and then it just locks up - no CTD, no error messages, just freezes. Tried it twice in a row, still the same. (2.45.3 repack, installed over clean F2 US 1.0)
 
I'll recheck this. I fixed it before. The freeze happened because of the NPC Loot Bodies mod. After combat, Lara's gang loots the bodies. Then, as the gang leaves the map, the game froze because they were carrying items that needed to be destroyed first. But, like I said: I could have sworn I fixed this issue by simply making it so that NPCs would not loot on that map. Do me a favor, please. Temporarily remove gl_test1_loot.int and gl_test2_loot.int from your data/scripts folder and then try the fight again.


@Oracle: Check out what Valcik and I were talking about before your question. I need to check out the files there. I am not entirely sure what is going on there. I may have forgotten a file or else I just need to update something.
 
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You are right, it worked. No more freezes after changing suffix on those two scripts.
 
Thanks for testing that. I'll re-add the fix for the next release. (This is what happens when you do work on four separate computers.) Also, for anybody who cares to know how the next version is progressing:

-More grammar, spelling, and dialog fixes
-Updated script for Balthas in Klamath
-The mayor of Carson is no longer referred to as Gregory in combat
-The dog from Scraptown can be pushed if you have befriended him
-Removed items from the Destroyed Lab entrance map that should not have been there
-Changes to the car breaking down
---Corrected a potential bug with Ratch when you disagree with the price he charges to repair a tire
---Made it a lot easier to replace repaired tires
---Made it slightly easier to replace repaired components
-Corrected the entrance map to the BOS research facility (scroll blockers are now placed correctly)

Really had to look at the issue concerning the car breaking down. If you don't have a certain NPC in your party, then you had better have a really high repair skill. :twisted: Although, I just had an idea. I will look at making certain NPCs available as party NPCs so that you can hire them to fix the car. However, there will be some serious limitations on them:
-always run away in combat
-will not leave your party unless you take them back to the town where you picked them up

...And maybe some others.
 
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Hi MIB88
Thanks again for all your efforts on keeping this alive.
Lil quesition. Normally I was using the installer like 2.44. But this MM_2.45.3_full_repack.zip is not an installer. Do I just copy over the contents to the game folder?
Thanks in advance.
 
Yeah, just copy the files over. That's it. However, I have to warn you: it looks as though I've either messed something up or overlooked something. There is a batch file to run which is supposed to replace/add a number of critter proto files to the master.dat file. However, it doesn't seem to work in the latest release. This means that you may have issues with party NPCs reverting back to earlier levels. I will try to have this issue resolved and a patch out within the next few days.


Edit: Stay away from Vault 23! Again, stay away! Not sure what I did, but all attempts to leave that map (either via the exit grid or the elevator leading into the vault) crash the game. Looking into the problem now.

Edit 2: Don't know what caused the corruption. I found an earlier version of the map. The only change I made to it in a previous release was the addition of some blocking hexes to keep characters from running through the elevator and into parts of the mountainside. I don't remember if I checked the map in-game after the fix. But, if that "fix" is what corrupted the map, that means the location has been broken for a couple of years. Anyway, I tested the fix in-game. Everything works fine and the location will be accessible in the next release.
 
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All in all, I'm nicely surprised with quality of this version. Haven't had any stability issues so far, no random crashes typical for F2, the game is rolling like a charm and Marcus wielding Bozar is rocking big time!

I had noticed just a few bugs and glitches worth mentioning:
- Ladder on the lowest level of Bunker 21 seems to be not working. Once I've reached that level, my character got trapped inside.
- Door to the generator room in Vault 14 are screwed all right! Using the hand icon action on them does nothing, any attempt to unlock them returns "You are standing in front of door" message and nothing else.
- [strike]Black duder in red shirt (Redding) asked me to find his son, I've discovered the corpse of young black duder mangled in Ruined City afterwards, and there's still just one option available in dialogue with the father: Sorry, I haven't found nothing yet.[/strike] (Never mind, I've missed dialogue option about tatoo on his arm, it worked.)
- Helmet removing mod for PA seems to be flawed somehow. When wearing the classic power armor with helmet off, my characters' sprite starts sliding away hex-by-hex occasionaly. It's totally random, mostly after leaving inventory screen. This is a harmless glitch, the sprite jumps back at proper hex right after clicking any mouse button. I find it much more hilarious than annoying actually. (doesn't happen with other armors, just with the PA with helmet off.)
 
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...I had noticed just a few bugs and glitches worth mentioning:
- Ladder on the lowest level of Bunker 21 seems to be not working. Once I've reached that level, my character got trapped inside.
- Door to the generator room in Vault 14 are screwed all right! Using the hand icon action on them does nothing, any attempt to unlock them returns "You are standing in front of door" message and nothing else.
...
- Helmet removing mod for PA seems to be flawed somehow. When wearing the classic power armor with helmet off, my characters' sprite starts sliding away hex-by-hex occasionaly. It's totally random, mostly after leaving inventory screen. This is a harmless glitch, the sprite jumps back at proper hex right after clicking any mouse button. I find it much more hilarious than annoying actually. (doesn't happen with other armors, just with the PA with helmet off.)

Thanks for the report. I will check into these. I have already checked on Bunker 21. I can't reproduce your error. I can move in and out of the lower level without any problems. However, I did notice this: if you have a party NPC in front of the ladder, the sound for climbing the ladder will play, but the PC will not move. Make sure to push any party NPCs out of the way.

Also, here are some things for the next release so far:
-More grammar, spelling, and dialog fixes
-Updated script for Balthas in Klamath
-The mayor of Carson is no longer referred to as Gregory in combat
-Changes to the dog in Scraptown
---He can be pushed if you have befriended him
---He follows you around even if you leave and re-enter
---Note: He still will not fight for your team
-Removed items from the Destroyed Lab entrance map that should not have been there
-Changes to the car breaking down
---Corrected a bug with Ratch when you disagree with the price he charges to repair a tire
---Made it a lot easier to replace repaired tires
---Made it slightly easier to replace repaired components
-Corrected the entrance map to the BOS research facility
-Corrected issues with Vault 23
---Leaving map no longer crashes game
---Car correctly appears at the entrance map
---Hex blockers added near two elevators to prevent characters from going into walls/cliffs
---Corrections to Max's dialog options
-Added exploding death animation for scorpions
-Added Quick Goris animation mod (Goris puts on/takes off robe faster)
-Dr. Fung now returns to his house after San Francisco fights
 
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I have already checked on Bunker 21. I can't reproduce your error.
After some more testing I had found the culprit! It looks like only a character dressed in PA can't climb the ladders, everything works flawlessly after removing his armor. The same goes for all the ladders on other levels too. (tested with regular PA only, not the advanced one)
 
Wait a sec. Does this happen in power armor ONLY at Bunker 21? Or, does the inability to climb ladders in regular PA occur on other maps, too? It would almost make sense if the player couldn't climb any ladders. That would suggest that there is some missing animation. And, if this is a custom sprite, maybe ladder animation wasn't done. But, even if it is not a custom sprite, that would mean this error exists in vanilla F2. I mean, how many ladders are there in the normal game after the point PA is available? But, if the problem is just at Bunker 21, then, well... I have no idea what could be happening. However, I think my first hypothesis is correct. If so... the only way I could fix it is... hmmm... well, I don't do art. So, I'd probably just end up scripting the ladders (in Bunker 21 and the vanilla F2 locations) to automatically teleport.
 
Yup, it must be missing animation. Character dressed in PA can't climb the ladders in Toxic Caves too, I just checked it out, so this has nothing to do with Bunker 21. Sorry for the inconvenience!
 
Yup, it must be missing animation. Character dressed in PA can't climb the ladders in Toxic Caves too, I just checked it out, so this has nothing to do with Bunker 21. Sorry for the inconvenience!

Not at all! Besides, I'm pretty sure it is an issue with the MM. The PC is dressed in PA without the helmet, right? So, I have a couple of ideas for a fix:

1. Have the PC put on the helmet and then climb a ladder.
2. Just copy/paste the original artwork for climbing ladders in PA... renaming to the new artwork, of course.
3. Redo the ladders to just teleport... like stairs.

I'll figure out something for the next release. In the meantime, you should be able to get out by entering combat and then climbing the ladder.

Edit: Ok. I've gone with option 2 just now. The artwork will only appear for 2 seconds, so, not that big a deal that the PC will now magically have his/her helmet on when climbing ladders.
 
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Now some noob question: How am I supposed to get the slaver's camp location in MM, guys?
Tried to talk with Metzger (CHA 4, Speech 84%) with no success; tried to kill Metzger and ask the slaves which didn't help me either. I had decompiled Metzger's script, it looks like there are some attribute and skill checks in Node900; also it seems like the lines {1000}-{1015} about camp location are called from corresponding Metzger's msg file, yet I can't make Metzger to tell me shit. What's the catch?
 
Now some noob question: How am I supposed to get the slaver's camp location in MM, guys?
Tried to talk with Metzger (CHA 4, Speech 84%) with no success; tried to kill Metzger and ask the slaves which didn't help me either. I had decompiled Metzger's script, it looks like there are some attribute and skill checks in Node900; also it seems like the lines {1000}-{1015} about camp location are called from corresponding Metzger's msg file, yet I can't make Metzger to tell me shit. What's the catch?
AFAIR, I talked with Metzger after I had increased my "Speech" skill over 100% (and I had CH 4 too).
 
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