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

Another bug. I am getting multiple armor from corpses. And sometimes they are different one is combat armor mk1 one is mk2 for ex.
 
Last edited:
um i haz trouble adding proto 57 (bug) to any map, so i cannot use the cheatboyf2 mod with megamod (Don't bring up save editors plz) is there a workaround? or a way to add it's script back through the save editor?
 
um i haz trouble adding proto 57 (bug) to any map, so i cannot use the cheatboyf2 mod with megamod (Don't bring up save editors plz) is there a workaround? or a way to add it's script back through the save editor?
I tried to do the same, but there is no easy solution. the cheatboy is not compatible with the megamod.
 
1 - I have killed all slavers in slavers camp. But I cannot enter the shack to save suliks sis. It says opening the door would be heard by the slavers.
2 - I completed the find the scouts quest for BOS. But cannot go down into the bunker.
3 - And also if I go to the BOS bunker with car or by foot the screen to pick where to go appears but I cannot pick anything. The only way to go and leave normally for now is by vertibird which doesnt show that screen.
 
Last edited:
@MIB88
Could you send me a .zip of all the critter .pro files that have been edited by the Megamod?
It seems that the newest version of the mod packs them into the master.dat somehow, because there's only a handful of files in the proto/critters directory, and I haven't been able to extract the rest (DatExplorer crashes when I try to open Megamod's Master.dat).

How do I install the mod anyway? I've been trying the 2.44 Windows Installer from this site: http://www.nirran.com/ and then the 2.45 repack you uploaded, but only the 2.45 repack has any critter proto files.
 
Last edited by a moderator:
Hi. I am about to finish the enclave oil rig. I got the FEV released and ran to the villagers the release them. But I cannot talk the the elder because she is not near the force field. She ran inside during combat. Any ideas?
 
I'm happy to announce that I've finally made F2WR fully compatible with the Megamod and included updated critter protos for v2.45.3!
There were some deviating protos that I've changed more to my reasoning, these are as follows:

EPA Spore Plants, Phil, Specimens from Tanks, Scarecrow and Fruit Flies are now immune to EMP.
Anna the ghost is now immune to Plasma damage.
Radscorpions and Cockroaches have half as much Laser DR.
Mutated Mole Rats (Metal Armor) now have some Electric resistance.
Mole Rat Fighters now have stats equal to Robes (less resistances, more AC).
Marcus's Stage 2 and 3 (Metal Armor) now have some Electric resistance.
K-9 now has Combat Armor Mk II with reduced Electric resistance, his AC is unchanged.
Mr. Handy robot now has Metal armor instead of Unarmored (still no EMP resistance).
Guardian of Ardenius now has Metal Armor Mk2 with some Electric resistance.
Chief Paladin now has Hardened Power Armor.
Humongous Rat now has Advanced Power Armor Mk 2 (but no EMP weakness), and is somewhat weak to Laser, Explode and Electric damage.
Guard Rat and Hunter Rat now has Robes (more AC and resistances).
R2-D2 now has Metal Armor Mk 2, with more Fire and Electric resistance.

I've also tested installing the worldmap encounters from F2WR onto the Megamod, and it seems to work fine. There is one Enclave encounter that's supposed to have a Deathclaw in the Megamod, which gets overwritten by F2WR, but at least it doesn't invalidate the file, and you can put the deathclaw back in from the backed up Worldmap.txt that the installer creates. There is also a mobster encounter that's been changed by the Megamod to no longer have Sniper Rifles, but 10mmSMGs and Magnums instead. F2WR also does this, but gives them Sawed-Off Shotguns and Grease Guns. The result of combining the two is that the encounter will have mobsters with 10mmSMGs, Grease Guns and Sawed-Off shotguns.
 
Do you know how to change the world map speed? I know i'm sounding persistent but i've looked everywhere for a solution.
 
Last edited:
@Drobovik
Thank you for the files/fixes for the artwork. I will be sure to include those in the next release.

@ranafuineluva
Yes, it is definitely a bug that Marcus can only carry 50 pounds. Not sure what might be causing it, except for a problem with his proto file. I will look into it.
Regarding Maria, I just need to fix her dialog. She was not written with that many dialog options. But, the original authors probably meant for her to say the character is not wearing the uniform properly.
Regarding the two armors: There is a script that is written to apply to all critters in the game which appear to wear armor that also takes into consideration the player's skills. However, some critters still have bits of code in their individual scripts which create armor, as this was the method in previous versions of the MM. Eventually, I will remove all the old code.

@Magnus
I am sorry that I was not around when you asked for my help with the protos. However, I'm glad that you were able to get everything together. I will have to add your changes/fixes to the MM for the next version, as they are all good/reasonable.

@Nick Williams
You can adjust the speed in the ddraw.ini file, which is inside the main Fallout 2 folder.

@Mikael Elofsson
I always use F2Wedit by Cubik to edit item protos. I've never had a problem with it. Just so you know, though: Many item scripts were removed because of the "too many items" bug, which resulted in the skilldex button not being displayed. The code for the various items were placed in the player script (obj_dude).

To everyone:
Been a busy time and I haven't been around here, but the MM is not abandoned. I still plan on adding/fixing things... the current project being the RP.
 
see, i'm trying to put Proto 57 in game (the bug thingy) with the cheatboy script, the only trouble i have is getting the script re-added, can i do that with F2wedit?
 
see, i'm trying to put Proto 57 in game (the bug thingy) with the cheatboy script, the only trouble i have is getting the script re-added, can i do that with F2wedit?

Sure, Cubik's program should work for that. Just make sure the script you want to add is already mentioned in the scripts.lst file. Now, wait... let me clarify: Cubik's program will allow you to add any script and otherwise edit any item. Whether or not this cheatboy script will work with the MM is another question entirely. Good luck.
 
ï can add the script (will try on a item thats findable in arroyo) but i can't put it on a item i got on my character (Save editor lets you change one item to other, but scripts disapear) so, without proto 57 placeable IN mod, i think it aint compatible AS IT IS, but it might work the way i'm gonna try, brb

it's a no-go... drat

unrelated, but now that i see the item's exist, where in game are backpack/bags?
 
Last edited:
ï can add the script (will try on a item thats findable in arroyo) but i can't put it on a item i got on my character (Save editor lets you change one item to other, but scripts disapear) so, without proto 57 placeable IN mod, i think it aint compatible AS IT IS, but it might work the way i'm gonna try, brb

it's a no-go... drat

unrelated, but now that i see the item's exist, where in game are backpack/bags?

Wait a second. You missed something. With regards to changing proto files, any changes you make only occur for NEW items created. If you want a script to still be on an item, then you need to add it to a map or it has to be a randomly-created item. For example:
Let's say you add a script to poison antidote to, I don't know, give you 5000 experience points when used. When you find the antidote in the Temple and use it, you will not get the experience points, because that item does not have the script attached.
Later, you encounter a bunch of cannibals on a random map. There is a body with an antidote in its inventory. When you use that antidote, then you would get the experience points.
Bottom line: if you want to add a script to a specific item, you need to delete the old item from the map, then re-add the new one after you have changed it. Otherwise, the old item, with the old attributes will be used, unless it is an item created on a random map.

As for the backpack, it is not in the game, yet. It is part of a 'survivalist' project for later.
 
Tried the way you said, it works flawlessly now YAY

what about bags, any holding items?

You managed to get it to get the cheat tool working in the megamod ??

Vould you please upload the files you used. I want it in my game too but was never succesfull

On Topic:
How is work on the megamod going MIB88? end year release is possible? ;)
 
Last edited:
Back
Top