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

i have a problem with Marcus (2.45.4) he can't be told of the dead people, it's apperantly a old bug that was fixed once, but it's hitting me...
 
fixing it in F12se did not help, now i can't recruit him at all, and the new quest with Chad (guard for the caravan dude?) is in a loop "Marcus had a few questions" "oh what?" "skimming money" "More questions?" back at main
 
I don't know what I can do about the flares. Maybe something is possible through sfall. I really wish I could get that working, too, as it would give a use to the flashlight you can find in the game.
I don't think you need sfall for that as there already is a function for changing the light level of objects.

obj_set_light_level(self_obj, 0, 0);

That is to turn off the light around the player completely. Replace the first zero with 1-100 to set the light intensity, and the second zero with 1-8 to set the distance.

I don't know what the default light value of the dude is, so if it's already at max this is obviously useless. Then again, you could do the opposite and turn off the light when the player isn't holding a light source in his hand. Also, iirc the light level of the dude is reset to default upon every map enter and that may have to be accounted for.
 
@Mikael Elofsson
Not sure what is going on there either. Are you certain you have completed all requirements to tell him of the people? I have not changed him recently, and I had no problems telling him in order to get him into my party on my last playthrough.

@Darek
I should have been more specific. Setting the items to create light really is not a problem. However, it is somewhat useless at the moment, because the light will only stay on when the item is in the active hand. As soon as the character switches to the weapon hand, the light goes out. I wanted the light to stay on even if the lantern or flashlight is in the inactive hand.
 
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@Darek
I should have been more specific. Setting the items to create light really is not a problem. However, it is somewhat useless at the moment, because the light will only stay on when the item is in the active hand. As soon as the character switches to the weapon hand, the light goes out. I wanted the light to stay on even if the lantern or flashlight is in the inactive hand.
Ah yes I forgot that the checks for item slot 1 and 2 are only valid as long as they are active.
I looked through the sfall functions and didn't find anything that looked like it would do the job. There is something for checking and swapping active hand but that isn't really useful in this case.
Hmm, you could always use "obj_is_carrying_obj_pid", but then it also works when the item is in your backpack (would probably need to have on/off versions of the flashlight then).
Also, I looked at your global flashlight script and I'm thinking it would be a good idea to add the lit flare in there too or they won't work.
 
The flares would be fine if they are in the 'backpack', which could be also mean that they hang on the girdle.
 
@Mikael Elofsson
Not sure what is going on there either. Are you certain you have completed all requirements to tell him of the people? I have not changed him recently, and I had no problems telling him in order to get him into my party on my last playthrough.
i found the bodies, got the note, checked the bodies, talked to francis, he left, then tried to tell marcus about the bodies, tunnels only option to tell about still,

in F12se i could set the quest to 7 so that i COULD tell him, but no diffrence, he does not want to join, "to much going on", fixed the mine, fixed the power to fly-haunted dude, replanted plant, can't talk to chad about his skimming money, (loops at the 2nd option, no matter what i pick) got the midget in the well, stopped the conspiracy straight off, gave the ore thingy to Broken Hills dudes... what requirements could i lack?

i'll add here a few extra things that might help you help me and a lil extra

Current Party: Klint, Sulik, Vic, Miria, Cassidy, Robodog(replacing soon with Dogmeat), Myron, Skynet
Future members: Marcus(if i can fix this, cuz cheating him into party does not work) Gorris and K9,
Level: 92. perks-a-plenty (Cult of Personality could that do anything bad?)
Cheat-boy (that i got working about 6 months ago)
No Magnetic Personality (heard that can clash with unlimited party size)
F12se used recently to change my handgrenades from frags into plasmas (that Shouldn't do anything, but not leaving it out)
I am both Shaman and warrior despite female (F12se adding warrior)

thats all i can think could possibly do anything from my end... sorry i don't have much good aid, but i don't really use Gvars and such things since i do not understand it, changing quests in Gvar (and adding warrior status) has only worked due to me checking it up on the net what the "done" intriger has to be
 
Regarding Cult of Personality doing something bad: it won't. The only reason you can have all those party members in the first place is because of that perk.

But, I think you have found the problem. I was in the middle of adding more of the RP as well as some enhancements by @Endocore. The fact that you can't complete the skimming quest (because I messed something up) must be the reason why he says there are too many things going on and he won't join you. I will correct that as soon as possible and release a small patch so that players can recruit Marcus into their parties again.
 
i found the problem? YAY i helped! *happy kitty dance*

And thanks man, i love Marcus to much to not have him in my party.
 
Ah yes I forgot that the checks for item slot 1 and 2 are only valid as long as they are active.
I looked through the sfall functions and didn't find anything that looked like it would do the job. There is something for checking and swapping active hand but that isn't really useful in this case.
Hmm, you could always use "obj_is_carrying_obj_pid", but then it also works when the item is in your backpack (would probably need to have on/off versions of the flashlight then).
Also, I looked at your global flashlight script and I'm thinking it would be a good idea to add the lit flare in there too or they won't work.
I'm not sure what's the problem here. On the contrary, I had to go to greater lengths to ensure that an item doesn't work in off hand.
You just check (obj_pid(critter_inven_obj(obj_dude, INVEN_TYPE_LEFT_HAND)) == PID) or (obj_pid(critter_inven_obj(obj_dude, INVEN_TYPE_RIGHT_HAND)) == PID)
 
- Hoss in NCR should normally stop fighting after he got hit, or not? I'm not sure if I did something wrong. Because he doesn't stop fighting until he is dead. Drawing a weapon and shoot him didn't had an effect, too.

- I can't give Tandi the Letter I got from the Postman encounter. There is no option to give it to her while speaking to her. Also not possible to do it with clicking on her and taking the envelope out of my backpack.

- Entering NCR into the next town zone (where is also the police station) you get always into fight with the police men. (I think I was not long enough on the first map to get this problem.) They say do not use weapons, but the main character don't have any in both hands. But they start not the the 'Chosen One' a fight, they start it with one of he followers like Klint. I could luckily prevent it, I removed from all hands the weapons and entered the town. (I control them during a fight with the setting in the ddraw.ini!)

- About the caves I mentioned earlier, it makes no difference if I have the highres patch activated or deactivated. No difference if I activate the patch before I activate the megamod and no difference if I activate it after installing the megamod. The caves looks always the same, sometimes I get only a very small part to see. Sometimes a little bigger, not everything visible, but can leave the cave. Sometimes it is ok.
Can I modify in an ini something to prevent this? Do you know the name of the map? I tried in the ddraw.ini and f2_res.ini many settings, but nothing helped.

- Are Damage.ini and CriticalOverrides.ini planned for later megamod updates?
Are there anywhere more informations about what they (will) do?

- About "Expanded Stimpacks" and "my custom book mod" are they planned to be implemented? Do you have the mods as workable vesions for MM?

- here is a map with another problem, if I enter the manhole, I can't get out again and I do not enter a sewer. I'm in the moment in the sewer, sadly I do not have the save files for this. This map has also problems with the size, not everything is visible, but was not really important here...
nlq3jiki.jpg
 
@burn
The code you posted is the standard check to see what is in the player character's hands... but...
Here, consider this:

Your character enters a map with a caravan. Your character has a 10mm pistol in the right hand and a stimpack in the left hand.
On the screen, the "active" hand is showing the pistol. If you walk up to the guards, they freak out and start a fight, because they can see your weapon, right? (Same in NCR.)
But, if you press the button and switch to the hand with the stimpack, then there is no trouble.
Aren't both items still in the character's hands? Of course! But scripts only check the "active" hand (or armor slot or the total inventory).

Now let's bring it back to the light sources. I can turn an item on (or light it) and the game will display a light around the character as long as the item is in the "active" hand. As soon as the hand is no longer "active" the light source will not show around the character (even if the item is still lit/on). This defeats the purpose of having a light source, since the light will go out as soon as the weapon is made the active item and the character will once again have the darkness penalties added.


- Hoss in NCR should normally stop fighting after he got hit, or not? I'm not sure if I did something wrong. Because he doesn't stop fighting until he is dead. Drawing a weapon and shoot him didn't had an effect, too.

That has always been my experience with the game... and the reason why I either avoid that area, or tell my companions to wait while my character goes in and knocks him out to keep from killing him.

- I can't give Tandi the Letter I got from the Postman encounter. There is no option to give it to her while speaking to her. Also not possible to do it with clicking on her and taking the envelope out of my backpack.

There is a dialog option... you cannot 'use' the item on her. Did you already do her mission to Vault 15? Or is your intelligence really low?

- Entering NCR into the next town zone (where is also the police station) you get always into fight with the police men. (I think I was not long enough on the first map to get this problem.) They say do not use weapons, but the main character don't have any in both hands. But they start not the the 'Chosen One' a fight, they start it with one of he followers like Klint...

The guards check EVERYONE in your party... always have.

- About the caves I mentioned earlier, it makes no difference if I have the highres patch activated or deactivated. No difference if I activate the patch before I activate the megamod and no difference if I activate it after installing the megamod. The caves looks always the same, sometimes I get only a very small part to see. Sometimes a little bigger, not everything visible, but can leave the cave. Sometimes it is ok.
Can I modify in an ini something to prevent this? Do you know the name of the map? I tried in the ddraw.ini and f2_res.ini many settings, but nothing helped.

The maps are just referred to as caves. But, I have no idea what is causing your issue with them.

- Are Damage.ini and CriticalOverrides.ini planned for later megamod updates?
Are there anywhere more informations about what they (will) do?

Those files are already in use. Open the Damage.ini using notepad and you can edit things to be harder or easier. Just read the descriptions there. However, don't mess with criticaloverrides. This file is used to tell the engine how to handle damage with new MM critters.

- About "Expanded Stimpacks" and "my custom book mod" are they planned to be implemented? Do you have the mods as workable vesions for MM?

Those are @Nirran's mods. He has helped me a lot and does really good work. However (and we have talked about this), he tends to make some things a little overpowered for my tastes. I did not make those mods components of the MM. He may update them to work with future MM versions... I don't know. But, I will not be adding them to the standard MM.

- here is a map with another problem, if I enter the manhole, I can't get out again and I do not enter a sewer. I'm in the moment in the sewer, sadly I do not have the save files for this. This map has also problems with the size, not everything is visible, but was not really important here...

Ok, I need to review the script for manholes. Manholes are only supposed to be generated on maps with ruins. That is why the game sends you nowhere. And, from the picture, I can't really tell what is wrong. There isn't much else to that map, anyway.


i found the problem? YAY i helped! *happy kitty dance*

And thanks man, i love Marcus to much to not have him in my party.

Yes, you helped. Thank you. And yes, Marcus is cool. (Besides, without him you'll never get to... well, a new location.)
 
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The flares would be fine if they are in the 'backpack', which could be also mean that they hang on the girdle.

Guess that's why it's good to have some throwing skill so you can light a flare and throw it during darkness at the enemy. Even if you miss you can still direct them into the light by tactics and taking control of all the NPC companions.
 
Found a couple bug in Scraptown (not done with it yet).

1) If you take the dialog path with Skippy saying "Give me those before you hurt someone" and he says something like "I'll give you them but not handle end first and you'll bleed tears of blood" then the two choices for you are "[done]" and "Okay." and either one hard crashes the game. I have the old Norton Crashguard running and can probably fix and continue. The other dialog path where you are butt kissing gets you the pliers and doesn't crash, so it's more advantageous and you can get past the error, but I wanted to be a jerk to that asshat. Probably it's supposed to start a fight with the Fools.

2) I wasn't sure how to get the dog to move without killing him so I rt-clicked and used a dried frog(beef jerky looks like dried frog???) on him and the status box says "Error" "That does nothing" but then he does end up following your character. Just a problem with status display that should say something like "The dog was hungry and gobbles up the %item-name%, licks your hand in gratitude, then takes up following you hoping you'll keep the treats comin'".
 
@alatari
Guess that's why it's good to have some throwing skill so you can light a flare and throw it during darkness at the enemy. Even if you miss you can still direct them into the light by tactics and taking control of all the NPC companions.

Oh! Yeah, I forgot about that. Yeah, I guess it does give a little more use to the throwing skill then. Because I don't see flares/lanterns/flashlights hanging off the character's backpack. I hope there is a solution...

If not, at least this issue has given me ideas for new weapons (weapon with light attachment), armors (a stealth suit, essentially, with a built in night-vision component), and items (such as night-vision goggles).

And thank you for those bug reports. Those are easy fixes. I always play nice with the gangers there and never would have caught that issue with Skippy and the tool.

EDIT:
Wait. It should have said this:
You earn 550 experience points for befriending the dog.

And everything looks ok with the script. I added something to make sure the dialog displays correctly, just in case. However, you should not have gotten an error message. Do you have a file called demodog.msg in your data/text/English/dialog folder? If so, what is the date? Or, are you perhaps using a different set of language files?
 
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Why on earth? Scripts check what they are written to check.

Yes. And in the Fallout 2 engine, they run/check what they are written to check... for the active hand. You can deny it all you like. But, check the game and see for yourself. Are you saying you've never encountered a caravan with a weapon in one hand while the other hand was empty? Or walked through NCR that way? Or have you always removed weapons from both slots?
 
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Yes. And in the Fallout 2 engine, they check what they are written to check... for the active hand. You can deny it all you like. But, play the game and see for yourself. Are you saying you've never encountered a caravan with a weapon in one hand while the other hand was empty? Or walked through NCR that way? Or have you always removed weapons from both slots?
No. I don't get why you're putting all these words in my mouth.
 
You said this:

Why on earth? Scripts check what they are written to check.

I'm not putting words in your mouth. I commented on your statement. And, since you seem to not want to believe what @Darek and I were talking about, I gave examples where you can see for yourself.
 
You said this:
I'm not putting words in your mouth. I commented on your statement. And, since you seem to not want to believe what @Darek and I were talking about, I gave examples where you can see for yourself.
I don't need to believe, I know.
The examples you gave have nothing to do with the subject, because you're talking about scripts that are already in the game. Already written. By the developers. You write your own scripts. You check what you want to check in these new scripts.
 
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