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

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.

My examples have everything to do with what @Darek and I were talking about. You fail to see it. I'm not going to waste any more time talking to you about it. But, by all means: if you figure out how to make a script fire from an inactive slot, or find a way to check what is in the inactive hand, then you be sure to let us all know. And that includes if you find an example in something I have written or modified. Or from the developers. Or you. Or whomever. Good luck. :roll:
 
But, by all means: if you figure out how to make a script fire from an inactive slot, or find a way to check what is in the inactive hand, then you be sure to let us all know.
I already am. Please do see it.
 
i got a (possibly worthless) idea for the flares and other lightsources! a invisible non-collision entity to stay within same hex as Chosen that "lights up" when flares or flashlights or such are activated at all, until they burn out or leave the inventory

is my idea ANY use? just a script that checks inventory for lit flares or flashlights etc could possibly be connected to right?
 
i got a (possibly worthless) idea for the flares and other lightsources! a invisible non-collision entity to stay within same hex as Chosen that "lights up" when flares or flashlights or such are activated at all, until they burn out or leave the inventory

is my idea ANY use? just a script that checks inventory for lit flares or flashlights etc could possibly be connected to right?

I like outside the box thinking. Hmmm...

When a script turns a critter invisible, that critter is done and won't be reactivated unless another script makes the critter visible again (but, I suppose a timer could be added). And they are usually still. I don't know if an invisible critter can also move. But, it definitely couldn't stand (well, move, rather) in the same hex as the player character.

But, my main concern with all this is that the item (flare/flashlight/lantern) should be kept in the active or inactive hand when used (and preferably still work while in the inactive hand, so the player can still have the advantage of light during combat while using a real weapon and not the light source as a weapon). For a flare there is a little less to worry about, since it will burn out, but cannot (potentially) be turned off and on repeatedly. The game can check your inventory. That is easy. The problem comes in when the player removes the item from one of his hands (mainly the active one). Can't really set a timer of light to stay on the player: what if the item is dropped, sold, put back in the backpack, turned off, etc.?

The game does not check what is in the inactive hand, despite what some here in the thread would have you believe. This is the part to figure out. I'm sure someone can figure it out. I mean, when you switch hands in the game, the item is not lost. It is still saved and held in the game somewhere. But, while it is in... stasis, a script attached to it will not fire and other scripts will not check for it. But, since it is stored somewhere, maybe someone who has knowledge about the guts of the game can figure out where that information is held and how to use sfall to point to that item. If this can be figured out, then that would be great. Anything else would be a really ugly workaround (one involving global variables and would not address every situation), I imagine.


Any other ideas?
 
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well it's a script thingy then, how about contacting someone that worked for interplay? (probably possible to find on a wikipedia or something?`) they have no reason not to tell anymore, since their work on it is still their work, but Bethesda's property

edit: actually another idea is to put say, a modded in item in the inactive hand, and then search through scripts for the Items ID outside where it is when it's NOT in the inactive hand, then you've found the inactive hand saved item script, and can redirect scripts to check that instead of active hand script
 
I like outside the box thinking. Hmmm...
...
This is the part to figure out.
Yeah... good luck... figuring out.
Here's a tip: there's no such thing as "game doesn't check". The game does what you tell it to. If you check - it checks. If you don't - it doesn't.
 
@alatari


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...

Sulik and Klint both have 150% throwing skill so they would be great for flare throwing, and your character can skip the skill, as long as you set

ControlPartyMembers=1

in "ddraw.ini" (which is an odd place, in my mind, for so many general game configuration settings to be stored instead of "fallout2.cfg")

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?

I'm using English and the date is 10/10/2009 9:16pm.

I reloaded and tried again putting the mouse pointer on the dog then rt-click and choose some food, the string of events on the status read:
*You see dog
*Error
*You use Gecko shish-ko-bob on dog.

The beef jerky works but status reads *That does nothing.

Then he follows me. I'll try various other items to see if I can get him to follow and get the 550 exp.

EDIT:
I only have gecko shikobob, lizard on a stick and dried jerky on me and those 3 work but give the error. Stuff like beer, nuka cola, smoking weed, jet, whiskey, can be used on dog but no experience or following.
Dogs really love beer and it should work...

EDIT2:
OK, I got into a fight and the dog (now a companion) was blocking the door to the exit. I rt-clicked him and chose the move-companion choice and the message above his head said:
*You receive 200 exp for defeating the dog and helping Phil
I tried to pushed him again and the status read:
*You receive 550 exp for befriending the dog.
I pushed a 3rd time and got:
*Error.

You don't actually get the experience points when those messages show up over his head and those messages show up randomly whenever you try to push him in or out of combat.
There's no way to make him move out of the way if he's blocking the path and the ControlPartyMembers=1 doesn't work on him.
 
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Yeah... good luck... figuring out.
Here's a tip: there's no such thing as "game doesn't check". The game does what you tell it to. If you check - it checks. If you don't - it doesn't.
Yes the game does what you tell it to, but when you lack words you can't ask for shit. Simple as that.
The function in question only checks an active hand, and the only way around it is using a different function, but such a function does not exist.
Yes someone who know what they are doing can add that function to sfall, but there is no way using only original scripting methods.
If you know a way, please share, otherwise just...
 
@alatari
So, I can't figure out what is going on with that dog script. But, it seems like the dialogs are all firing, but at the wrong times. You fed the dog the three things that will work on it (there are just three: the jerky and the two gecko meats). When you push the after it has become a friend, there are five possible responses. But, for some reason, the wrong dialogs are called. I can't explain it. I've never seen that in my games.
 
maybe he got a corrupt script file, that needs to be replaced only?
I'll try and pull just that script file from 2.45.4 patch.

I thought maybe it had something to do with
ControlPartyMembers=1
so I set it back to 0 and reloaded from the save game before talking to Phil and just to be sure I got rid of a companion to bring myself below companion limit of 3.

Still buggy.

EDIT: I unzipped the dialog and script files from the 2.45.3/2.45.4 files into the right spots and the dog is still not working. I'll bring him along as a pet that doesn't fight. Hopefully he won't mess with any other dogs that I might get later.

@MIB88
Is the dog supposed to help in combat? He's just standing about.
 
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Some things about Scraptown.

So I'm talking to the Fools' Queen Boko and ask about the trouble between her and the Blades and the answer was something that seemed ominous so when the convo ends I went into combat mode and started running away.
She pulls out the minigun and I'm like damn!!!, so ran out of town.
I came back and talked to the Blades leader and he asks me to join so I do figuring he'll want to pull something like Laura did on Tyler in The Den. I knew Lex wanted ALL the gangs gone, so when the Blades leader asks if there is a weakness, I lie and say they are weak currently and the Blades go off to rumble with the Fools with equal numbers and best potential to destroy each other.

Then the module gets buggyish. They gather for the huge fight and not all show up, some straggle. The stragglers shoot the bramin and other townspeople on accident. The kids actually run in and try to fist-fight people with automatic weapons and miniguns and so does Lex, the mayor, bare handed, getting himself killed. After it was all over and Klint, Vic, Sulik and I (the dog won't help) finish off whichever gang had survivors, there is no one to finish any dialog with. The townpeople get red messages as if I was still a Blade even though I betrayed the Blades and killed their last two off.

I went to the generator and REPAIRED it and the message says I lost 25 karma and sabotaged it (Fools mission?) then REPAIRED again and got 25 karma back and the message is something like: "After hours I restored the generator, got information from the townspeople of Scraptown and my mission to save Arroyo continues"

I didn't get any useful information from anyone in Scraptown that I can see. That seems to be a bug. I replayed the scenario several times until the mayor doesn't die and he thanks me for getting rid of the gangs, the townspeople still think I'm a Blade even though I betrayed the Blades and still didn't get any useful information from the Mayor Lex.

This character doesn't want to join either gang but acted like he was in so he could ultimately destroy all of them and it works but the scenario doesn't seemed designed to join one so you can destroy them all.

I'll play it out joining one and then the other and staying loyal and see how it plays out but the save game where I betrayed the Blades is where I'll continue the game.

Summary of bugginess:
1) Children and unarmed townspeople attacking people with miniguns.
2) Message about important information after repairing generator seems inaccurate.
3) Townspeople think you are a Blade or Fool even though you betray either and kill all gang members.
4) Delay for gangs to get to rumble point not long enough.
5) The delay between the insults they yell at each other is not long enough. All the insults happen at once.
6) Rayze (Blades leader) has only 30x 10mm JHP ammo but no SMG in his inventory so uses fists.
7) Skippy (agile merc of the Fools) has a loaded SMG in his inventory but never draws it and fights with fists.
8) Front gate guard says something like: "tell them Rok sent you" when you ask for a drink but no one offers drinks in the Blades bar.
 
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Before I address the bugs, there are a couple of things I want you to keep in mind.
First, it was ported from the demo of Fallout 1. There are lots of issues that have come about with this location. I slowly tackle them as I can. In many instances, the only real fix is for me to completely rewrite scripts.
Second, because of it's origins, it is like an easter egg location. It is definitely not crucial to the game. Because of that, it is not high on my list of things to correct.


I'll try and pull just that script file from 2.45.4 patch...

@MIB88
Is the dog supposed to help in combat? He's just standing about.

The problem is not the script. It seems more like some variables are messed up... like they got corrupted somehow.
And no, the dog is not supposed to fight on your team. He only follows you around town. (This is in one of the readme files.)


Some things about Scraptown...

Summary of bugginess:
1) Children and unarmed townspeople attacking people with miniguns.
2) Message about important information after repairing generator seems inaccurate.
3) Townspeople think you are a Blade or Fool even though you betray either and kill all gang members.
4) Delay for gangs to get to rumble point not long enough.
5) The delay between the insults they yell at each other is not long enough. All the insults happen at once.
6) Rayze (Blades leader) has only 30x 10mm JHP ammo but no SMG in his inventory so uses fists.
7) Skippy (agile merc of the Fools) has a loaded SMG in his inventory but never draws it and fights with fists.
8) Front gate guard says something like: "tell them Rok sent you" when you ask for a drink but no one offers drinks in the Blades bar.

1., 6., 7. The miniguns and SMGs will be removed from that location. The fight happening the way it did is not buggy... just the way the engine handles things. All hell broke loose because brahmin or townsfolk are hit. They are on the same team. If your party accidentally hit a brahmin, the townsfolk would consider you an enemy. As for people charging into combat bare hands against miniguns, that is just the current AI of the critters. They are not set to coward. Although, I probably should at least make the children run away...

2. The message is an incomplete attempt at making that location relevant. When you break the generator, though, only you know your motives. So, the drop in karma should happen. However, fixing the thing should yield more karma than you lost.

3. I need to look at the scripts and rework how the loyalties work. It's probably something pretty straightforward, but maybe it doesn't account for betrayals.

5. I don't know what I can do about this. Some of them use the same script. They get to the fight area at different times even though this activation happens at the same time. I can slow down the speed at which they say things. I don't think I can change how long a message appears on the screen. I can alter the time between floats and when they move, but there is no guaranteed way of keeping their floats from overlapping.

8. Is that at the bar? No, I think you are supposed to use that as your entrance to talk to the leader... like a letter of reference.

This character doesn't want to join either gang but acted like he was in so he could ultimately destroy all of them and it works but the scenario doesn't seemed designed to join one so you can destroy them all.

There are 5 ways to deal with the situation:
1. Kill Blades only (Not ideal)
2. Kill Fools only (Not ideal)
3. Kill both gangs (One ideal situation)
4. Give the gangs a reason to leave (Another ideal situation)
5. Do nothing

Finally, as you play the game, don't get wrapped around the axle about the Brotherhood Bunker. You can go through that location and find a ton of bugs. Better to focus bug-hunting on other locations, for now. Thanks for the report.
 
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When I run ProcessDat2.exe it tries to remove files from dato\proto\critters.
Then when it adds protos to master.dat there is nothing but the added protos in master,dat
I am doing this under Wine 1.8 on Linux Mint 17.3.
I got MegaMod to work by adding the critter protos with datexpl.
 
@VonZorch
I've never heard of that before. But, I'll add a note to the readme file for people to check the size of their master.dat file after running the program in Wine. Thanks.
 
I was installing Nirrans custom books and noticed that you have wcdobbs2.int listed in scripts.lst but not in scrname.msg. Is this going to cause a problem?
 
I was installing Nirrans custom books and noticed that you have wcdobbs2.int listed in scripts.lst but not in scrname.msg. Is this going to cause a problem?

Nah. That won't be a problem. Dobbs will still work fine. Now that you mention it, though, there are A LOT of names of items and critters missing from that file. I'll go back and add them in eventually.
 
Uhhhh the temple at the start is nothing but blackness...
Same thing happened when I tried using Killap's RP, only then it happened at the Den.
How do I fix this? I've tried using both the 2.45.3 and 2.44 versions

I'm also running the GOG windows version through wine on a Mac, if that's of any help :P
 
Nah. That won't be a problem. Dobbs will still work fine. Now that you mention it, though, there are A LOT of names of items and critters missing from that file. I'll go back and add them in eventually.
Thanks dude.
 
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