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

... There's no "runme.bat" in the archive and the weather mod still runs and causes perception/AC to bug out.

The weather mod would have been removed if I had done what i originally intended, which was to make this a full repack. However, since that is not the case, there is no way for me to remove a file already on your computer. To remove the weather mod yourself, just go to your data\scripts folder. Inside you will find a file called gltsrain.int. Delete it. Also, inside the main folder, delete a file called weather.ini.

As for the runme.bat, that was included way back in 2.35.3, I think. There were other files (critter .pro files) that, once you ran that file, would be added to the master. dat file. In this way, party NPCs would level up correctly. If you don't have a runme.bat, then the last version you may have might be before 2.35.3. Or, it could be that you got a later installer version and it updated your master.dat file and then deleted all those files required for that fix. If your party levels up correctly, then that is most likely the case, and you have nothing to worry about.
 
Just wanted to let you all know that 2.45.1 is already in the works:

-More grammar, spelling, and dialog fixes
-Fake citizenship papers from Vault City will not allow you to shop at the main amenities office
-Day Passes at Vault City really are only good for one day and are a little more expensive
-Changes to Tony Fassard
---Cleaned up dialog. The dialog flows better. It is now much clearer which choices end dialog. Cleared up instances of dialog that seemed incorrect or out of place.
---Removed bug allowing the player character to ask about his Enclave uniform after becoming a postman. The player must have visited Navarro first (and therefore know what an Enclave uniform looks like).
-Minor change to placement of a guard in Salvatore's bar, allowing the bartender to engage in combat at the same time as the guards
-Minor change to Salvatore-Enclave encounter and how destruction of the vertibird is handled by the Salvatores
-Corrected some instances in which items would not stack. This is due to the fact that the items were not entirely the same. For example, sticks of dynamite that were on the ground in one cave used a different ground art than those that were on a shelf on another map.
-Klint was not giving accurate dialog responses with regards to using his healing abilities on himself. He now correctly tells you whether he succeeded or failed.
-Fixes to doctors in the game
---Doc Johnson in Redding now heals Dobbs and Klint
---Doc Johnson's prices have been increased when healing the player and the party
---Doc Andy in the Vault City courtyard now heals Dobbs and Klint
---Doctor Troy in Vault City now heals Dobbs and Klint
---the doctor in Broken Hills heals Dobbs and Klint and no longer heals Skynet
-Wright stills can be affected by more items than just a scorpion tail
-Decreased the values of some weapon upgrade items
-Removed chance of the BridgeKeeper's Robes being dropped where the player character could not reach them if the Bridgekeeper is killed
-Talking head for a party NPC courtesy of Jotisz (and no, there is no voice)
-Corrected some instances where new party members should not be present
---Klint no longer appears inside the ring if you fight Lenny
---Dobbs and Klint no longer appear in San Francisco BoS recording
---Dobbs and Klint no longer appear in Vault 13 recording
-Changed how the fight with Lenny at outside the NCR works
---The player has time to loot Lenny's body before entering dialog with Merk
---If you decide to Use the mutagenic serum on him during combat, it works more smoothly (unfortunately, this fix will not work in areas like random encounters or Broken Hills, where there is more than one enemy)
---Killing him by using the serum in the basement correctly registers now and you can not ask Merk about fighting him again (game would crash if you tried)

I do have an issue if there are any decent scripters out there willing to assist. Nirran wrote an awesome script a while back that fixes the issue with weapons, ammo capacities, and ammunition group sizes. Basically, it was a script that worked on every critter and every container on a map to reset ammunition to the MM's levels instead of having to go through every...single...map, critter, and container with the mapper. Problem is, all fixed weapons are added to the critters' inventories - where they could very easily be stolen - rather than wielded. Maybe not a big deal if you are facing a few people with Colts. Totally different if the stolen weapons were Buster's Bozar-wielding guards.

I have tinkered with the script a number of different ways, and still can't get the critters to wield their weapons. If I can't get it, I could always have the script work only on containers. However, I would prefer to keep the full functionality of the current script. Anyone out there think they have the solution to this global script dilemma?
 
Cool to see you still at this, MIB88. Congrats on a new release!

I guess we will never get away from all this will we? ;) Then again you knew that from day one I think. Heh.
 
Congratulations to you, as well. As soon as I get a few other bugs squashed, I'm gonna start adding in your latest bug fixes and some more of the actual RP content.

And yes, I always knew I would never be done with the MM. There is always something to expand upon. You always seemed to fight the fact you would always be involved with the RP, though. :P

Hmmm... I just got an image of the Joker, hanging upside-down, talking about how some things are destined to go on for a very long time. ;)
 
...I think I will wait for a full pack...

The next couple of releases at least will be just small patches. Like I said in the first post, I want to release updates rather than sit on them until I think it is somehow worthy to release. If I did that, releases would continue to be rare. So, 2.45.1 will be a relatively small update... along with maybe a 2.45.2 and a 2.45.3. Whenever I decide to release 2.46 (which will hopefully contain some RP elements like those involving the Rangers and Slavers), that one will be a full repack.
 
MIB88 said:
I do have an issue if there are any decent scripters out there willing to assist. Nirran wrote an awesome script a while back that fixes the issue with weapons, ammo capacities, and ammunition group sizes. Basically, it was a script that worked on every critter and every container on a map to reset ammunition to the MM's levels instead of having to go through every...single...map, critter, and container with the mapper. Problem is, all fixed weapons are added to the critters' inventories - where they could very easily be stolen - rather than wielded

What are the names of the scripts associated with this issue?
 
GL_Replace_weapon is the script he created.

I'm open to suggestions, though. Is this an issue where the cure is worse than the disease? Is it better to just have wrong ammo counts in critter weapons? I even considered the idea of creating another global script that would just prevent the player from stealing weapons... or stealing weapons unless the steal skill is very high.
 
Might be a noob question, but does wield_obj_critter function have any help in this situation?
 
Might be a noob question, but does wield_obj_critter function have any help in this situation?

That is exactly the code I was trying to work in in several different variations/locations within the script. It never worked. Not on maps i already entered or new maps. And, I only tested in game, not the mapper.
 
Remember that on random encounter maps, you're probably not entering them for the first time unless you're playtesting on a game recently started fresh from Arroyo.

Sounds like you've already tried what I logged on today to suggest, but since the key is often in the details rather than the general idea here's what I wrote. The trouble is I didn't have enough time to test it beyond a few random encounters, so it may not accomplish what you want-- could you give a few more details on what exactly the trouble you want to solve is? I didn't notice any problems with npcs using their weapons (but as I said, my investigation was very brief). Are you saying you've seen critters put away their weapons and not re-equip the same?

Code:
--In gl_replace_weapons.int, replace the entire existing procedure remove_inventory with the following:

procedure remove_inventory(variable arg01, variable arg02, variable arg03)
begin
 variable handy := 0;
 if (op_obj_is_carrying_obj_pid(arg01, arg02) > 0) then
 begin
  while (op_obj_is_carrying_obj_pid(arg01, arg02) > 0) do
  begin
   delete_item := op_obj_carrying_pid_obj(arg01, arg02);
   if ((op_critter_inven_obj(arg01, 2) == arg02) or (op_critter_inven_obj(arg01, 1) == arg02)) then
   begin
    if (op_critter_state(arg01) == 0) then
    begin
     op_metarule(43, arg01);
     handy := arg02;
    end
   end
   op_rm_obj_from_inven(arg01, delete_item);
   if (op_tile_contains_obj_pid(1, 0, arg02)) then
   begin
    delete_item := op_tile_contains_pid_obj(1, 0, arg02);
    op_destroy_object(delete_item);
   end
   number_items_remove := number_items_remove + 1;
  end
  op_add_mult_objs_to_inven(arg01, op_create_object_sid(arg03, 0, 0, -1), number_items_remove);
  if (handy != 0) then
  begin
   if (handy == arg02) then
     op_wield_obj_critter(arg01, handy);
  end
  number_items_remove := 0;
 end
end
Edit:
I just re-read what you wrote earlier. I think you're saying the trouble isn't combat at all, but peaceful critters not equipping their weapons. Is that correct?
 
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I just re-read what you wrote earlier. I think you're saying the trouble isn't combat at all, but peaceful critters not equipping their weapons. Is that correct?

Thanks. I will try that code out. But, yes, I am referring to the peaceful, non-party NPC critters. So, let's say I use the mapper to place power fists in the Abbey monks' hands. When I enter the map for the first time, all of the monks will have the power fists in their inventory instead (allowing for a player to easily steal them). And this problem persists on every map. I have tried modifying the script, but nothing seemed to work. And I tried the script on new maps (i.e. entering the Abbey for the first time) as well as maps I had already entered (i.e. NCR bazaar area). I hadn't noticed the problem on random encounter maps, but, I wasn't even paying attention to it there, to be honest. Once combat is initiated, none of the critters have a problem drawing weapons.

Thanks for taking the time to look into this.

Edit: Success! Endocore, thank you very much. The code works great on new maps, which makes sense because it is only newly-entered maps where this would run. So, people will need to start a new game to really see the benefits of this new code.
 
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:clap:Way to make fool out of yourself. Your first post on the forum:clap: WoW!!
I suggest you focus the troubleshooting on the space between your keyboard and your chair...
 
That shit installs trojan generic on your comp when you activate it. SO i suggest you PASS THIS PIECE OF SHIT.



Ever heard of a false positive? Buy yourself another AV, after an education.... what are you? 16 yo?
We've been playing this for years, no one ever complained about any trojan.
 
Just a few more items for the 2.45.1 release:

-You can no longer ask AHS9 about your kidnapped people if you haven't returned to Arroyo with the GECK
-Can push Lenny (party NPC) like other party NPCs
-Corrected a bug that was preventing the player from seeing the final Cold Hearts story/quest
-Changed (slightly decreased) the frequencies of random loot found in containers
-Many NPCs now have their weapons in their hands instead of their inventories (thanks to Endocore)

Would like some more help, though, related to the fix to AHS-9 mentioned above. I never noticed it before. The script for AHS-9 allowed you to ask about your people being kidnapped because... well, just because you made it to San Francisco. But, in the game I was playing, I had gotten the GECK and went to San Francisco before returning to Arroyo, and therefore should not have known about the villagers being kidnapped. It is a very easy check to add to a script. Unfortunately, I don't know what other scripts to check. I interacted with a lot of other characters in San Francisco, but I don't know if I might have overlooked a character. The check is already in place for one of the weapons dealers, if I remember correctly, because I wasn't able to ask him about a flying ship. Does anyone out there know who else asks about your kidnapped people?
 
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Hello,

I've been stuck in Arroyo after asking Klint to join me, in the village, I had already passed the trial. I was hurt and he tried to heal me after saying "Chosen One! You are wounded" or something like that. He then proceeds to heal me, stays next to me and cursor disappears, never to come back again, so I can do nothing.

Is this a faulty installation problem?

What I followed: installed vanilla Falout 2. Went to Nirran site and downloaded 2.44 manual install (it says 2.44 is a full repack...?). Unzipped. Ran processdat2.bat. Checked for the proto files. Updated to 2.45. Checked proto again. Removed weather & gltsrain. Ran the game.

My game directory is not in program files btw. All anti virus is disabled (and uninstalled, ruining experience...). Playing Windows 7, if it is for some use.

EDIT: Made a clean reinstall and is still the same. Is there any fast way to disable Klint's healing? Otherwise I will have to skip him...

EDIT2: Ok, made my investigation and seems like anyone with Windows 7 64 bits is fucked up to run any mods, guess I'll try on a VirtualBox.
 
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Whats the requirements to wear power armor now. I cant figure it out and I need to wear it in order to continue the game(I didn't go there early in the game,im there when im supposed to)
 
...He then proceeds to heal me, stays next to me and cursor disappears, never to come back again, so I can do nothing.

Klint is set to only automatically heal you in Arroyo. All other locations it is done through dialog. I may change this in the next release. In any event, I could not reproduce this error on an XP or Vista machine.

All anti virus is disabled (and uninstalled, ruining experience...)...

Mr. Furious: Why am I wearing a tack hammer on my head?
the Sphynx: When you can balance a tack hammer on your head, you can head off your foes with a balanced attack.
Mr. Furious: And, why am I wearing watermelons on my feet?
the Sphynx: I don't remember telling you to do that.

Seems like you decided to wear watermelons on your feet.


EDIT: ... Is there any fast way to disable Klint's healing? Otherwise I will have to skip him...

There really isn't if you are severely wounded, he is in your party, and you in Arroyo.

EDIT2: Ok, made my investigation and seems like anyone with Windows 7 64 bits is fucked up to run any mods, guess I'll try on a VirtualBox.

Have you tried running the game in compatibility mode? Also, are you having other issues with the mod, or are you still just referring to the freeze with Klint?


Whats the requirements to wear power armor now. I cant figure it out and I need to wear it in order to continue the game(I didn't go there early in the game,im there when im supposed to)

I don't give specific gameplay advice. From the readme:
---Maybe a certain item will allow you to wear power armors
---Maybe there is a level requirement
---Maybe certain NPCs can help you

If you have gone there "when [you're] supposed to", then there is no way that you should have a problem with the armor. I'm referring to the level requirement. It's not a crazy-high number. What level are you? If you meet the minimum level, that means my script is messed up and I need to fix something.

However, you have gotten me to thinking: I wonder if I should increase the level? Also, I need to add "dumb" dialog to the NPCs who can teach the player character to wear the armor. Right now, the dialog is geared to those characters with at least average intelligence. It may seem a waste considering the level requirement is not that high. However, it's always fun to write "dumb" dialog.
 
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