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

Try removing those two files and let me know if the game still crashes. Also, do you have Vic in your party? If so, what is the date of that script (dcvic.int)? There was a version of Vic (maybe 2.44 that was causing crashes in all sorts of locations).

Nevermind about Vic. You said the crashes only happen in random encounters...
Did you change any settings in combatdamage or criticaloverrides? Did you add anything to the game other than the latest MM? Or using any of Nirran's mods?

Just MM installed and only changed ddraw.ini with the following changes (I'll put * next to the ones I think I changed):

Mode=5
Width=1440
Height=880
NPCAutoLevel =1 *
DisplayKarmaChanges=1 *
CorpseLineOfFireFix=2 *
ProcessorIdle=1 (because FO2 was taking up an entire core all the time that BOINC needs)
ControlPartyMembers=1

--------------
Modoc bug

In Gareth's house I tried to get to the ladder by using dynamite to blow away the wooden planks (since a crow bar wouldn't work for some reason. Crow bars are usually excellent at removing nailed down wooden planks or removing screwed down hinges... Kind of what they were designed for).
The dynamite worked and the ladder sits exposed but when trying to climb down you still get the message "you see a ladder under the planks, if only there was a way to get to it...".

EDIT:
I figured out why the pry bar didn't work. Even though you only see boards over the ladder, if you try to use the pry bar on the boards in the location right over the ladder, you end up interacting with the ladder (that's covered and shouldn't be interactable) and not the boards. I moved over a half-hex away from the ladder and ended up actually interacting with the boards.

Raised plates:
If you rt-click on the raised plates and choose trap skill to disarm them you get "you don't see any traps". Is that what they intended to be unable to disarm them like the Temple of Trials traps?
 
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I was looking around the data folder and noticed the protos, frms and such for custom books, but no books.ini file. Is custom books already installed? Do I need a books.ini, if so will the one from the mod for MegaMod 2.44 work?
I spent a few minutes renaming the books in pro_crit.msg. The relevant section is attached as Manuals.txt, if you want to use it.
The appearance mod only takes a few seconds to install. Drop the appearance folder, I used the one from RP 2.3.3, and set the appearance mod in sfall.ini 3.3 or later.
 

Attachments

Cult of Personality in vanilla game only makes people friendly to the player even when they would get unfriendly due to karma (If I recall correctly).

The only perk in vanilla FO2 that alters the number of followers the player can have is the Magnetic Personality and only allows one more up to the max of five.

Does any mod add perks alter those I mentioned to allow unlimited followers?
 
Cult of Personality in vanilla game only makes people friendly to the player even when they would get unfriendly due to karma (If I recall correctly).
...
Does any mod add perks alter those I mentioned to allow unlimited followers?

The MM isn't even close to the vanilla game. :P
But, when you have some time (this is an invitation to anyone), check out the folder called readme files. If someone were to look through that and find the Cult of Personality readme (among many others) they would find this tidbit:

With Cult of Personality, potential party members will ignore charisma, karma, and karmic titles when deciding whether or not to speak to you or to join your party.

@VonZorch
The custom books mod by Nirran is not installed. And thanks for the info on the hero appearance mod. I will get that added.
 
Sorry about that :confused:.

I Played Fallout 1 a couple of months ago with the Fixt mod and intended to play Fallout 2 with this mod after that but I just haven't got enough time, so I decided to wait until I have time to install Megamod because it's in active development and I can't really play it at the moment :postviper: and that is why I was asking about a mod for unlimited companions, for when I play FO2, should have read the readme of Megamod before making a fool of myself :look:.
 
Sorry about that :confused:.

It's no problem... really. :cool:
I don't know how the RP handles the Cult of Personality perk, though. Other possibilities are to look for the Unlimited Party mod and even the original Cult of Personality mod.

And regarding the MM's status as being in development, as far as I'm concerned it will always be in development. There is always something to add/fix/update/change with this game.
 
wait, so COP don't give unlimited party anymore? oooh...

I think @MIB88 means that it is still allowing unlimited party size, I was the one confused.
So yes, Cult of Personality allows unlimited followers :dance:.

EDIT: I get a "Permission Denied." using the link on the first post, am I supposed to have a mediafire account to download it or something? :confused:
 
I Played Fallout 1 a couple of months ago with the Fixt mod and intended to play Fallout 2 with this mod after that but I just haven't got enough time, so I decided to wait until I have time to install Megamod because it's in active development and I can't really play it at the moment :postviper: and that is why I was asking about a mod for unlimited companions, for when I play FO2, should have read the readme of Megamod before making a fool of myself :look:.
Check out my signature.
 
Don't know if you downloaded my samurai frms yet but they were the wrong file, I posted a new link you'll need to try again, BTW just started playing this its pretty fun, a whole new experience.
 
Where have you been? What's the progress on that code you said you were going to make so that the inactive hand could be checked?
Kolkata, why?
I didn't say I was going to make anything. Nor there's need to. INVEN_TYPE_RIGHT_HAND doesn't care if right hand is active or not.
My mod's source is also available under the same link (but there I go an extra mile to specifically ensure that the item in inactive hand is ignored).
 
Gamoto, maybe you are just working on a different game. And when I said let us know when you get it working, you said this:

I already am. Please do see it.

I took that to mean you are already working on it and we would see it. But you meant you had worked on your project already. Gotcha.

Either way, you're still clueless about how the whole active versus inactive hand works. Maybe someday you'll get it.
 
Gamoto, maybe you are just working on a different game. And when I said let us know when you get it working, you said this:



I took that to mean you are already working on it and we would see it. But you meant you had worked on your project already. Gotcha.

Either way, you're still clueless about how the whole active versus inactive hand works. Maybe someday you'll get it.
You said "be sure to let us know". I already was sure to let you know, and that's what I said.
As for my mod, it's working, and it was working back then and you can see it at any time you actually want to see it.

I literally wrote the code for you right here in this thread that checks whether a specific item is in any hand (which was the original requirement). For some reason you just continue to ignore it.
Being ignorant isn't very shameful, but persisting in ignorance is.
 
Being ignorant isn't very shameful, but persisting in ignorance is.

And here you are, a perfect example. You really ought to see somebody about that. But I doubt you can be helped.
But, one last time: The code you posted is basic... An easy enough check. Again, try to get this through your thick skull: the check only works for the active hand. One hand at a time... Not both. If your character is holding two different weapons one in each hand, do they both fire when you Attack? No, because they are not both active. The game checks for things in your active hand.

Our original requirement? No. You got it wrong. We were not talking about checking if a specific item is in any hand. The original requirement was how to get the game to acknowledge that something is specifically in the inactive hand... Left or right hand is irrelevant. The code that you keep posting does not do that.

Anyway, good luck in seeking treatment for your condition.
 
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Just read some previous posts in the thread. How about hs_inventorymove or hs_invenwield sfall hook scripts? Technically they should work even for the inactive hand.
 
@NovaRain
Thanks for the assist. Hmmm. I'm not sure how those work. Right now I have a global script attached to a flashlight so that it comes on when you activate it, creating light around the character, thereby removing the attack penalties for the player. Unfortunately, the light goes off as soon as the weapon hand is made active. I don't think I want inventorymove. That sounds like it would be more useful in other circumstances. (It sounds like a feature I used to remove certain items from the player character's hands that were not able to be used by the player, such as after being changed into a super mutant and not being able to use small weapons. No, that is not in the MM... yet. ;) Anyway, that script fired very quickly in order to prevent a crash. I know it fired if the character put on unusable armor or if an item was placed in the active hand... I don't remember if it worked for the inactive hand, but I doubt it.) How does that invenwield hookscript work?

If I can't find a way to resolve this I will have to use one of my other ideas. One idea is for ranged weapons: Maybe I can include a Mr. Fixit! recipe to add the flashlight to any ranged weapon. The theory would be that the target would be easier to hit if the flashlight illuminated the target you are about to shoot (thereby reducing the night penalties).

I was even pondering using map scripts to keep track of whether or not the flashlight (or any light) was activated. However, the problem comes in when you try to account for the player removing the flashlight from the hand and placing it in the backpack. If the player did that, without a check of the inactive hand, then the player could essentially have the flashlight on all the time on any map, without using one of the hand slots.
 
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