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

Not sure if these would qualify as bugs, but a couple of things I noticed.

After completing the orphanage quest in the Den, one of the stealing children is still outside of Tubby's store, not sure if it is supposed to be like that.

During encounters where the critters have big guns (Patrol units, caravans) The big gun wielders would rather move towards or pick up a small gun rather then fire their minigun. Is this because they don't want to hit their own guys? Or just because they are more proficient with small arms?

I'm sure there was more, but it couldn't have been that important if I forgot, I should really write stuff down. Looking forward to the next update!!
 
Hmm, hi i think again.
how about add on "List to do" /if not alredy in/
-Refining addition uranium ore in broken hills.
(ME: Hey gholl you still buying uranium ore?
Gholl: Off corse, of corse, you are savior. These supermutants are so laizy that we are on short supplies. I will not ask where you picked it but if you find more return in mont.)
-Add possibility to sell gold chunk in vallut city, or in caravan office in Redling.
(Me: Hey i found gold chunk.
Buyer: Let me see how about thousand buck?)
/these two can be found more that one piece/

-I dont know how random encounter scrip work but can be there put random generation for usage plants. Some encounters have plants.

=Have dry meat, geko on stick and other food some effect? Like give hp or temporali increase healing rate?

=Have you changed the script for random vilian hunter skript/perk. I remembering it very not cool.
(all start like hobos but then turn to power armors with energy weapon)

-Becoming Shaman in Primitive Tribe.

-Can be edited skript in modock to harvest ore on somthing:
(Tiring harvest iron ore => used minig tool + strenght + endurance + luck = Message> you harvest 1 ore. it took you # hours and # minits.)
-Something like that to gold harvesting in redling or just ask the mine owner i want job.

Now some Theoretically thinking: (i wonder how it sound)
-If will we want harvest dead rat for meat it will be same use repair for it?
Like using this skill remove targeted creep body and give chance to grain meat or skin.
If we use this and applies on geckos. (removing inventory) That we have chance to skin gecko even without the gecko skinning perk. Of corse that perk give 100% chance to get it
Something like that can applied on rat skinning perk perk and both can be obtained in primitive tribe (if character lucky or something.)

Hanoka:
The one children is for Cold Harts quest.
I think the heavy weaponeer probably dint have high skill in heavy weapons and the switch to a weapon that have at last some % to hit.
 
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Version 2.46 can be grabbed here:

https://www.mediafire.com/?1784wdd06vor85f

@Dretnoth
-Making drymeat or those gecko-on-a-stick give one or two hit points back to the player when they are used is easy to add. I just might do that.
-Becoming a shaman of either primitive tribe is not something I intend to add. A shaman is someone who needs to be there all or at least most of the time instead of wandering around like the Chosen One does.
-Adding additional critters like plants to random maps is somewhat problematic. Critters are added to maps through the worldmap.txt file. Critters this way are then placed at a certain distance from the player. Just adding them to random maps causes the potential for the plants to be attacking the other critters on the maps instead of the player. They could, therefore, be added to each individual map separately, but that is way more time consuming and something I don't plan on doing.
-Selling additional uranium in Broken Hills is something I could add. Seems reasonable and is not too difficult. But, regarding the gold chunks, there is no need to do anything special, as gold has value everywhere already, unlike unprocessed uranium. However, adding the ability tomine gold in Redding seems reasonable, too. Maybe I could add that eventually. And, since I am kind of sadistic and the Chosen One is not some master miner, it seems reasonable that he or she could cause a small cave in, seriously injuring the character. I think I might need to add this as a possibility to the Modoc mines. :twisted: As for telling the player via the dialog box how much time has passed while they were attempting to mine iron ore, that sounds reasonable and is something I could easily add.
-I have no plan to change how gecko skins are obtained. But adding something regarding gecko or rat meat is something I will consider... especially if the food system someone was working on way back when decides to finish that. (Was that something you were working on, @Josan12 ?)
 
Yeah!! Awesome! Thanks MIB!

I was hoping this would come out, I was having some weird problems with my last character where certain values would change randomly. Her perception started at 9, but sometimes it would be 8 or 10. Right now I'm in vault 15 wearing combat armor and her AC is 3 for some reason... guys kill her one burst from like a mile away.
 
@Hanakoa
That sounds like you have the weather mod installed... something I removed several versions ago.
Please look inside your Fallout2/data/scripts folder. Is there a file called gltsrain.int? If so, remove it. Also: Is there a file called weather.ini inside your main Fallout2 folder? If so, that file also needs to go.
This will prevent future problems. Unfortunately, you will not be able to go back to the proper values for your character without an editor.
 
@MIB88
-About that plants i ment Broc Flower, Soumi Ears, Xander root, Petote and Devils Weed. (Mi bad not speciefied it.)
-And question about mr. chemie (EPA) it is on purpose that i must exit speach any tyme he make item?
+If i have material for 30 super stimpack must i do enter, exit 30 tymes? IF i remember correctly sometimes back it was not reqvired... or it has benn diferent mod? Maibe RP.
+But how about cyclic action if i want 5 of them in row. (Myron can do for 1-3 and all material(stimpact))
+will be Chemie working whit the Shamans potion resource to? Or Miron, he vanted to make new drugs?

-Hearts Pills dint work on Casidy in MM or i just dint notice?
-If we talking about Shamans can Shaman in Tribals make potions from herbs (Hakushin RIP) or that one that can been random find in desert.)

Thx for 2.46 i merely missed that line, its merely time for new start.
God work
 
I'm having problems getting this mod going. I tried to install it over the gog fallout 2 and it says I need a cd to start the game....

So I dug out the old fallout 2 cd and did the install that way, put the patch on, but when I try to run process dat it saying it doesn't have permission to change the files... I checked permissions and it say full control.. :(
 
@MIB88
Pro_item.msg in game folder in the 2.46 is bit unfinished, I believe. MACHINE PARTS and HEROIC PICTURES everywhere:) Lil oversight after RP - MegaMod merger possibly
c9YApIr.png
Xfb0cay.png
 
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@Hanakoa
Most likely, your fallout2.cfg paths are messed up. Check those. My guess you using a need-cd kinda copy of F2, UK or German version maybe.

@MIB88
-Whats Endocore's Enhanced RP mod?
-And I'm guessing any items past line {97000} don't exit in game yet since there are no proto files for them?
-Just dont kill me:) :falloutonline:And these lines have numbers at the end???!!
Code:
{95100}{}{Human Ear}
{95101}{}{A woman's ear. Gross! Only a mentally unstable person would ever remove a human ear. 57200}
{95200}{}{ERSI canister}
{95201}{}{A canister of Environmental Rejection Syndrome Inhibitors. Applied to specimens exiting from an extended period of hibernation. 573}
{95300}{}{Air Processing Vent}
{95301}{}{The grill on this vent looks different. 577}
{95400}{}{Metal Locker}
{95401}{}{A storage container. 578}
{95500}{}{Metal Locker}
{95501}{}{A storage container. 579}
{95600}{}{Chinese Code Chart}
{95601}{}{You're not certain, but it appears to be a chart containing various Chinese command codes. Perhaps if you found a place to input these codes, you could learn a thing or two. 580}
{95700}{}{Dead Tribal}
{95701}{}{This person has died a horrible death on the medical table. 581}
{95800}{}{Dead Tribal}
{95801}{}{This person has died a horrible death on the medical table. 582}
{95900}{}{Plant Spike}
{95901}{}{An organic seed-spike that the carnivorous plants spit at potential food or seed carriers. This one is sharper, and harder than usual. 583}
{96100}{}{Dead Tribal}
{96101}{}{This person has died a horrible death on the medical table. 587}
{96200}{}{Dead Tribal}
{96201}{}{This person has died a horrible death on the medical table.}
{96300}{}{Small Scorpion Tail}
{96301}{}{The severed tail of a small radscorpion.}
{96400}{}{Plant seed}
{96401}{}{A plant seed given to you by Dr. Sheng.}
{96500}{}{Nothing out of the ordinary}
{96501}{}{Nothing out of the ordinary. 593}
{96600}{}{Nothing out of the ordinary}
{96601}{}{Nothing out of the ordinary. 594}
{96700}{}{Nothing out of the ordinary}
{96701}{}{Nothing out of the ordinary. 595}
 
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Yeah, the cfg file is all messed up. I can run the game before the patch, but after I extract the files the cfg file is pointing in all the wrong directions... Thanks Drobobik!
 
@Hanakoa
That is my fault. That's what happens when I try to rush something out. I included my own configuration file in the download. I'll update and re-upload the file.


@MIB88
-About that plants i ment Broc Flower, Soumi Ears, Xander root, Petote and Devils Weed. (Mi bad not speciefied it.)
-And question about mr. chemie (EPA) it is on purpose that i must exit speach any tyme he make item?
+If i have material for 30 super stimpack must i do enter, exit 30 tymes? IF i remember correctly sometimes back it was not reqvired... or it has benn diferent mod? Maibe RP.
+But how about cyclic action if i want 5 of them in row. (Myron can do for 1-3 and all material(stimpact))
+will be Chemie working whit the Shamans potion resource to? Or Miron, he vanted to make new drugs?

-Hearts Pills dint work on Casidy in MM or i just dint notice?
-If we talking about Shamans can Shaman in Tribals make potions from herbs (Hakushin RIP) or that one that can been random find in desert.)

Ah, those plants. Yes, I would like to expand those. I need to check the code, though. I can't remember if that info is in the worldmap.txt file or inside the map scripts.
I don't remember how Mr. Chemmie! is supposed to work. I haven't played that part of the game or modified that script in a few years. I'll check the RP script.
What do you mean about making Mr. Chemmie! work with the shaman's potions? You mean to make the same things as the shaman perk allows?
The heart pills will work on Cassidy. They are not a one use item. Cassidy's heart will be fine if he uses drugs and the heart pills are in his inventory.


@MIB88
-Whats Endocore's Enhanced RP mod?
-And I'm guessing any items past line {97000} don't exit in game yet since there are no proto files for them?
-Just dont kill me:) :falloutonline:And these lines have numbers at the end???!!

The game I play and the one I work with are the same. So, those numbers you see are my way of keeping track of items which were added from other mods, i.e their new numbers in my mod and the old numbers from where they came from. If those numbers are there, then they are not worked into the game yet, anyway. And you are correct: items past line 97000 are not added yet.

Endocore made his own additions to the RP. A lot of character enhancements. Many changes to NPCs in the game as well as the player character. I don't think they were ever publicly released (kinda goes against the idea of the RP, doesn't it?). But Endocore was more than willing to let me incorporate those additions.
 
I just got to Myron and it's just a bunch of errors. He worked fine in your previous version, did something get misplaced?
 
Are you saying that he says nothing but "Error"? Or only at certain places? I need you to be specific here. I didn't change anything with his dialog... only added the new talking heads...

Ugh... Wait... maybe there is something I messed up. Does he only have errors when he is in your party? Does he work properly when you first talk to him at the Stables?
 
Sorry, when I look at him with the mouse, it says error, and then when I talk to him, his dialog options are nothing but error.
 
I just went through the script and there is nothing that jumps out at me as being wrong. Is this a new game or a continuation of an old game? And, if it is an old game, do you have a save from before you got Myron? I'm curious if you get the same errors in each case.
 
It happens right from the moment you first see him at the stables. even before I talk to him if I observe him it just says error.
 
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