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

I played the megamod up till I reached the toxic caves, but when I get there the exit gid doesn't appear and I can't leave the map. Is this a glitch.
 
Sulik can still use power armors. I don't know what could be happening. Well, I have a guess. Can your character wear the power armor? I added some code so that the player's character cannot wear power armor unless certain conditions are met. However, maybe there is some strange interaction I have missed.

Thanks for your response mib!
Yes, my character can wear power armor.... vic too... but sulik, cassidi, and klint cant!

Can you see my savegame ?

Thanks very much!!!

PD: what is these conditions ? i read the repair tb51b power armor manual and i can wear power armor
 
I played the megamod up till I reached the toxic caves, but when I get there the exit gid doesn't appear and I can't leave the map. Is this a glitch.

Change the ddraw.ini
This happens to me too... and i repair changing the options these file...

and... can execute the exe file for installation mod ? do that too....
 
Change the ddraw.ini
This happens to me too... and i repair changing the options these file...

and... can execute the exe file for installation mod ? do that too....
I have the same problem but I don't really know how to fix this help me please.
Untitled.png


I found a fix for this It wasn't easy.. and here is the link or something like that.

@MIB88
Hires map edges need an update.

@ranafuineluva
Drop this file into data/maps folder. Should see the exit grid now.
Map edges for Hires patch are not defined correctly in the latest megamod.

EDIT: Here are few other places (V13 entrance, primitive tribe) that could have missing exit grids and problems with vertibird "parking". Unpack into Data/Maps folder as well.
 
Last edited:
How do i get past the rocks in trapper town to get to the rat cave? I tried explosives but they do nothing.

EDIT

Found it. It's in the western square building of trapper town. There is a large rock pile inside that can be blow-up.
 
Last edited:
I don't know if anyone else has brought this up but i installed the mod twice now clean.My version of Fallout 2 is steam it keeps asking for the CD on launch any solution's ??fallout error.PNG
 
Last edited:
I don't know if anyone else has brought this up but i installed the mod twice now clean.My version of Fallout 2 is steam it keeps asking for the CD on launch any solution's ??View attachment 6196
That only means one thing you didn't read the " readme " files or did not follow it thoroughly, I will admit installing this mod is aggravating to the point of exhaustion ( It's a figure of speech) but there's no easy way to install it other than reading all the readme files about the installation.. but you can wait till someone manage to accomplish such feat of making it just extracting and double clicking then starting.


oh and a lot of people already ask that question just use your google search knowledge in this situation and you will find that answer. just read through from 1 to 36 pages of this forum haha.
 
Read the latest teadme file. Also, make sure you are not using the fallout2.cfg file that was included in the latest version (or you can open it with notepad and correct the file paths manually).
 
Hey @MIB88 I think I found some problems with hs_combatdamage script.
1. Get_Skill seems to return weird things - (nothing or 0 for deathclaw claw, 0 for miniguns and bazookas) I tidied this a little and Goris deals normal damage again. Here is the code:
Code:
procedure Get_Skill
begin
    weapon_flags := get_proto_data(obj_pid(attack_weapon), 24);
    weapon_anim := get_proto_data(obj_pid(attack_weapon), 36);
    weapon_damage_type := DamageType();
    if (obj_pid(attack_weapon) == -1) then begin
        return 3;
    end
    else begin
        weapon_1st_attack_mode := MainAttack(weapon_flags);
        weapon_2nd_attack_mode := SecondaryAttack(weapon_flags);
        big_gun_flag := IsBigGun(weapon_flags);
        weapon_attack_type := get_attack_type;
        if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 1)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 1)) //attack type lwep1 and 1st mode is punch or lwep2 and 2nd mode is punch
        or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 1)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 1))
        or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 2)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 2))
        or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 2)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 2))) then begin
            return 3;
        end
        else begin
            if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 3)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 3))
            or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 3)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 3))
            or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 4)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 4))
            or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 4)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 4))) then begin
                return 4;
            end
            else begin
                if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 5)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 5))
                or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 5)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 5))) then begin
                    return 5;
                end
                else begin
                    if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 8))
                    or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 8))
                    and (weapon_damage_type == 2)) then begin
                        return 18;
                    end
                    else begin
                       if((big_gun_flag == 1) and
                      ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 7))
                      or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 7))
                      or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 6))
                      or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 6))
                      or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 8))
                      or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 8))) then begin
                           return 1;
                       end
                        else begin
                           if (((weapon_damage_type == 1) or ((weapon_damage_type >= 3) and (weapon_damage_type < 6))) and
                          (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 7))
                          or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 7))
                          or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 6))
                          or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 6)))) then begin
                              return 2;
                          end
                            else begin
                                if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 7))
                                or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 7))
                                or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 6))
                                or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 6))) then begin
                                    return 0;
                                end
                               else begin
                                  return 3;
                               end
                            end
                        end
                    end
                end
            end
        end
    end
end
I changed var names a little for more clarity and added IsBigGun procedure which I believe should work good.
Code:
procedure IsBigGun(variable arg0)
begin
   call ConvertBitFlagField(arg0);
    arg0 := 0;
    if (convert_nine == 1) then begin
        arg0 := 1;
    end
    return arg0;
end
2. From the very start of my save I thought armor seems to work poorly and it's probably fault of Roll_Critical_Check. Chances of full armor penetrate and armor bypass are calculated even if roll was not critical from what I see.

Anyway thanks for the mod.
 
@Endru1241
Thank you very much for noticing/correcting this. I will make sure to include this fix in the next release, which I hope to have out some time in December.
 
Hey @MIB88 I think I found some problems with hs_combatdamage script.

SNIP

I bitched about the hs_combat damage thing exactly 3 years ago. You mean its still a thing?

Original post below:

I gotta ask - whats with the insane damage mechanics in this mod?
The damage is completely randomized

Just now my character, wearing Adv.p. armor MKII got hit with a gauss rifle for 17 and then for 52.
In another instance a combat armor wearing character, jacked on Psycho's had 90 DR and an enclave with gauss pistol does 7 dmg with one shot and 38 the other.

Also, instant deaths are disabled, but i can still see the message for the event.
It feels silly readiing "death is instantaneos" or "spine clearly visible" and still have the guy kicking.

EDIT: I just got killed by a merc captain who hit me (no critical) for 60 damage from 30 yards with a burst from assault rifle. Im wearing ADV.p. armor MKII and i have implants.
What the actual hell?


On a side note its been like 7 years and i CANT get Slik to give me the goddamn barter test.
 
I bitched about the hs_combat damage thing exactly 3 years ago. You mean its still a thing?

Yes, that is what happens to a bug when no one knows how to fix it: it persists.

Original post below:




On a side note its been like 7 years and i CANT get Slik to give me the goddamn barter test.

Charisma of 8 or more, and barter of 60 or less.
 
Hi,
"The mod is available in both English and Russian" - so, where can i get russian version?​
 
I got a bug to report: Its not possible to become a bishop made man due to a dialog loop

When doing the bishop made man quests, its not possible to complete the carlson assassination one. After reportiing carlsons death, you are given the 2 options: (1)ask for more work or (2)take your leave.

If you do have taken out the raiders or slept with bishop's wife and answer (2), you get the option that inevitably leads to a fight. If you answer (1), he dismisses you, without making you a made man and the quest stays incompleted in your popboy.

If you talk to him again, you get the "did you kill carlson yet" dialog with the same outcomes as above and you are given xp and gold anew. Thus, you can infinitely talk to bishop, picking answer (1) for endless xp and gold, the quest stays uncompleted.

If you havent scorned him in any way and pick answer (2), he bids you goodbye and tells you to come back if you need more work. But ,again, if you talk to him immediately after, you get asked about carlson and get your free xp and gold.

If at a later point you sleep with either bishop woman, on your way out, you will be, once again, asked if you killed carlson yet.

The end result being the impossibility to become a bishop made man
 
Something i *really* need to know: is there any way to fix the horrible choppyness you get if there are 6 or more corpses? Its unbearable. I can move normally during combat mode, but outside of that any area with multiple corpses in it becomes nightmarishly lagged.

P.S. as a side note: what do i need to change/delete to stop random bystanders from looting my kills?

Thanks
 
@Perkyguy
I'll look into the the Bishop issue. I don't remember ever changing anything with that, though. Do you know if that is a bug in the original? Or is it also in the RP?

I don't know what I can do about the lag. I have never consistently encountered it. And if it is related to corpses, I still don't know what I can do.

To keep NPCs from looting, you need to remove gl_test1_loot.int and gl_test2_loot. int from your data/scripts folder. (Alternatively, you could rename them to something else, as long as 'gl' are not the first two letters.)

@Cannibalcole
Does the crash happen every time? Does it happen with all armors? Does it happen with both drugs and cigarettes? I've never tested it in game... only the mapper. I tested it again, though, and it seemed mostly fine. The only problem I found was that the player could still smoke drugs while in the advanced power armors, which I did not want to happen due to not having artwork for those options. I'll check it out when I can.

Edit: Found a couple of other bugs looking at the smoking code. Make sure you try it with only one lighter in your inventory. Also, there was something there that would have affected the Fannie quest in Redding. Neither of these bugs would cause a crash, though.
 
Last edited:
:help:Hello everyone, i need help regarding infinite loading/or black-screen after the "vault 13 suit" video/upon exiting Temple of Trials (the video also played w/ some graphic glitches + a dialogue window of some sort)...i forced to closed the game tru' windows task manager... please help so i can continue my playthrough w/ megamod v2.46.

i installed in this manner:
1. Fallout 2 fresh installation
2. extract/Copy/Paste all files from Megamod 2.46 into fallout 2 install directory
3. click ProcessDat2.exe
4. found "patch000.dat" - deleted it
5. extract/Copy/Paste all files from Fallout High resolution Patch v4.1.8
6. Play!


Windows 7 (64bit) Ultimate
Fallout 2 w/ latest build (GOG)
 
@Perkyguy
I'll look into the the Bishop issue. I don't remember ever changing anything with that, though. Do you know if that is a bug in the original? Or is it also in the RP?

I don't know what I can do about the lag. I have never consistently encountered it. And if it is related to corpses, I still don't know what I can do.

Im pretty sure the bishop thing isnt in the original, otherwise it will have never been possible for anyone ever to become a made man. I gotta think in the 18 years the game has been out, people wouldve talked if there was a carlson loop bug in a vanila game.

The lag thing im talking about is exclusively limited to the corpses in the area situation. The more corpses the worse, but you start to notice it at about 5.
The instant i enter SAD i get such migraine-inducing fps, that i have to turn on combat mode to move normally or go out and wander about untill the dead bodies dissappear

EDIT: another bug - myron's dialog options are all replaced with "error"
 
Last edited:
Back
Top