Graylandertagger
First time out of the vault
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.
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.
I have the same problem but I don't really know how to fix this help me please.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....
@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.
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.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
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
procedure IsBigGun(variable arg0)
begin
call ConvertBitFlagField(arg0);
arg0 := 0;
if (convert_nine == 1) then begin
arg0 := 1;
end
return arg0;
end
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?
I bitched about the hs_combat damage thing exactly 3 years ago. You mean its still a thing?
Original post below:
On a side note its been like 7 years and i CANT get Slik to give me the goddamn barter test.
@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.