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

Yeah, if you could post the saved game somewhere that would be great. If you got it in Scraptown, maybe there is a script controlling a character who is supposed to give you an item and the wrong item is called. (Although, the only item I can think of that is supposed to be given to the player character is a tool.) Did you talk to all the characters in Scraptown? Hmmm... if it was given to you in Scraptown, I would think you would have noticed it, though, as you would have been overloaded right away.
 
You might be right, in Scraptown I only interacted with the fridge to get some items I stashed there, nothing else as I cleared the place earlier in the game.
Anyway, hope you can find something in the save.
Thank you very much.

SLOT01.rar
 
Ok, so, somehow you were able to pick up a refrigerator! At least, that is what it looks like in your game when I play it. And, when you drop it, it has the old wall appearance. And, in my game, it has a negative weight... having the fridge in your inventory gives a negative carry weight... something like -105000 or something. Do you remember interacting with any other refrigerators?
 
Ok, so, somehow you were able to pick up a refrigerator! At least, that is what it looks like in your game when I play it. And, when you drop it, it has the old wall appearance. And, in my game, it has a negative weight... having the fridge in your inventory gives a negative carry weight... something like -105000 or something. Do you remember interacting with any other refrigerators?


Haha, cool.
No, no other refrigerators if memory serves, I probably used lockpick on it right before that in a quick fashion so I didn't notice anything weird. Also a bit used to being overweight from all that Modoc mining.
So there shouldn't be any problem with the game? Just a weird glitch?
 
I used lockpick on that refrigerator in Scraptown, too. Tried several things in one of my own games trying to reproduce that error. I can't do it, though. So, just continue on with your game. And, you did right by dropping it on a random encounter/wasteland map. It is an unrecognized item and would not save properly on the map, which is why the game crashed before. Hopefully you get no more crazy errors like that. Please keep me posted.

Also, I have put together release 2.45.1. From the readme:

-NPC critter weapons: Building upon Nirran's fix to ensure critters had the correct number of bullets in their weapons, Endocore has modified the script to ensure that critters placed their weapons back in their hands. Note: Some critters will still have their weapons in their inventory, but I think that is more of an exception rather than the rule with regards to their primary weapons.
-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 outside the NCR works
---The player has time to loot Lenny's body
---If you decide to Use the mutagenic serum on him during combat, it works more smoothly
---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)
-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
-Fixed bug preventing the player from wearing power armors
-Klint no longer automatically heals the player in Arroyo, preventing a possible game freeze

You can get the 2.45.1 update here:

https://www.mediafire.com/?skv13qyd6x9o05n

There is nothing here that would force you to start a new game. If you already have games with 2.45 installed, you can continue those games. Just unzip the contents and add them inside your main Fallout 2 game folder.
 
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I used lockpick on that refrigerator in Scraptown, too. Tried several things in one of my own games trying to reproduce that error. I can't do it, though. So, just continue on with your game. And, you did right by dropping it on a random encounter/wasteland map. It is an unrecognized item and would not save properly on the map, which is why the game crashed before. Hopefully you get no more crazy errors like that. Please keep me posted.


Thank you very much MIB88, will do.
 
hmm i seem to have it working. did some testing and the grid is there, just on higher resolution its hidden under the black map edges. although i cant see the grid, if i click on the black edge it will exit. so good

on a side note, really like what your mod has to offer so thanks for your hard work. wish i knew more about the resolution issues though
 
Hello again,

found a couple of issues not related to my earlier problem.

First, there seems to be a problem with Vic's talking head, namely... initiating dialogue with him in Vault 13 crashes the game. Might be the background there. Does not seem to happen in other places (NCR for example). Also my game crashes everytime I try to access the crafting menu.

And a few unimportant bugs in Primitive Tribe (the shaman's ghost does not appear at all, tried all hours of the night) and Slavers Camp (Sulik sister stays there even after the rescue and killing the slavers makes the shed door unoperable, even with the keys in inventory, still asks for the keys, the "non-violent" way works fine tho).

Thats about it.
Thanks for listening.
 
@Bunny: Thanks.

First, there seems to be a problem with Vic's talking head, namely... initiating dialogue with him in Vault 13 crashes the game. Might be the background there. ... Also my game crashes everytime I try to access the crafting menu.

I cannot reproduce the crafting menu crash at all. Talking to Vic crashed my game once in many attempts while in Vault 13. I don't know why you are having this issue. It makes no sense that it would crash in just one location.

And a few unimportant bugs in Primitive Tribe (the shaman's ghost does not appear at all, tried all hours of the night) and Slavers Camp (Sulik sister stays there even after the rescue and killing the slavers makes the shed door unoperable, even with the keys in inventory, still asks for the keys, the "non-violent" way works fine tho).

I already knew about the issue with Sulik's sister. I just don't know how to fix it yet. Strange: I can't decompile the script responsible for her. I keep getting a 'Tail does not match' error. Once I figure that out, I can fix the script to destroy the critter in the cage.
And, I had no issue with the shaman's ghost, either. I completed that quest without a problem. The ghost is hard to spot. Are you sure she wasn't there?
 
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@Bunny: Thanks.

First, there seems to be a problem with Vic's talking head, namely... initiating dialogue with him in Vault 13 crashes the game. Might be the background there. ... Also my game crashes everytime I try to access the crafting menu.

I cannot reproduce the crafting menu crash at all. Talking to Vic crashed my game once in many attempts while in Vault 13. I don't know why you are having this issue. It makes no sense that it would crash in just one location.

And a few unimportant bugs in Primitive Tribe (the shaman's ghost does not appear at all, tried all hours of the night) and Slavers Camp (Sulik sister stays there even after the rescue and killing the slavers makes the shed door unoperable, even with the keys in inventory, still asks for the keys, the "non-violent" way works fine tho).

I already knew about the issue with Sulik's sister. I just don't know how to fix it yet. Strange: I can't decompile the script responsible for her. I keep getting a 'Tail does not match' error. Once I figure that out, I can fix the script to destroy the critter in the cage.
And, I had no issue with the shaman's ghost, either. I completed that quest without a problem. The ghost is hard to spot. Are you sure she wasn't there?


Played a bit more around with Vic, talking to him also crashed my game at the Westin Ranch and a random encounter. I also tried making him wait in New Reno (2nd street) but everytime I tried leaving the map after that the game crashed. Theres something wrong with my installation perhaps. I'll check everything and if it still acts like this then I'll do a complete reinstall later.
With the ghost I'll have to recheck again, pretty sure about it tho.


Edit:
Got more crashes with Vic in various places like Salvatore's bar upper floor, Broken Hills downtown and Cold Hearts in Modoc, but not everytime as in Vault 13.
 
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No, don't do a re-install. There is something wrong with Vic's talking head. I did just as you had done: asked Vic to wait on the Second Street map. Game crashed. And, if it didn't crash immediately, then it would crash after I re-entered Second Street and tried to talk to him. After I removed the code for the talking head it seems to work fine. I don't understand why the code for that should be a problem, though. I used a straight copy-paste from Sulik, and Sulik works fine. So, maybe there is some odd corruption with the artwork.

So, Vic's talking head needs to come out, it seems. I will have the code changed for the next release. In the meantime, you can take an earlier version of dcvic.int from the data/scripts folder and replace the one you have there now.
 
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Yeah, too bad about Vic's talking head. Must be the artwork as you said. Will replace the file.

Speaking of npcs, Goris seems very underpowered to me, most of the time he does no damage and very little (1-3) when he crits, and he's level 4. Even level 1 Robodog is better than him.


Also kept lookin for the shaman's ghost, still didn't spot it. And another minor thing there.... I brough the car in the village instead of the woodland area and it's unreacheable to "use", thus making it stuck.
 
Speaking of npcs, Goris seems very underpowered to me, most of the time he does no damage and very little (1-3) when he crits, and he's level 4...


Also kept lookin for the shaman's ghost, still didn't spot it. And another minor thing there.... I brough the car in the village instead of the woodland area and it's unreacheable to "use", thus making it stuck.

I noticed the thing about Goris. I will investigate. The ghost is definitely there. As for the car, what do you mean it is unreachable? It's not even on the tribe map. If you enter the map via the woods, your car is there. If you enter the tribe directly, the car is still on the woods map (but your car trunk is invisible until you reenter another map).

Regarding the ghost: Did the shaman actually tell you that he is being tormented?
 
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If coming by car and clicking village/tribe to go directly there, this happens:

v8dqv.jpg


But going to woodland works fine. The car is there, trunk included.

EDIT:
Yes, shaman keeps whining about it.
 
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If coming by car and clicking village/tribe to go directly there, this happens:

But going to woodland works fine. The car is there, trunk included.

EDIT:
Yes, shaman keeps whining about it.

I've NEVER seen that before! That's what I get for not playing in high-resolution! I will check the scripts responsible for car creation and move the car, though.

As for the shaman... this is just weird. I just completed that quest a few weeks ago without any problems. I will take apart the script. Just a couple more questions: Did you help the tribe out with some of their other problems? Also, did you already find and examine the body on the woods map?
 
Yes, I think I did all the other quests and the guard in front of the chiefs hut stepped aside and I could talk to the chief. Lets see.... brought 10 knives and 5 spears, fixed the well with rope and bucket, brought firewood for the woman on the 3rd map. Maybe I didn't examine the body in the woodland, only looted it, altho I remember seeing a message about a violent death, however... the corpse was removed since then and there's nothing I can do about it now.

Don't start on the script yet, I'll start a new game, go there and see if the ghost is still missing after examining the corpse.




EDIT:
Well, thats it, started a new game, got the location from Sulik and headed straight for the Primitive Tribe. Examined the corpse, talked to the shaman, and at midnight... the ghost was there. So no need to check it, my mistake for not examining the body while it was there.
 
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Well, thats it, started a new game, got the location from Sulik and headed straight for the Primitive Tribe. Examined the corpse, talked to the shaman, and at midnight... the ghost was there. So no need to check it, my mistake for not examining the body while it was there.

I don't know if I like that, then. If it gives you the message about a violent death, then the player should have a chance to talk to the shaman about the ghost without specifically examining the corpse. I might need to change this. Or, maybe make it an automatic check if the character's perception score is high enough.
 
Well, you certainly have quite a bit of work to do then. I'd better give you a break :wink:
 
Well, you certainly have quite a bit of work to do then. I'd better give you a break :wink:

There is ALWAYS work to do with this! Even if everyone else on the planet were to quit playing this game, I would continue to mod it just for me. ;)

Well, thats it, started a new game, got the location from Sulik and headed straight for the Primitive Tribe. Examined the corpse, talked to the shaman, and at midnight... the ghost was there. So no need to check it, my mistake for not examining the body while it was there.

I don't know if I like that, then. If it gives you the message about a violent death, then the player should have a chance to talk to the shaman about the ghost without specifically examining the corpse. I might need to change this. Or, maybe make it an automatic check if the character's perception score is high enough.

Confirmed. Took apart the script on the corpse. The proper map variable and dialog regarding a soul in distress are only triggered if the body is actually examined. I will add a check that, if the player character's perception is high enough (> 6 ?), will automatically display that message and set the map variable. I was going to change the condition for the map variable but... there is a certain logic in the way it is now. If the player/player character does not truly examine the body, then the chance to solve this quest is just lost, since the body will decompose eventually.

However... I guess I could include something as a backup... just in case the player doesn't go to examine the body before it decomposes. But, it won't be easy. Maybe add a spatial script to the area that is dependent upon the Outdoorsman skill or an even higher perception score ( > 8 ?).
 
I know what you mean...

Well, if I find anything else I'll let you know here.
I started doing EPA, and so far, I noticed the cazadores (or whatever they were) are gone in this version, and cant finish the kill the plants quest.... killed them all on the entrance map, but can't turn it in at the hologram.
 
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