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

No problem MiB :grin:
I forgot - when you finished the quest for Grizzly and kill Humphry the opposite quest from Humpry to kill Grizzly is still active in PipBoy.
 
When I finish the quest with A.F.R (Harvest in Arroyo) this poison is still in my possesion, I think the poison should disappear after that.

I noticed that a long time ago. I kept it because I thought that the AFR could be used in a Mr. Fixit! item to be crafted. I checked it over and there is no use for the AFR after delivery to Arroyo, so it will be removed.

he talking about Sammy Christal - the guy is dead but we know from Rafael about his widow (Mirinda Hook) and Ken Patten - they should be in Colly but I don't find them - are they exist??

Those two characters were not in the Sokil/Colly mod. They were planned additions by the authors, though, because the original maps file called for a map called Miranda's house. However, it wasn't completed. It does allow me to create some additional stories/quests later. But, for now, they are not in the mod.

Bugs with Leila: in Dialog when you talking about her parents - the last line looks like this: ???????
Also the bug which is listed in Megamod guide is still there : when you try to sleep with her second time she call Humphry - you can solve the problem peacefully but she is still atacking you.

Corrected the missing dialog line. I will correct the script to prevent her from attacking if you talk your way out of it.

Pard: Bug with dialog - When you start asking questions - last line: error.
A dialog line is being called incorrectly. I will find the problem.

Edit: Actually, a dialog line was numbered incorrectly. Corrected.

Jose: When you give him a book from Berk (quest) and you talk with him about books (choose right dialog) you will earn 350 XP and Dean's electronic book and info that Humphry wants his still to be repaired - I try talk with Humpry about that but is no dialog option for that - is another way?

Josie is just giving background story there. Maybe it was planned to be a quest by the original authors. But, for now there is no still.

A little thing: Timmy (the son of Grizzly John) is locked by his father but I don't see a door, and I know this is a little detail - but this will be great if you can add them. If you can't - no problem.

You're right. Added.

I forgot - when you finished the quest for Grizzly and kill Humphry the opposite quest from Humpry to kill Grizzly is still active in PipBoy.

Corrected.
 
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It is probably something you answered many times, but how much the game is currently advanced, for now.
Do all the locations fully working ?
I remember trying it a few years back and it seemed the Fo1 locations weren't all working and the scraptown quite buggy.

Not blaming you of anything, but i intent to try it when it is considered as finished.
 
To the guy who said there's a problem at the BOS bunker, I can't actually check at this time since I have no savegames anywhere near the area but I think you almost certainly did not install the MM correctly. A quick look at the scripts included in 2.45 and 2.45.1 indicates MIB88 used the versions I posted in the MM 2.44 thread some time ago, in which the mutant invasion is completely disabled precisely due to problems like you described. Therefore if you saw the mutant invasion occur, you're playing some old version of the Megamod, or didn't install correctly, or tried to install some other mod over top of the Megamod. I could be wrong, though; like I said, I only made a quick check.

To the guys complaining about regsnd, it's a Team X file that's been around for years, and whatever AV program you used is almost certainly registering a false positive in this case regardless of what their website ("use our service or you're doomed!") says. The file is not needed to play the game, so getting rid of it or quarantining it won't hurt anything, but this is much ado about nothing. The computer I'm writing this on has both AVG (not the best, but not the worst either) as well as Spybot S&D, and both report regsnd is fine.
 
@Endocore: Thanks for backing me up on the regsnd program. Also, give me a couple of hours. I will check that bsitem23 script out.

Arroyo, Elder: "Our brahmin die withought giving birth..."
Is it misprint?

Misprint. Corrected. Thanks.

Do all the locations fully working ?
I remember trying it a few years back and it seemed the Fo1 locations weren't all working and the scraptown quite buggy.
... i intent to try it when it is considered as finished.

Then you shall be waiting for a very long time. As long as I have an interest in the game and have the ability to to mod the game, I intend to work on the MM. And, if/when I do lose interest, there won't be some great announcement beforehand saying that I will make one more release. I will just walk away.

Scraptown is working a lot better. However, I do need to work a little more on integrating it better into the storylines. Regarding F1 locations, they haven't been added to the game. I added the expanded worldmap to reach into F1 territory. But, the mod that was supposed to age the towns by 80 years was never completed. The only area I did work on and kind of complete was the Glow. (Unfortunately, it is only four levels instead of six like it was in F1.) So, you can go there, but, like Scraptown, its story isn't completely woven into the MM... yet. I have ideas for the area that I will someday include. For now, it is just an interesting map that provides a sense nostalgia, a use for Rad-X and Radaway, one new critter that will appear in other locations later, and one new unique weapon.
 
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How can I remove Vic's animation from dialog screen?
Game sometimes crashes when I try talk to Vic.
 
How can I remove Vic's animation from dialog screen?

I've already removed the buggy head from version 2.45.2. If you don't want to wait for the next release (some time next week), then your best option is to check previous versions of the MM, and open the data\scripts folder, and use the dcvic.int file that you find there (you might have to use MM 2.42).
 
How can I remove Vic's animation from dialog screen?

I've already removed the buggy head from version 2.45.2. If you don't want to wait for the next release (some time next week), then your best option is to check previous versions of the MM, and open the data\scripts folder, and use the dcvic.int file that you find there (you might have to use MM 2.42).

Thank you for your answer.
I decided to leave Vic in Den. :)

P.S. Will I be able to use saved games 2.45.1 in 2.45.2?
 
P.S. Will I be able to use saved games 2.45.1 in 2.45.2?

Yes, because the changes/fixes are small. As long as I don't have to change certain files (Vault13.gam, party.txt, and a few others), previously saved games will still work. Changes so far include:

-More grammar, spelling, and dialog fixes
-Removed Vic's talking head, as it was causing stability issues
-Added correct scripts to mutated fruit flies at the EPA
-Sajag's expedition to the Toxic Caves can now be completed (Really! This time I mean it!)
-Can no longer walk through the safes and boxes in the Cold Hearts hideout
-removed the unused items from the corpse in the ghost town sewers that crashed the game
-moved the scroll blockers on the Primitive Tribe map so the car can be reached
-Fixed how certain Colly quests were not being marked off properly
 
MIB88, thanks again!
And next question is, if you don't mind. :)

I told with Lex in Scraptown, after I had completed him quest.
He said many good words to me, but he didn't mark Necropolis in my map.
[TABLE="class: b-layout-table b-layout-table_layout_47-47"]
[TR="class: b-layout-table__row"]
[TD="class: b-layout-table__cell b-layout-table__cell_position_l"]
[/TD]
[TD="class: b-layout-table__gap"][/TD]
[TD="class: b-layout-table__cell b-layout-table__cell_position_r"]
[/TD]
[/TR]
[/TABLE]
 
And second one. Klint can't use big guns (I got pair of miniguns in Scraptown :)).
This is a bug or just Klint haven't enough level?
 
He said many good words to me, but he didn't mark Necropolis in my map.[TABLE="class: b-layout-table b-layout-table_layout_47-47"]
[TR="class: b-layout-table__row"]
[TD="class: b-layout-table__cell b-layout-table__cell_position_l"][/TD]
[TD="class: b-layout-table__gap"][/TD]
[TD="class: b-layout-table__cell b-layout-table__cell_position_r"][/TD]
[/TR]
[/TABLE]

Necropolis is not in the MM. That dialog is just left over from the area's origin as a Demo town. I'll change the text eventually.

Klint can't use big guns (I got pair of miniguns in Scraptown :)).
This is a bug or just Klint haven't enough level?

Yeah, I really need to get rid of those miniguns. Anyway, Klint uses the same custom art as Sulik. There is no artwork which uses miniguns. Talk to Sulik to help you remember what weapons he can use. Klint uses the same weapons.

Edit: Ah, I found the problem. You are right: Klint does say that he can use big guns. However, as I said above, there is no custom artwork for this. I have changed Klint's dialog accordingly.
 
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Scraptown:
When you use Science skill on Generator in Scraptown, The Blaze and The Fools leave the map - they say that the generator is broken but is fine - also you don't have any reward for that.
 
Scraptown:
When you use Science skill on Generator in Scraptown, The Blaze and The Fools leave the map - they say that the generator is broken but is fine - also you don't have any reward for that.

You must repair generator again. And talk to Lex.
He will be very thankful.
But you won't have received any other reward. :)
 
yes thx but still no reward - better kill all gangs and you have planty of ammo and guns.

Also if you choose to be a Fool for example Baka send you to check the Blades - (Similar to the quest from Den - Tyler Gang) - but you don't have talk option with their chef only fighting. No dialog option.
When you choose dialog one more time with Baka before you go to the Blades (and you are the Fool) - you can choose to attack or not The Blades. Something is no working in my opinion.

Another thing - if choose fighting with Fools and Blades, and you kill the fools and Blades in the buildings - this two guys near the gate, still stand like nothing happend. Of course you need to kill them if you want to finish the quest for Lex.

The quest with the Dog also have bug - if you give him a Meat Jerky for example you finish this - you will earn 200 exp. and the Dog will be your companion only for this town. Now, when you start fighting and this dog will be killed another 200 exp you will received and you see a another info that you finish this quest.
 
Slaver Camp, two things:

First:
When you rescue a Sulik Sister you have two options in dialog window:
You can rescue her and automatically You will be transported to her Tribe
or
You can ask her to stay here (the Cage) and wait for you, because you want kill the bad guys and rescue the rest slaves. When you do this and come back to her you can't initiate dialog with her. She just stand there and nothing happend. I try this few times and all the same.
But when I leave the Slaver Camp and travel to Primitive Tribe - she magiclly appear and dialog starts - the quest was completed.

Second: the cage with another slaves in the left side of the map. If you kill the guards, unlock the cage and open - the slaves are run away, you will earn EXP and then surprise: CTD. I try many times.

But if you re-enter this map and then unlock and open the cage, the slaves are run away - no CTD - also try many times to be sure.

And sorry for double post.

P.S.

Primitive Tribe: After rescue a Sulik sister you have another quest from the warrior in the tent to rescue another warrior from the cave. When you go there is another warrior,which guard the entrence. When you start dialog with him the first line look like this:

You again? WUT DIS TIME?
 
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