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

Thanks for all the reports.

VaultCity:Thomas Moore
"Amen! Vault City's advanced technology should be shared, not horded."
Hoarded?

Definitely. Never thought of using that particular noun as a verb! :lol: Corrected.

yes thx but still no reward - better kill all gangs and you have planty of ammo and guns.

For now. Those big guns will be removed soon, and replaced with other 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.

I will check their dialog files to see if there ever was a dialog option. There may not have been.

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.

I have never had this problem. In my games, these two have always left the town or engaged in combat with no issues. I will have to test this some more.

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.

Corrected. Now, you will only get experience for one solution.

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.

I am completely rewriting that script. It was full of bugs. That outcome is supposed to happen if you use repair on the generator, not science. Science was just supposed to tell you a potential vulnerability.

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.

Yes, I have had those errors, too. However, I am kind of stuck. I cannot decompile the script that controls his sister. There are a few scripts where a get this "tail does not match" error. Once I figure out how to get past that, I can fix these problems.

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.

Ok. Um... Hmmm. Does this crash only occur with the combat option? Or, do you get the same crash if you obtain the key through conversation? And, are you opening the door with the keys, or picking the lock? And, when does the crash occur? Does it happen immediately after the slaves leave the screen? Or does it happen when you try to leave the map?

I only played through this area a few times, and I didn't get the crash when I got the key peacefully.

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?

First line? Do you mean from the player or from the guard? The guard is not so smart. This is the correct dialog for the guard at the cave.
 
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Heh I forgot to mention this info sorry - I obtain the key through conversation, and the crash is only when slaves lives tha map - in the moment when you see reward massage. When you re-enter everything is ok. Also maybe this will help, I go to this cage after I talk with Sulik sister and I open the cage when all bad guys are dead.

P. Tribe- If the guard is no smart its ok :mrgreen: I thought that maybe this is a bug.
 
Hey there, I have a question about the Megamod :o Does it include all the bug fixes and such that the unofficial patch includes?

After years of playing F2 with no "real" mods and only the Restoration Project, I can't really fathom playing the base experience, anymore...There were so many bugs and glitches =,=" But, after all this time, I'm looking for new content to bring a fresh experience, so I'm interested in all the new stuff the Megamod could add.

EDIT - Well, never mind. Downloaded 2.44, tried running the game, and was hit with an error message about graphics mode 4 or 5, a missing file, switch back to mode 0, download new DirectX...Something along those lines. I'll just stick with the base experience, I can't really handle the stress of trying to wrap my head around this stuff, alone =,="
 
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BOS bunker seems to be totally bugged. I get the quest to deliver a thingy to the facility. In the facility I got a thingy to deliver to the General on the first floor. When I come to the bunker and speak with the major outside, he answers that I can come in and gives me the access codes. And then siren interrupts the general and... And totally nothing happens. If I go out from the location after this siren and come back, I have an "Error" message in the console and the major tells me to go inside and talk with the general. After that I "teleport" to the first floor. From now on I always teleport to the first floor once I go out to the surface. Totally strange bugs, like nobody really worked on this part of the mod.
 
Minor update (2.45.2) available here:

https://www.mediafire.com/?vyab5ggyet2dvjb

An overview of corrections/fixes:
-More grammar, spelling, and dialog fixes
-Removed Vic's talking head, as it was causing stability issues
-Added correct scripts to mutated fruit flies
-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
-Corrections to Colly
---Quests are now marked off properly
---Added missing dialog for Pard and Leyla
---Leyla no longer attacks after you successfully convinced Humphrey not to attack
---Minor map corrections
-AFR poison powder removed from inventory after related quest is completed
-Many changes to Scraptown
---Cleaned up a lot of the code
---Killing certain characters there no longer makes you an enemy of Klamath
---Corrected how the gangs become the player character's temporary allies
---Corrected which teams the gangs and other townspeople are on
---Can no longer solve Phil's dog problem twice
---Killing NPCs and critters here properly adjusts karma and town reactions
---Can now properly use certain items and skills on the generator
---Added a sneak requirement to be able to sabotage the generator

This version should work fine with any previously saved games. I think the next edition will be a full repack.

In case you don't have them, you may get the 2.45.1 update here:
http://www.mediafire.com/download/skv13qyd6x9o05n/MM_version_2.45.1.zip

and 2.45 here: http://www.mediafire.com/download/99ck3eydrh1jl5b/MM_version_2.45.zip

Just keep in mind that the order of the installation DOES matter. So, if you haven't already, install version 2.45, then the files from 2.45.1, and then the files from 2.45.2.
 
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I think the next edition will be a full repack.
Yespleasethankyou, I can't even play the mod at this time, CTD at trying to enter the Temple >.<
Error Image Link Did anyone with Win7 x64 and GOG Version got it working?

Edit: Oh, nevermind, I just stupidly forgot to remove patch000.dat ^^"
 
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Update: Still have Memory Read failure CTD, but only if I have any Companion in my Party.
Can trigger it at will after a few seconds in any combat situation and sometimes crashes with it just random.
I have added some custom Mods (Custom Perks and Rapid Perks) but none of them should touch any AI data afaik.
Running absolutely no crashes when having no other Party Members :confused: But I bet its some obscure 64bit issue :mad:

Btw: Any chances of getting the latest UO Patch and sfall version from this year implemented?
Tried to implement sfall 3.x myself, but getting weird behavior: Everytime I'm attacking something I attack myself :puppy-dog:
 
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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.

I will check their dialog files to see if there ever was a dialog option. There may not have been.

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.

Yes, I have had those errors, too. However, I am kind of stuck. I cannot decompile the script that controls his sister. There are a few scripts where a get this "tail does not match" error. Once I figure out how to get past that, I can fix these problems.

There was never an option to turn on the Fools... there was only an option to turn on the Blades. There doesn't have to be an option among every faction to take you in after you have joined their competition. And, the Blades may have already known that you joined the Fools, and did not want to deal with you (therefore, no other options other than dialog about fighting). There was nothing wrong there.

Also, finally got Sulik's sister's script decompiled and changed. She will no longer appear at the Slaver's Camp after you have seen her at the Primitive Tribe. (Killap, if you see this, I used your 2.3.3 version of her before adding my changes. I think you may have the same problem in the RP unless you have a totally different script (the map script, maybe?) checking to see if the sister_obj should be removed from the map.)




Update: Still have Memory Read failure CTD, but only if I have any Companion in my Party.
Can trigger it at will after a few seconds in any combat situation and sometimes crashes with it just random.
I have added some custom Mods (Custom Perks and Rapid Perks) but none of them should touch any AI data afaik.
Running absolutely no crashes when having no other Party Members :confused: But I bet its some obscure 64bit issue :mad:

Btw: Any chances of getting the latest UO Patch and sfall version from this year implemented?
Tried to implement sfall 3.x myself, but getting weird behavior: Everytime I'm attacking something I attack myself :puppy-dog:

Did you install the 2.45.2 update? Sounds like you have the dcvic.int (Vic's script) from 2.45.1. I added a talking head to Vic. However, there was something unstable about it. If you leave Vic behind, or apply the 2.45.2 update, I doubt you will have these crashes.

As for the unofficial update patch, I have no plans to add it. I have no interest in the latest unofficial patch, only the RP. And, it would be silly to change a whole lot of files to include the unofficial patch just to change them all gain for the RP. I will look at the latest sfall.
 
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Strangely I have this random memory read related with every Companion NPC, and already updated to 2.45.2, but I started the latest game with 2.45.1, yea. I quickly start over completely and looking into it (good thing Klint is not far in, so not much of a timesink there).
Will edit Post afterwards. Anc Vic has a talking head now? hum.. strangely not in my game oO Okay, moving blame from 64bit to GOG Version (I really should get my hands on a Virgin US Version I think :D)

And yea I understand you, there seems to be a lot of fixes in the latest UO Patch, that would require quite a lot of (double) fiddeling ^^"
 
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Just three posts up:

Minor update (2.45.2) available here:
...

An overview of corrections/fixes:
...
-Removed Vic's talking head, as it was causing stability issues
...

My current playtesting is with several party NPCs (Vic, Klint, Sulik, Marcus, Cyberdog, and Lenny)... I'm not experiencing these random crashes. Sorry, I don't know what that is about.
 
Can't find it at the moment. However, there was a post a little while back about the game crashing on the slaver map every time after the slaves were freed from the larger pen. I finally tracked it down. It had to do with the NPC Loot bodies mod and what happens to the slaves after they are freed (they are deleted from the map). But, here is what I've found with regards to certain critters and picking up new items: If a critter loots bodies and is subsequently destroyed without having the inventory taken away, the game crashes. It's like the critters are deleted, but the game freaks out trying to figure out what to do with the items. I had the same problem with the gang war in the Den residential area. I have corrected this issue by simply preventing the slaves from being able to loot bodies on that map.

Edit: Duh! It was buried in one of the bug reports at the top of this page!

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.
 
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A final comment for my probs: Got my dirty hands on a virgin version (heck I bought the game 5 or so times in the past, so sue me for getting a non-tempered US copy in the webz :p) and everythings running fine now :grin:
The older problem I had with the GOG Version (EPA) where already fixed by upgrading to 2.45 btw :ok:
Now I only need to start anew again because I forgot to remove weather.ini and gltrain.int before replaying :wall:
 
Any chance we could get a slew of new companions in general? More mutants, critters, and female humans preferably. More female companions would have a bit more variety. Also perhaps stand-still talking heads? I recall seeing a few over the years for custom ones made. Maybe even reusing talking heads from Fallout 1 if that is legal.

Playing with the same companions over the years tend to have them get dull. A new variety of traveling partners would make the wasteland more interesting.
 
Any chance we could get a slew of new companions in general? More mutants, critters, and female humans preferably. More female companions would have a bit more variety. Also perhaps stand-still talking heads? I recall seeing a few over the years for custom ones made. Maybe even reusing talking heads from Fallout 1...

Absolutely... on all counts. I had a rather interesting back-and-forth going on with someone a while back (Pogue4, or something like that) regarding new NPCs. Anyway, he was more focused on making NPCs already in the game into party NPCs. Newer ones actually seem better in my opinion. Script-wise, it isn't difficult to add a new party NPC. The difficult part is fleshing out a cool story for them and a reason for why they might join you. I delay on adding more party NPCs, too, because I want to have side quests associated with them.

More female companions was also something we discussed. Not always necessarily having more than one at a time, though, unless they were just traveling companions. Sure, some could be potential mates like Miria. But, I don't see more than one like that at a time. (Of course, I can see an encounter/cut-scene where two women might have it out... It all makes for some interesting interactions with new NPCs.)

Talking heads are always something I want to include. I just added a talking head for three... um, well, you'll find out in the next release. Drobovik was able to get Vic's head working, so that will also be back in the next release. I have two other completed heads from other unfinished mods. I just need to figure out where to put them. And yes, the talking heads for Tandi, Decker, Morpheus, etc. are all possible. It's just a matter of trying to figure out where the graphics might fit.
 
If the problem for getting new companion NPCs is the backstory and whatnot, I'd be happy to lend a hand. I used to create mods for New Vegas, companion mods, and had several of them have a backstory. That was years ago. I'm also experienced at writing stories as I've roleplayed for years so fleshing out companion stories shouldn't be a problem for me. If you would like, I could even pitch to you some base ideas via Private Message I have in mind regarding possible companion backstories based on ones I created for New Vegas as well as some other ones I wanted to create for New Vegas, but couldn't get around to it. (My computer began to become unable to run New Vegas at a playable framerate so modding and testing said mods was too much trouble).


EDIT: Also, a problem for me. I updated my Megamod by how you recommended it (Started with 2.44, then 2.45, then 2.45.1, then 2.45.2) and when I try to load up my previous save, it gives me an error and says it can't load the memory data. Darn, just when I was in the SAD already and then saw you added Dobbs as a companion NPC haha. Is there a possible fix for this?
 
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There are certain files that, if you change them, they prevent previously saved games from working. For example, if you added a new line to Vault13.gam in the data\data folder, your game would be broken (which is why I added many extra lines for future growth ;)). But, some files if you even modify the content of them, they also invalidate previous saves. There are no files like that in 2.45.1 or 2.45.2. However, going from 2.44 to 2.45 is what did it. Specifically, adding the new party.txt file (the one that was modified to allow you to get Private Dobbs). Make sure you check the readme before updating. I usually say in there whether or not previously saved games will work. However, you could most likely get your games to work if you add the party.txt file from your data\data folder from 2.44. Your games should work, but you won't be able to get Dobbs.

And if you already have stories/characters, send them my way. I've got lots of ideas I would like to incorporate, but, I have no problem scrapping one of my ideas if a better one comes along.
 
Hm. If its just the loss of Private Dobbs as a companion, I guess I could just get the party.txt file and replace it. Sorry, I must've missed that in the readme. I also read somewhere that simply updating it shouldn't have done anything to the saves, but I guess I misinterpreted it as going from 2.44 to 2.45 rather than 2.45 to 2.45.1. Anywho, I'll send you an idea or two your way and if you like them, we can discuss more regarding companion creation and such. If I also am able to learn, I am happy to also help out with the side quests you may implement with my or your companions in the future. I have lots of spare time so I have plenty of time to work on them if you would like my assistance.
 
Mib88, just a little bug report regarding talking heads. It seems the backgrounds all messed up across different NPC companions on the same maps. You might want to check it out. Got saves if you need them.
 
Mib88, just a little bug report regarding talking heads. It seems the backgrounds all messed up across different NPC companions on the same maps. You might want to check it out. Got saves if you need them.

Thanks. Saves won't be necessary... I've got a game where I am in a position to get all the NPCs. Do you know offhand who's head/background is off? If not, no big deal. I'll check.
 
"Tail does not match" is probably the second least helpful Ruby compiler error, right after "internal error." "Tail does not match" usually means the script in question contains what the decompiler believes is invalid or nonsense code (which therefore cannot be decompiled even as ASM). In my experience this is most often a result of novel sfall scripting functions used in such a script (though it could also indicate a script corrupted by mundane issues like a bad download or a bad sector on one's hard drive). For those using Nirran's Ruby compiler, this usually means sfall functions added since his last update in February of this year (in other words, only a handful of highly specific new functions, meaning such problems are rather unusual at this time; if a problem does rarely arise, the latest sfall int2ssl can be used to quickly find the problematic instruction). Since I mentioned "Internal error" I'll add this usually means one has attempted to use a script-wide temporary variable without first defining it.

Regarding the new teammate discussion, for a long time I've had Dalia (at V15/V13) on my list of projects I want to do, with the goal of making her a potential teammate. There are easily adaptable existing narrative reasons for her to join up with the Chosen One ("Uh, no, I don't know anyone here at V13, but I'm just hanging out with these creepy deathclaws because I have nothing better to do and because no one will hire me as a mercenary anymore since I did you that favor at V15..."). Anyone should feel free to use this idea, since I have dozens of others things on my project list before I'll ever get to Dalia.

MIB88, are you seeing any in-game problems associated with what you were doing by combining text files (due to the trouble you were having with an absolute number of msg file limits)? Are you still you doing that in the Megamod, or did you stop?

The reason I ask is: I've been seeing some very strange problems in a couple of my own (unreleased-- I'm trying to debug them currently) mods. I think I've ruled out every potential cause except the sheer size of msg files. For example I made two new characters with a lot of dialogue; one of them has an msg that's 134kb, and the other has an msg of 230kb (probably around 30,000 words, but the reason it's so large is the character is procedurally-generated, sort of like ten characters in one with a different randomly generated persona at each encounter). By comparison, the biggest msg files in the regular game are ncprosti and vclynette, which are both about 60kb. I'm getting unexpected errors (some purely random, some consistently reproducible) when dialogue is meant to display in these large scripts, which after much debugging I found can apparently be eliminated just by changing the scripted dialogue calls to reference other, smaller msg files.

I've verified my msgs contain no errors like brace trouble or duplicate line numbers-- off topic, but a neat trick I figured out to do this more efficiently is to make whatever text you'd like to use as the "description" (player "closely examines" the object or npc) the very last lines in the msg file. Then when you're testing your script/msg, if you closely examine the object or npc and see "Error," as long as your description_p_proc is sound you know you have a brace or duplicate line number in your msg. You can quickly narrow down where errors are in the msg by using cut/paste to swap large sections out of the msg and firing up the game; if the proper description text now appears, the error was in the lines of the section you just cut and swapped out (and a few lines can be much more easily scrutinized than dozens or hundreds of lines).

In other words, it's like the game engine can't properly open a large msg and search through it quickly enough to find and display the proper line under certain conditions (usually a randomly blank dialogue start that works normally thereafter, or an unexpected on-demand call like a "look at" or a map enter float randomly resulting in display of "Error").

Have you ever seen anything like this? A quick look showed the biggest msg you have in the released parts of the MM is kladwtwn.msg at 79kb, which is approaching the size limit where I sometimes see these problems (I have yet another character whose msg is 80kb, and only rarely-- but still sometimes-- noticed this problem there as well, though it's only now after I'm beginning to form an opinion about the underlying cause that I realize there was trouble there). The fourth largest character I ever made has an msg that's only 60kb, and my Miria mod had an msg of slightly under 60kb; both seem to work very well in this regard (in other words, they're both about the same size as vclynette.msg, indicating this may be an upper safe limit for msg size if my current hypothesis about this problem is correct).
 
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