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Discussion in 'Fallout General Modding' started by MIB88, Mar 20, 2017.
How many new companions does this mod add?
I do not know, but if you want more, I can sell you some of my friends.
I already have all of them I'm interested in new companions of megamod.
Well, let's see. There are two new human ones, and you can get both. There are three from the RP, but you can only take one. Hmm. There is a new body/shell for Skynet, but I guess that doesn't really count. Then there is one nonhuman NPC. So, you could get up to four more in your party.
It is a bug of sorts. That is the original dialog from that demo location from Fallout 1. My intent is to add an aged Necropolis location at some point, though. I think I have one already in my files from Fallout Forever. It needs to be completed, though.
I've also fixed the issue with the prostitutes that @Arathos mentioned on the previous page.
Keep those bug reports coming in. I think I may have enough fixes to justify releasing another patch soon. But not for the BoS yet. That will be part of a whole new release, probably.
Who are those new two human ones and one nonhuman companions? Can I learn their name and location?
I think ive been playing this for a decade now.
First, a PSA: Everyone having problems with enemies doing 12-20 dmg with a colt to your ADV.PA character - DELETE "hs_combatdamage" . That thing has been a colossal nuisance to me for years.
Anyway about the EPA - its layout doesnt match any of the youtube videos ive seen of it, and the walkthrough Im reading is definitely not for the version included in Megamod.
Is it still possible to obtain the agility syringe and 1 of the 3 NPC's in what you got here? And how. I spent 2 hours walking between the levels and cant figure out how to turn the lights on.
EDIT: The blue level is supposed to be accesable via password from a hologram on the red level, but there is nothing on the red level, except lockers and an eye floater bot.
EDIT:2 more differences in what i get here with the youtube versions of EPA, is in my instalation the purple elevator thats supposed to lead to the blue area, instead goes into a place where i can get an enviroment suit.
Also, the 3 NPC's seem to be moved to the indigo area, but not only am i not given any choice as to which to bring back, i am completely unable to utilise the ERSI thing. The console just gives me the option to bring back a female npc that burns for 1000 dmg when i approach.
I cheated a syringe into my inventory, but it doesnt grant me any agility when use from the inventory, but it does give the agility if i place it in my hands and "use on" myself.
There is also 0 interactions with the toaster - instead its just a storage compartment.
P.S. Ive always wanted to ask - is there a reason you specifically excluded the hires component for years? Im using a gog install, and it seems to work just fine with MM, as long as you remove patch000
I can see that there is a bug when wearing the power armor.
the same would be that it does not apply the correct resistances to the user of the same, and also sometimes a bug appears to the battles, causing the creatures to rise again and again after they die.
This is so ?
I correct myself: do not apply the resistances of the power armor to my crew. To mi principal character do.
A fist to Sulik produced 11 damage, and has a power armor, and the damage was produced by a mercenary (this dont have power fist)
@MIB88 Hi, I'm not sure if I reported these two before so just in case:
1. In Klamath when talking to Emily in Trapper Town wherever I flirt with Emily the conversation ultimately leads to two choices out of which the first one "So? We both like this game, so why should we stop?" upon being chosen does nothing. It does not receive neither a response of anything. Unless it is planned for her to not respond in any way it looks weird how clicking on said option is simply not working and one needs to make the other choice to close the conversation.
2. In the Slaver's Camp when I enter the house where Kurisu is kept whether I choose to open the door to her cell or to talk to her I receive the message "GDialog::Error Grabbing text mesage!" and the game crashes.
Also, a hearthy "%$*# you" to the guy who made power armors double in weight and requiring some obscure perk.
A hearty "You're welcome!" in return. It doesn't require some obscure perk. There are actually several ways to be able to wear power armors.
My favorite so far has proven to be the deletion of gl_armor.
"The advanced power armor Mk II is composed entirely of lightweight ceramic composites..."
Lightweight. All 100 pounds of it, im sure.
Anyway, with regards to the EPA - are the syringe and NPC still obtainable? I'll settle for a yes or no, if you dont feel like spoling it.
Compared to the alternatives, 100 pounds is light. (Have you ever worn any type of armor? It's heavy, it doesn't fully cover you, and is only good up to certain rounds. I don't always need realism, but it still makes me smile a little whenever I think of the weights and carry abilities/capacities of this game. Oh, and for the record: I didn't modify any of the armor weights.)
It is still possible to get the syringe. I don't think there is anything I can do about it not working from the inventory. However, I'll add some code to the script to at least keep it from disappearing if you use it that way, and make a message appear saying that it needs to be used from your hands.
Other things from the EPA may be bugged due to me trying to use the one from the RP. Chris Parks made a really good one originally that I included. I kept the original, even though it had been changed by Killap. I don't know what all the changes are. I'm currently playtesting the game and hopefully I can see these issues for myself. Of course, without having played through the RP version, I may be doing some guesswork with regards to getting things to work as intended. (But, the toaster should definitely more than just a storage compartment.)
I'll look into this one. I'm sure it's supposed to lead somewhere, and not just be like when you are talking to Klint outside the Temple trying to convince him you need to go back.
That's usually the result of a missing dialog file. And I can't duplicate it. Do you get the same error when talking to any of the slaver's there?
The new human NPCs are Klint (which I'm sure you've found) and Private Dobbs. The non-human is an "alien" queen found in one of the new locations.
I find these bugs (or non bugs, but I think that if they are)
- When I go to talk to the blacksmith in Modoc, he asks me 10 iron ore to create the metal armor, and also, 4 to make the metal armor upgrade mark 2, BUT if I do not have iron ore 6 in my inventory tells me that I do not have enough iron ore (having the 4 that costs you the improvement of the armor)
- Vic, Sulik, and klint apply their resistances (damage reduced by armor, etc etc etc) or they bugged ? Is that I can not believe that they receive a lot of damage and having a decent armor as the metal armor marks 2 ... mib88 can you tell me if those characters are correct?
Cassidy receives the same blows but with less damages ... something must be wrong with these I told you (for now they, I have not used others) ... but I can not explain why the creatures give them many hard blows...
- Any guide to install mib88 megamod without bugs (Maybe it's me who is doing the installation very badly)
THANKS TO ALL, and MIB88 great job! I take off my hat before you as a symbol of respect.
PD: IT IS NORMAL THAT THE MEMBERS OF MY CREW (cassidy - klint - sulik - vic. I tested on them.) RECEIVE 17-19 FROM DAMAGE CAUSED BY A LASER PISTOL AND THEM USING A BRAND METAL ARMOR MARK 2?
Dropped off dobbs, to make room for myron, and now dobbs tells me im overcrowded even when i try to talk to him with no party and 10 cha
To clarify: upon being approached, he immediately fires "maybe i should stay here. You look pretty filled up."
There is no "do you want me to join back up with you?" as with other companions
EDIT: if i load previous saves, upon dropping him and talking again, game crashes.
EDIT2: Expert excrement expeditor perk is unattainable if you complete the broken hills quest about exposing Chad. Bill tells you with chad locked up he isnt running caravans, but he should still need a crap shoveler
EDIT3: The +1 END you gain from losing the armwrestling with the broken hills mutant locks your current END. When using buffout once, my end jumped from 4 to 7, which upon losing became 8 and got locked at that state. Upon using 1 buffout, waiting for the withdrawal, and using 2 more, I got my end to 8 (or9), lost the match, waited out the addiction and now I have 10 END.
Bug aside, I didnt like that you cant gain the 1 END bonus by winning.
Not wild about the rapey fanfiction text either.
EDIT4: The agility syringe is not an item that can be obtained ingame, but is actually administerred in dialogue mode by the doctor, after fixing the lighting. It still doesnt actually increase agility, despite what the doc says. Instead, it increases HP by 2.
EDIT5: More on the EPA: after investing 2 more hours, I've concluded that there is no way to recruit any of the 3 possible NPC. There is also no legal way to obtain the ERSI you'd normally need to preserve them, but it exists within the game files.
However, even cheating an ERSI cannister in your inventory, you still arent given the option to use it. In fact the computer only tells you about needing to use it, after you have already released the unnamed female NPC. In the youtube versions, the computer warns you ahead of the fact, and you are given the option to back off, head to Chemmie and requisition the needed component.
EDIT6: Even more EPA goodness - the STR and AGL gain from the marijuana is permanent.
Thanks for the reports. A few comments:
I know he's broken. I got that report before and he'll be fixed in the next patch.
No, what he says is that he needs Chad to help manage personnel, and without him he can't just be handing out jobs like he used to. Maybe I'll change this. Maybe not. The reasoning seems sound to me.
Was this bug in the original version? I don't remember changing this at all. I'll see how the RP handles the code.
Again, I never modified this encounter. It's not from a mod, either.
Hmm. Then it's broken. Probably the result of some items which were moved around (or maybe even some bad code). I may make it an item that he will give the player, then. After all, a shot like that is useless to a character who already has 10 agility. I'll check out the code. Maybe it can be used on a party NPC.
I'll look into this. I'm still going through New Reno on my current game. I really need to play through the EPA for myself in order to see what is supposed to happen there.
Regarding the blacksmith, he is supposed to do the work if you have six pieces of ore. And, in the last version I released, he never specifically says how much you are to bring him. What version of the megamod are you playing?
I'm not going to lie to you: I have no idea what the "proper" resistances and damages are. Others have been here trying to do damage calculations and "fixes" for a long time. Honestly, I don't know what to make of it anymore. Every time someone comes out with a "fix" I think all is well. Then, it's just a matter of time before something is shown to be off, overpowered, or just plain broken.
I used the last version of your megamod mib88!
I found it. Sorry, I misunderstood what you meant before. Now, Smithey will offer the upgrade if you have six ore, and he will remove six ore instead of only four. Thanks again for the bug report.
Not problem! thanks to you for the mod
bug: when i give advanced power armor to any companion, later of reload a game, the companion reveived -4 of strenght and him is overloaded.
bug2: when i pick up to DOBBS, the combat control window dont let me change on 'agressive', or any of this... i cant select nothing.
So this isn’t really a bug report or a suggestion, I’m just asking for help, how do I learn about ersi in the epa so I can make it? I’m more familiar with the restoration mod version so I’m very confused