Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

2Hubal
Klint receives normal levels (this test saves)

2Homer
Installer work normally. Difficult to answer because of what the error.

2Voiddweller
I don't like Komodo's dragons and cockroaches either.
Bandits without weapons - i don't know.

Repack - I need to improve on (sorry for the trouble)
 
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2Voiddweller
I don't like Komodo's dragons and cockroaches either.
Bandits without weapons - i don't know.

Repack - I need to improve on (sorry for the trouble)

I found out what causes this - sfall cunfigurable armor appearance mod, gl_npcarmor script.
Please tell me how megamod armor appearance script is called, i need to alter it.
 
My bug is weird. I will be more specific: I am controlling directly party members and whenever I finish combat while there is Klint's turn he gains 6hp and message "you just gained a level" appears. Funny thing is that happens when I press ENTER to end combat, when SPACE is pressed combat ends normally.
 
My bug is weird. I will be more specific: I am controlling directly party members and whenever I finish combat while there is Klint's turn he gains 6hp and message "you just gained a level" appears. Funny thing is that happens when I press ENTER to end combat, when SPACE is pressed combat ends normally.
This problem occurs only on my pack?

p.s. Fixing markup for hi-res maps. Ready ~half.
 
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Oh, thanks for response. It seems i have new proto data packed in my master dat, and i removed lvl1 archetypes from data folder, even though i added them later, after i encountered a bug, in hope to alter base stats. Doesn't work.

Also, for some reason zip archive with processdat2 is marked as "no need for this" in latest release. Maybe it relies on already modified master.dat?
Also, modified or not, the OG master.dat contains Vic and Sulik proto's and level data, so those two are fully intact and should work as intended. But no. Resets.

if sulik and vic 's level one protos are present in data/proto/critters it would stil have this bug
 
if sulik and vic 's level one protos are present in data/proto/critters it would stil have this bug
Packed NPCs proto in patch000.dat - This method worked fine with Megamod 2.44.x \ RP and other mods, but this... reset levels and incorrect proto-files are created in data\proto\critters. Proto size ~122b.
 
EPA is still kinda raw. Couldn't fix the "binary" hologram because script is unfinished, etc. The merging with restoration project will continue someday ?
 
Guys, please tell me what changes armor FID's on a party members. How script called?
I used a new configurable script that comes with newest sfall, but it corrupts random encounters.
 
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Guys, please tell me what changes armor FID's on a party members. How script called?
I used a new configurable script that comes with newest sfall, but it corrupts random encounters.

as was reported in RP thread,the armor worn art is set in each party members script
 
Some minor criticism again...
Why make ammo so scarce? Less cartrige numbers in a batch makes it unrealistic, cos your ammo becomes too heavy. Also, even early game you'l have tons of ammo anyway, cos looted weapons is always loaded. And NPC should carry some spare ammo as well, cos if they carry an smg it's just 3 bursts. So what's the point of this homebrewn "balance" mods if it's against common sense? Changing original weapon descriptions is also makes none...

Also, NPC looting script make them greedy enough to loot in a knockout state, and die in funny poses)
 
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2MIB88
Fix and Maps for hi-res 4.1.8 (drawn frames (edg) and tiles, no items and other things have been added)
- Small aesthetic change tiles: Coliweb, Gamovies, Vault14.

and
MM 2.47.3.2 Packed archive (with processdat2)

Fallout 2: Megamod 2.47.3.2.
- add: Trible frm fix (4pcs).
- add: Minifix 0.2 by Darek (3 fixed scripts).
- add: sFall by NovaRain\Phobos 3.8.11.
- add: sFall Configurator 1.3.1.0. net 3.5.
- add: Hi-Res 4.1.8.
- add: Adapted maps for HRP.
- add: New menu background.
- add: missing proto 000000162 in dat_replace.lst
- sFall: Enable Appearance mod
- sFRall: use the default critical with bug fixes (value=2).

Instructions for manual vers.:
- unpack this archive
- copy files to the game folder
- run mm_start.bat
- play the game.
 
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I found out what causes this - sfall cunfigurable armor appearance mod, gl_npcarmor script.
Please tell me how megamod armor appearance script is called, i need to alter it.
on_death.ini weapons_drop=1 - 0 (if I'm not mistaken)

this is incorrect,it is actualy 'megamod.ini'

inside it
Code:
;set to 1 to use party armor graphic(wearing armor changes graphic),set to 0 to disable
party_armor_graphic=0
 
this is incorrect,it is actualy 'megamod.ini'

inside it
Code:
;set to 1 to use party armor graphic(wearing armor changes graphic),set to 0 to disable
party_armor_graphic=0
yeah, but that's not the case. You see, gl_npcarmor or configurable armor appearance script that comes with newest sfall modpack is a very nice idea to make armor appearance mods easily editable with a text file included. Unfortunately it's bugged, and forces randomly encountered NPC put away their weapons, effectively disarming them. Even plants can't throw their seeds at you.
"classic" armor appearance scripts works just fine.
 
yeah, but that's not the case. You see, gl_npcarmor or configurable armor appearance script that comes with newest sfall modpack is a very nice idea to make armor appearance mods easily editable with a text file included. Unfortunately it's bugged, and forces randomly encountered NPC put away their weapons, effectively disarming them. Even plants can't throw their seeds at you.
"classic" armor appearance scripts works just fine.
Yes, the newest gl_npcarmor is bugged due to some additional code. You can use the one from older 4.0.4, it shouldn't prevent NPCs from using their weapons (tested with spore plants).
 
Unfortunately I did not have enough time to test as I would have liked. I have not yet managed to level Sulik via normal means. However I did manage to level both Sulik and Klint via exploit.
If combat control for party members is turned on and combat ends while you are controlling one of the party members that party member will gain experience and, since party members are all level 0, immediately level up. This is... somewhat exploitable and not really in the spirit of the game, but it gives nice party members pretty fast.
I do lose on the experience since it goes to the party member.
EDIT: I managed to level up Sulik & Klint the regular way. It seems with that level-up the exploit level was overwritten. I will continue to play and report when I have more data.
Good news is that party members retain their levels.
I think Hubal has same issue.
I do love enhancements to mod, especially highlighting items, corpses, shelves...
Thank you for that.
 
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Yes, the newest gl_npcarmor is bugged due to some additional code. You can use the one from older 4.0.4, it shouldn't prevent NPCs from using their weapons (tested with spore plants).
Thanks! Will be useful for adding more visual armor archetypes from Olympus.
 
In addition to the dcBilly.int script (which, btw, changes the payment if replacing the one in MM), RP mod has another script (dcjoey.int) which features an improvement compared to its MM counterpart (i.e. Joey walks back after sex, as long as you don't leave the map before he's done walking, then he gets stuck and always returns to that spot from then on). Not a big deal, but as there is a working fix (in both cases) I guess MM can simply copy & paste that part in without too much difficulty.
 
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