Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

Also, I have found out that after 2.47.3 update, the problem with private Dobbs have changed.

Before 2.47.3,when player asks private Dobbs to rejoin, private Dobbs reply that your party is too full even when the player is alone. (With charisma 8)

After 2.47.3,when player asks private Dobbs to rejoin, there is an error grabbing text message. Game crashes, but savegame is fine
 
Yes, there are two monasteries. Honestly, though, I can't remember when exactly I changed that. However, there are a number of bugs in your version. I know because I just fixed a number of them that are part of the next release.

As for an error grabbing text, that seems like the wrong dialog file is called. I'll check it out. Thanks again.

Edit: Maybe I recently changed the file, I don't know. However, I don't get a crash when the keys are used on the gate where Sulik's sister is. When the keys are used, it pulls up a dialog screen with his Sister, as it should.
 
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I have actually played through megamod once already.... So this is my second run.

During the first time, by the endgame, I still couldn't find the lebowitz monastery on the world map.

At the time I had explored a great deal of the map, and even went to locations like the destroyed lab , ghost town and the glow but still could not find the Leibowitz monastery.

So how do I get there? Do I complete some sort of quest to discover it's location?
 
Again, I've made changes. The Liebowitz Monastery, if you can access it, is in the expanded worldmap. It is way on the east side of the map somewhere in the middle (not too far north or south). The location should have been automatically on. You just had to pass near the square. Again, I don't remember if this was one of the bugs I recently fixed.
 
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Again, I've made changes. The Liebowitz Monastery, if you can access it, is in the expanded worldmap. It is way on the east side of the map somewhere in the middle (not too far north or south). The location should have been automatically on. You just had to pass near the square. Again, I don't remember if this was one of the bugs I recently fixed.

I am curious about this as well. I have been playing on 2.47.3.2 and have reached the NCR portion of the game. I have been to the Abbey already, but it is the Abbey from RP, and not the one from older MM versions. I turned the world map visible via editor, but I can't see the Liebowitz monastery anywhere. Is it supposed to be visible on the map, or does it appear as a random encounter when you travel near it's supposed location?
Is there any other way to get the locations of the BOS research facility and Carson city, or are these locations disabled now? I was thinking that at least the Carson city location should probably be always visible, as it is not really a secret base. (From what I can tell)

Edit:

Since the monastery was nowhere to be found, and I have pretty much finished the game at this point, I simply edited the save file to show the monastery. It did indeed appear on the map once I used the editor.
The monastery seems to work more or less (although some GVAR's don't seem to properly update themselves), but Carson city just crashes whenever I enter the map.
 
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[/QUOTE]
Edit: Maybe I recently changed the file, I don't know. However, I don't get a crash when the keys are used on the gate where Sulik's sister is. When the keys are used, it pulls up a dialog screen with his Sister, as it should.[/QUOTE]

I tried renaming rtribez7 file to tribez7 as the posts before suggested and that solved the suliks sister problem entirely.
 
Megamod question: does this make combat significantly tougher for a high-luck sniper build? I really enjoy that build (not just from a powergamer perspective) and dont want to play through all of megamod to sniper level only to find the game is a cakewalk as in the original. can't figure out if megamod nerfs critical hits, critical chance, luck, or sniper such that it nerfs the build a bit (i hope it does)
 
Honestly, I don't remember that aspect specifically. I know that I personally haven't modified any of those aspects. I know that there is a sharpshooter patch from ravachol included in the MM. I can't think of any mods affecting those items already in the MM.

However, is it modified in the RP? Or maybe Weapons Redone? If you are aware of a mod which addresses this issue, I'd be happy to include it.
 
Megamod question: does this make combat significantly tougher for a high-luck sniper build? I really enjoy that build (not just from a powergamer perspective) and dont want to play through all of megamod to sniper level only to find the game is a cakewalk as in the original. can't figure out if megamod nerfs critical hits, critical chance, luck, or sniper such that it nerfs the build a bit (i hope it does)

megamod has one of my scripts in it,combat damage,open damage.ini and set the sniper portions of it to ur tastes
 
I would hold off just a few more days, if you could. I intend to release 2.47.4 no later than this upcoming weekend. It will be a full repack. I may open a new thread for it. But, if I don't, I'll make sure to include a link to it in the first post of this thread and also in my signature area.
 
I would hold off just a few more days, if you could. I intend to release 2.47.4 no later than this upcoming weekend. It will be a full repack. I may open a new thread for it. But, if I don't, I'll make sure to include a link to it in the first post of this thread and also in my signature area.
Hey, does this mod really have all Restoration Project content, and more?
 
I'm also hyped for the new patch. I'll hold off on my next playthrough.
I noticed in the Megamod guide that there's an issue with the car and Vault 23. Will that be fixed? Workarounds are a little annoying. I appreciate what you're doing in this mod though.
 
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Hey, does this mod really have all Restoration Project content, and more?

"And more?" The answer is yes.

"All Restoration Project content?" No. I have added a lot of the RP, but not all. I have added the sub, ranger safe houses, and the Abbey so far.

A lot of bugs remain, I'm sure. Vault 23 works, but it is a lot to go through. It's difficult and takes a lot of time. The only issue with the car I can think of is that the percentages to repair it might be a little too high. I'll have to bring that down I think before I release the next version.
 
Well, well, my fallout itch started again, so I came to only place that could scratch it. Eagerly awaiting 2.47.4 will give it a thorough walkthrough (time permitting)
 
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