Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

Thanks, @NovaRain . The ghost and the body use the same proto, that's why I couldn't set the "no steal" flag.

However, that was a total brain fart on my part not thinking about "use skill on" procedure. Total amateur mistake overlooking that one. Thank you for reminding me.

All fixed.
 
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Hi everyone, first of all i would like to thank you for great work creating this mod.
I have encountered few problems. After instaling F2 Megamod US HD [v2.47.4.2] to a fresh F2 game everytime i will attack plans, game crashes. The same situation is with for example War Party or scorpions vs plants. My main concern is i can't fight , becouse game suddenly stops.

Like : " The program encountered a problem at address 0254a70c and cannot continue"

Best Regards,
M.
 
Hi everyone, first of all i would like to thank you for great work creating this mod.
I have encountered few problems. After instaling F2 Megamod US HD [v2.47.4.2] to a fresh F2 game everytime i will attack plans, game crashes. The same situation is with for example War Party or scorpions vs plants. My main concern is i can't fight , becouse game suddenly stops.

Like : " The program encountered a problem at address 0254a70c and cannot continue"

Best Regards,
M.
Hi, just a moment. Thanks to report; answer: New version of sfall-e need to disable debug mode. Open ddraw.ini - DebugMode=2, replace to 0.
Updated!
Add ifp 1.6.0.
 
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Hi, just a moment. May be, i know what is the problem.
New version of sfall-e need to disable debug.log.
Open ddraw.ini - DebugMode=2, replace to 0.
Now I will update installer and add a new inventory filter (1.6.0)
Thanks to report.


Thank you for fast reply !
It's working.
Keep up the good work
 
Just got back into fallout again, was wondering if you still had the critters I made, I had modified the wakisashi frms to look like a katana (I had only done the power armor ones though)and I had made a dual wield animation for the combat armor?

I thought they were on my computer but they must have been on my laptop which has since gone to a landfill.
 
Please, update main post of this theme.
add link to their mesage

@MIB88
MM 2.47.4 - please, check and fix the following files:
incorrect items proto:
550, 551, 553; 595, 596, 597, 598, 599, 600; 901.
incorrect critters proto:
77, 114; 501-505, 514, 526, 527, 531, 532, 533, 547, 550, 569, 585, 611, 619, 621, 631, 632, 643, 650, 651, 656-660, 684
 
Please, update main post of this theme.
add link to their mesage

@MIB88
MM 2.47.4 - please, check and fix the following files:
incorrect items proto:
550, 551, 553; 595, 596, 597, 598, 599, 600; 901.
incorrect critters proto:
77, 114; 501-505, 514, 526, 527, 531, 532, 533, 547, 550, 569, 585, 611, 619, 621, 631, 632, 643, 650, 651, 656-660, 684

Check them for what, exactly?
Edit: I see now that the unusable armors have the incorrect item subtype assigned. But what about the other items/critters?


Also, I don't want anyone to think I haven't been working on the MM. Here is a list of things (so far) to look forward to in the next version:

-Numerous dialog and grammar fixes
-Minor corrections to various maps (especially with regards to walking through objects)
-Cleaned up code in many scripts
-Added Lootable turrets and bots by @NovaRain
-Added SCAR (Skilldex Color Asthetic Redux) mod from @Kamos5
-Numerous party NPC fixes
---Myron has the proper talking head when wearing advanced power armors
---Human Lenny should no longer be referred to as a ghoul when entering Vault City
---Fixed bug causing crash when asking Private Dobbs to rejoin your party
---Made a number of corrections to dialog for Private Dobbs
---Removed potential bug regarding waiting for Cassidy, Sulik, and Klint
---Marcus no longer becomes unresponsive after speaking with him about mutant sterility
---Meris can once again be gained for your party
---Corrected party member backgrounds for some locations
---Skynet floats will no longer appear when it is not in your party
---Asking to have Klint change his distance will no longer lead to a crash
---Asking Klint to change his distance actually works
---Sounds restored to Dogmeat when wearing armor
-Removed some more instances where killed enemies had two sets of armor (including the Bridgekeeper, who will now not produce a regular robe when killed)
-Corrected a number of scripts which had incorrect/missing variables regarding Sexpert, Gigolo and Virgin (Thanks to @Muttie )
-Fixed Modoc farm trapdoor in event explosives are used
-Unwashed villagers no longer generate armor when killed
-Other wild dogs (reddish brown ones) have sounds in combat
-added story/character enhancements from @Endocore (Balthus, Chrissy at Vault 15, McGee in New Reno, Arroyo tribesmen, Elder regarding treaty)
-added moving turrets to Vault City
-Removed potential bug regarding an unimplemented perk and related items
-Unused items should no longer be spawned by geckos killed in random encounters
-Toned down (just a little) the enemies of Vault 14's leaders
-Fixes to critter artwork regarding dodging and being hit for artwork pulled from FO Tactics (Again, thanks to @Muttie )
-Fixes to Nessa at the Umbra Tribe
---Corpse can now be looted
---Ghost cannot be bartered with nor stolen from
---Ghost will not pick up loot around the area
-Ms. Kitty has dialog for additional party NPCs to receive services at the Cat's Paw
-Minor change to centaurs :newevil:
 
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Check them for what, exactly?
Edit: I see now that the unusable armors have the incorrect item subtype assigned. But what about the other items/critters?
Most critters not recognized (<noname>) and can not be opened (It seems that broken).
 
Oh, that old Fallout 2 itch... anyway, as usual, started a complete new adventure. Came to Broken Hills, several issues:
1. Francis and Phil are unresponsive when first entering map. Once Broken Hills east has been visited they become responsive
2. Liz shop inventory is available on second(upper) table. No need to steal it, I just came in and cleaned her out.
3. When attempting to fix mine air purifier I consistently hanged the game on first combat turn with red giant ant. However once the east hidden cave is visited and Stodgers bugs out, everything works normally, no idea about cause of hang.
If I find anything else, I'll post
 
You can add theme design to the first post:
MIB88: Megamod (Fallout 2)
__________
Name: Megamod (mod for Fallout 2)
Version: 2.47.4
Language: US
Author: MIB88
Release:
~30.11.2005
Website: NMA
Copyright: Bethesda Softworks LLC.
__________
Description:
Megamod - the name speaks for itself: new locations, new characters, new quests, a lot of stuff and adventures on your way. Almost every location will find something new, just look closely.

__________
It is a full repack and is the only version you need. You can add it on top of an existing game or to a fresh install, since no files were removed in this version. However, keep in mind that some changes/fixes may not appear in your game unless you start a new game or enter a location for the first time.

I know there are still a number of issues/bugs, especially involving the Brotherhood of Steel.

If there is anyone out there who is able to post it on NMA or would like to include it on any other sites, please feel free to do so. I would greatly appreciate that.

Enjoy.

__________
Log (Updates\included mods):
New locations:
Enhancements:

__________
Installation method:
Manual installation:
  • Install Fallout 2.
  • Unpack the archive with mod v2.47.x
  • Copy the contents of the archive to the game directory, confirming the overwrite.
  • Run processdat2.exe (and waiting)
  • Ok, well done.
or installer:
  • Install Fallout 2.
  • Run Megamod 2.47.4.2 (follow the instructions)
  • Default, installation takes place in a subfolder and does't overwrite the original! [C:\Games\Fallout 2\MOD].
  • To install in the game directory, please, change the path and enable checkbox "Root directory mode".
  • For manual version: please, carefully read the attached instructions.
__________
Helpful links:
 
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When I try and play it i get an error prompt saying "
"Couldn't find/load text fonts"
Did I do something wrong or is this a know big?
Edit:I fixed It. I'm disappointed with the mod lol
 
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Either the paths to master.dat and critter.dat are wrong, or language= in fallout2.cfg isn't set to your games language.
 
When I try and play it i get an error prompt saying "
"Couldn't find/load text fonts"
Did I do something wrong or is this a know big?
2.47.4.2 (installer)? Read careful this post
  • !! Default, installation takes place in a subfolder and does't overwrite the original! [C:\Games\Fallout 2\MOD].
  • !! To install in the game directory, please, change the path and enable checkbox "Root directory mode".
 
Honestly I feel like installing mods directly into the game directory should be discouraged as much as possible.
 
Some want to install mods in the game folder.
Others want to play several mods at once.
In the end, a compromise.
 
https://www.nma-fallout.com/threads/how-to-set-up-a-fallout-2-mod-without-much-trouble.190725/

¯\_(ツ)_/¯

Dropping mod files into main Fallout 2 folder just means you ruin it and have to make a clean reinstall if you want to get rid of the mod. There's really no reason to do that, except maybe lack of knowledge about it.

Heck you could just drop everything into /mods/ folder nowadays and then toggle the folders via ddraw.ini settings. It's easier for everyone.

/Edit: I just don't see a point in adding multiple ways of installing a mod when there's one that is clearly superior for the generic player.
 
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https://www.nma-fallout.com/threads/how-to-set-up-a-fallout-2-mod-without-much-trouble.190725/

¯\_(ツ)_/¯

Dropping mod files into main Fallout 2 folder just means you ruin it and have to make a clean reinstall if you want to get rid of the mod. There's really no reason to do that, except maybe lack of knowledge about it.

Heck you could just drop everything into /mods/ folder nowadays and then toggle the folders via ddraw.ini settings. It's easier for everyone.
You don't understand me :). I know about your wonderful method.
But the correct installation in the game folder does not kill the game and mod. The only difference is in the cfg-file. What is done. When installing the mod, you can choose how to install this mod: 1-subfolder, 2-game folder.

edit: I agree with you. Some play through steam services and want to run through the steam library. Others, play through the emulator.
 
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When I try and play it i get an error prompt saying "
"Couldn't find/load text fonts"
Did I do something wrong or is this a know big?

If I remember correctly, this error comes up when the fallout2.exe you are using is wrong (i.e. it hasn't been patched to allow for the additional locations). So, whichever method you are using to install the game, make sure you are opening an .exe from the mod.
 
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