Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

Discussion in 'Fallout General Modding' started by MIB88, Mar 20, 2017.

  1. Muttie

    Muttie It Wandered In From the Wastes

    194
    Oct 9, 2017
    I did a quick-test: I see her ghost picking up stuff when I spawn it (i.e. waiting until midnight next to the body). I can't loot the body myself, no hand-icon (although the ghost seems to be able to). Anyway, she ends up with a Knife (unless I pick it up first), 2 Healing Powder (can be seen via barter and one may be from the body unless she starts with two) and a Rock (can only be seen when stealing from her). So it seems her ghost loots the body possibly, but definitely picks up the knife when spawned in. Perhaps it's best if the ghost has no items (to cancel stealing), disable loot bodies script, and allow the player-dude to loot the body (or remove the items from the body otherwise, i.e. if I can't loot the body it doesn't need to have any items on it).
     
  2. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    The ghost has no inventory on her. The rock and the two healing powders were from the dead body.
    So, I changed a few things:
    I modified the script for NPCs looting bodies to not occur on that map.
    I modified the dead critter on the ground, so she could be looted by the player character.
    I modified the ghost critter so it could not be bartered with.

    Something is weird, though. The script of the ghost already has a section that is supposed to prevent stealing (i.e., pickup_p_proc). What is there should prevent the stealing window from opening up. I wonder why it isn't working? Or, have I misunderstood what this code is for or doing?
     
  3. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    pickup_p_proc runs when the player is caught stealing from the critter (steal check failed). It does not prevent the player from using the skill.
    If you want to prevent the player from using Steal on the ghost, you can set the "no steal" critter flag for it (if the ghost uses its own unique proto) or call "script_overrides" in use_skill_on_p_proc of its script (prevent using any skill, since it's a ghost) or via USESKILL hook from sfall.
     
  4. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    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.
     
    Last edited: Dec 3, 2019
  5. Michael1990

    Michael1990 First time out of the vault

    2
    Dec 6, 2019
    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.
     
  6. _Pyran_

    _Pyran_ It Wandered In From the Wastes

    188
    Jan 31, 2017
    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.
     
    Last edited: Dec 7, 2019
  7. Michael1990

    Michael1990 First time out of the vault

    2
    Dec 6, 2019

    Thank you for fast reply !
    It's working.
    Keep up the good work
     
  8. ThegreatBenDoyle

    ThegreatBenDoyle First time out of the vault

    65
    Apr 10, 2012
    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.
     
  9. _Pyran_

    _Pyran_ It Wandered In From the Wastes

    188
    Jan 31, 2017
    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
     
  10. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    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:
     
    Last edited: Jan 17, 2020
    • [Rad] [Rad] x 3
  11. _Pyran_

    _Pyran_ It Wandered In From the Wastes

    188
    Jan 31, 2017
    Most critters not recognized (<noname>) and can not be opened (It seems that broken).
     
  12. obimark

    obimark First time out of the vault

    31
    Aug 1, 2012
    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
     
  13. _Pyran_

    _Pyran_ It Wandered In From the Wastes

    188
    Jan 31, 2017
    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):

    __________
    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:
     
    Last edited: Jan 24, 2020
  14. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
  15. Soggy-Mutant

    Soggy-Mutant Let's talk about FALLOUT

    18
    Oct 3, 2018
    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
     
    Last edited: Feb 2, 2020
  16. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Either the paths to master.dat and critter.dat are wrong, or language= in fallout2.cfg isn't set to your games language.
     
  17. _Pyran_

    _Pyran_ It Wandered In From the Wastes

    188
    Jan 31, 2017
    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".
     
  18. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Honestly I feel like installing mods directly into the game directory should be discouraged as much as possible.
     
  19. _Pyran_

    _Pyran_ It Wandered In From the Wastes

    188
    Jan 31, 2017
    Some want to install mods in the game folder.
    Others want to play several mods at once.
    In the end, a compromise.
     
  20. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    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.
     
    Last edited: Feb 1, 2020