Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

@Lexx @_Pyran_ Everything is working great! I've got both MM and Restoration Project Updated v12
installed. Even with High Res. They both run much faster than before. I assume this must be because everything is packed into .dat files...anyway thanks to both of you for the help. @_Pyran_ What is the aths mod?

I use Exagear RPG, its defunct and no longer on the play store.
 
Armored talking heads set by Josan and fix by Drobovik - Sulik, Cassidy, Miron - change the armor in the window dialog. Default, integrate into MM.
 
hi, first of all thank you for this awesome mod its pretty good and secondly my english not good enough so if i cant explain myself well enough sorry for that. i have some issue on ammo weight and batch. for exaple; 10mm jhp batch is 10 instead of 24 and weight is 2 instead of 1. this formula is valid for other ammo types and weight too. is there any way to reverse to original status? and secondly, i deleted hs_ondeath.int because i dont want to see dropping weapons around when enemies killed but when i did this i noticed gecko skinning not working too.
 
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hi, first of all thank you for this awesome mod its pretty good and secondly my english not good enough so if i cant explain myself well enough sorry for that. i have some issue on ammo weight and batch. for exaple; 10mm jhp batch is 10 instead of 24 and weight is 2 instead of 1. this formula is valid for other ammo types and weight too. is there any way to reverse to original status? and secondly, i deleted hs_ondeath.int because i dont want to see dropping weapons around when enemies killed but when i did this i noticed gecko skinning not working too.
Hi!
1. You need use proto manager and edit ammo proto-files.
2. return hs_ondeath.int and open on_death.ini - weapon_drop=1 to 0.
 
It's not abandoned, I promise. I was hoping to be ready with an update at the end of last month. I always find things I need to add/fix/change. So, now I'm shooting for an update in the next couple of weeks.
 
I'd like to report some bugs in version 2.47.4.2.
-The elevator on the Vault 23 map is broken and characters just go inside the mountain.
-The talking heads sometimes have black screen where the face should be. It often comes back when you talk to the character again, so it's not a problem, but I'd like to know why that happens.
-In Den, right after obtaining the car, moving it to the east side then coming back to west side on foot resulted in ctd. Happened again after reloading. Fixed by moving to the west side by car.
-I had the car breakdown, saved on that map, then after leaving I still travelled by car. Then it ran out of fuel, but it wasn't on "no fuel" map and also vanished from breakdown map. Happened again after reloading the save. Fixed by reentering breakdown map with the ghost car.
-Double sets of armor on multiple encounters, most prominent on vault city riders.
-Weird slow down on multiple occasions, mostly just running around in the cities. Not sure if it's game or my laptop.
-Lightsaber doesn't work. When I click at an enemy nothing happens. Companions (well, I only gave it to Sulik) don't want to equip it.
-Slavers camp reputation is at neutral even after killing them all. In Raiders camp I'm vilified for doing the same.

Also a question: How do I deliver the Postman encounter letter to Tandi if I did the Squat/Vault 15 computer parts quest and am not allowed to meet her anymore? Can't even sneak into her office since her secretary guy apparently is all seeing and sees through my 200+ sneak skill whenever I try to pick the door lock.

EDIT: This just in:
-In Collie, after killing the gang that initiates dialog upon entering, when you finish talking to the brother of gang's leader, whole screen goes black with only glow of fire barrels and the car visible. Menu completely black. Still have control over character, can hear doors being opened, screen scrolls, so I guess the game just continues to work, somehow. Repeats after reload.
-Cannot install the power regulation chip on robobrain body for Skynet. Gives me standard "That does nothing". Can assemble and activate sentry bot, no problem.
-The leveling floats for Goris showed up when he left for his tribe. Not too much of an issue since it's good for me that he's still getting experience (and that I'm informed about it), but does the game not recognize him leaving as separating from active party or do all waiting memebers still get levels?

EDIT2: I don't know if that's your work, but the floats for power armor in New Reno are really great. Especially the ones about my armor transforming into a jet and flying, the character belonging in a battlemech game or comparing the power armor to a video game console or arcade cabinet. Really enjoyable.

EDIT3: Some more bugs:
-Upon killing off other families after becoming Wright's made man I can't go back to east side on foot (ctd, all the crashes I get are the variations of pic related). Fixed by getting there by car. Not sure if related to the crash, but Wright's kids killed themseves with the gun I gave them some time aorund doing the first Wright quest.
-Brotherhood ground level broken. Can't use the elevator (character opens the door and steps in, nothing happens) or talk with Burke (he's nonresponsive)
-Couldn't use the named vertibird in Navarro even with the airborne training perk. Cockpit just makes opening noise.
-Ghost girl in Sulik's tribe looted her own corpse and had barter option available.
 

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It's not abandoned, I promise. I was hoping to be ready with an update at the end of last month. I always find things I need to add/fix/change. So, now I'm shooting for an update in the next couple of weeks.

Any update on how things are doing?
 
Thanks, @Kaadovah . I'll add these to the list.
I already knew about the ghost looting its corpse and being able to barter. Those two issues have already been fixed.

I just recently learned about the black screen with Sulik's talking head for leather jacket and leather armor. However, I don't know how to fix it. The problem is with the image (or resolution) and not the script. When I replace those images with someone else, then it works fine. So, not sure what to do there. I guess I could just keep the original image for Sulik when he is without armor, wearing a leather jacket, or wearing leather armor.

The bug with double sets of armor have been corrected in a number of critters. The problem is just locating them all.

Also, are you saying you couldn't build the robobrain shell for Skynet? It is a different component to get each shell to work.

@Arathos and everyone:
Really, the next version will be out relatively soon.
 
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Only been playing FO2 for a few weeks. I made a critical error and ran into char disappearing bug. Not the one you can come back from in New Reno. So figure I start a new game. Might as well start it with a MOD :). I've read this is the cat's meow, and waiting on it before I restart.
 
2.47.5 manual\installer

2.47.5:
-------------------------
-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, Sheila in the Den, 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 (Thanks to Muttie)
-Fixes to Umbra Tribe
---Nessa's corpse can now be looted
---Nessa's ghost cannot be bartered with nor stolen from
---Nessa's ghost will not pick up loot around the area
---Krom's dialog/script have been corrected regarding the 'collect weapons' quest
---Leaving the merchant map before the trade is complete will no longer lead to the
Liebowitz Monastery
-Ms. Kitty has dialog for additional party NPCs to receive services at the Cat's Paw
-Minor change to centaurs >:)
-Some fixes to Scraptown
---Cleaned up some code Skippy's script
---Corrected bug with Skippy (in Scraptown) dialog that failed to start combat
---Corrected some slightly confusing dialog with Rayze
---Fixes to Baka's dialog options
-Failing the arm-wrestling contest against Francis does yield a benefit (message
stated that there was a stat increase but it didn't work before)
-Minor map change to make completing the first shaman quest a little easier if you
happen to take companions first
-Slik's drug inventory will refresh

Added Mods
-------------------------
- colorful skilldex (by MIB88)
- F12se 17.11.19 (by Vad).
- Removed unused content.
- Use the default critical with bug fixes (value=2).
- Optimized cockroach animation by BlackMail01.
- Redrawed worldmap Town Signs by Pyran.
- Update 3 maps by Pyran.

Key mod 1.2.1 (26.03.2020) (by Foxx).
-----------------------------------
* F4/F8 - quick save\load
* F5/F9 - standart save\load
* F3 - enable\disable key mod features (reassigning keys)
* A - Enter in combat mode or cursor selected "sight",
* E - End of fight.
* Q - Switching weapon modes.
* H - Remove items from your hands.

Additionally [Update by Pyran]:
-------------------------
Fixes:
- Children Patch (by Henrik Hvidtfeldt).
- Tribal animation fix (by Pixote).

HRP:
- Hi-Res 4.1.8 (by Mash).
- New menu background (by Pyran).
- Create\Fix maps edges for HRP (by Pyran).

Tweaks:
- sFall-Extanded (by Mr.Stalin).
- sFall2 alternative (by Crafty).
- sFall Configurator (by Mr.Stalin).
- Inventory Filter Plug-in + adds (by Mr.Stalin).

Advanced Appearance Mod:
- add. 6 models (by Mash, Mouse CZ, etc)
- with fix (by Foxx).

Adaptation:
- Adapted to the current version of gog\steam (by Pyran).
- Installation by the Lexx method (subfolder mode).
 
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The first post say the mod has it's own folder, so you shoudn't need to reinstall. Normally you can have any numbers of mods you want on the same install if they are foldered, since they don't interact with each other. Hm, unless the RPU doesn't have it's own folder too? It's better nowadays to keep the main directory data clean of any mod.
 
RPU is in MODs folder, but not wiithin its own folder in there.

i.e.

E:\Steam\steamapps\common\Fallout 2\mods
 
Then if mega mod installer put it in a folder like the install post say, Fallout 2\mega mod folder or such, it's good. What matter is that files of each mods are separated.
 
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