Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

In the Megamod version, Skynet with a sentry bot body is a completely new critter, and therefore needed new protos. I can't remember if he was fully functional there (levelling up, commands etc).

Yes. It is fully functional in those regards. It also uses different weapons now (minigun and rocket launcher) with a different way of dealing with ammo in its inventory. I have plans for a new weapon in a future version. I already have the artwork. I just don't know how I want the upgrade to be provided.
 
Bug:
In Modoc when mining for ore, you can hear the brahmin and dogs going at it from the quest to protect the bramin. I have not yet taken that quest. The chat box give messages that bramin are being hit for 80 points and being killed.

Unless is working as intended since I havent taken the quest and brahmin are getting killed above my head?
Thats probably the butcher killing brahmins.
 
The brahmin quest is on a different map, so yes, it's the butcher.
 
Dang that derrierwipe. I am supposed to be mining in peace, no wonder it takes so long for the loot table to give a little piece of iron :).
 
Dont know if bug or intended.
Arrived to VCity talked to Cassidy. Asked him to join. He told me I had full party (Klint, Vic, Sulik). So I decided to get rid of Klint. I told him to wait, since i did not see a diismisal dialogue. I checked with him again, and he asked if I wanted to do the quest together. I told him I am okay by myself. Went talked to Cassidy and he joined. I went back to Klint and in the dialogue I was able to get him to join again.
 
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Dont know if bug or intended.
Arrived to VCity talked to Cassidy. Asked him to join. He told me I had full party (Klint, Vic, Sulik). So I decided to get rid of Klint. I told him to wait, since i did not see a diismisal dialogue. I checked with him again, and he asked if I wanted to do the quest together. I told him I am okay by myself. Went talked to Cassidy and he joined. I went back to Klint and in the dialogue I was able to get him to join again.
Do you really really want modder to fix that?
:snort:
 
Hey I got a problem. Not a big one but it just, look I don't know strange? So I'm using companion commands mod and whenever I press R to regroup they instantly teleport to me and they just leave a image of themselves on they way. And if I move my mouse over that image, it disappears. Not a huge issue but, I wondered if there was a fix for it.
 
:musing: I think this is an issue of YOUR graphic card not able to process all the images. Are you using integrated GC?

Fix? reduce demands on your own computer rig: shut down some background app like chrome, firefox etc.
Then reduce graphic resolution of your game. I always run it in 800x600 but 640x480 (full screen) is a good solution in your situation. When you reduce the number of toons on your screen, it reduce the demand and the rig can process things normally.
 
While it can be a cause of a bad/old gpu, even with sFall it's not much of a draw.
I doubt even my old SiS 16mb integrated chipset from 1998 would have issues at all with modded sfall...
at a apropriate resolution for the time of course. Only problem are memory leaks.
And using something like ENB shaders, etc. on top is another thing altogether ^^"

@AlucardVshen
Simply switch the display mode to basic. The main cause is the NPCs get teleported without causing a full animation refresh, which is more happening in DX modes because of buffering it seems.
Also the script could be written a bit "saner" with some refresh delays I guess^^"
 
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Do you really really want modder to fix that?
:snort:

In the original version of that mod, Klint joined and party limits were ignored. I decided it made sense to keep that aspect, even though I added/changed many other features. Klint is from Arroyo... I figured he'd be willing to stay with the Chosen One virtually through anything, as long as it led to saving Arroyo.
 
Thanks. The easy exploit of giving contraband to party members always annoyed me.

I intend to modify it further. For example, maybe depending on a skill level or trait, a certain number of contraband items could be smuggled in. Maybe give some more use to the underused Sneak skill. Or, maybe add a new trait. Or, maybe add a condition where the guards could be persuaded to let you take something in, through either persuasion, bribery, or intimidation. There's still a lot of things I intend to fix/change/add.
 
I am headed to the Den tonight to pick up the wheels, will stop by. Thanks.

That book can be in one of three (or is it four?) locations. The location is determined randomly when you first enter the map.
 
That book can be in one of three (or is it four?) locations. The location is determined randomly when you first enter the map.

From other walkthroughs it can be in four locations. I have yet to find it in any of those, from the original game.

Edit: Decoded the message ugh!
 
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@MIB88 What about Steal skill, are you having plans to rebalance it? Right now I can steal with -2.
What are exact numbers for Cameron's training? I just can't get and it pisses me of?
 
@MIB88 What about Steal skill, are you having plans to rebalance it? Right now I can steal with -2.
What are exact numbers for Cameron's training? I just can't get and it pisses me of?
According to Perl's near ultimate guide, NONE of six combat skills are tag and AGI is 6 or lower. It really piss me off as well. AGI 6 can be dealt with but none combat skill is a bit too much.

None of melee and unarmed tag would be more logical.
 
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