Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

Where exactly, for Colly? Who were you speaking to, and what was the last thing you said? And, does this freeze always happen?
The dialogue freeze happens during the "initiation" after you kill Tony which is the task the Lumpen gang leader gives you so you can join their gang. I tried making a new character but the same thing happened (screenshot provided).
 

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Thank you. I'll take care of that.
(The Slaver Camp one is already on the list.)
 
I'm glad that the focus of the project is now fixing bugs. Dialogue bugs being fixed are a must.

Um... No. Lots of bugs need to be fixed. And, as I'm fixing bugs, I'll continue to add things to it. My focus, is simply working on the mod.
 
I take the list of additions is getting smaller as time passes I take? Or is there still stuff being released today you want to add.
 
OMG! How much time do I have right now as I wait to go back to work? :D Really, I could spend a few hours writing about all the stuff I want to add!

I mean, sure, there are not very many complete (or abandoned) mods I can add. That is a short list. I intend to finish and include the New Arroyo mod and the Toxic Caves mod. I want to modify and add the Home sweet home mod. Maybe I'll finally play through some of the existing mods that take place before Fallout 2 and add components to suggest what happened next. (If you have an idea for which mod would be good for that, let me know.)

Then there are aspects of mods I want to add, like the hunger and sleep system.

Tons of new art from lots of mods.

I've got my own ideas for stories to include involving Fallout 1 areas (like the Glow) as well as new locations I want to create.

I've got tweaks for the existing game I want to add to give the player even more ways to complete quests.

I've got ideas for items, weapons, monsters, small quests, new traits/perks, etc.

Plenty to keep me busy for a while. ;)
 
THX - that worked :)

I think something is wrong with my installation :(

Slaver camp have a strange bug with dialog (see a printscreen). Dialog screen will remain open even after I load game (I must exit game completely)

EPA is completely non functional :(. I can't get to lower levels and when you exit that location there´s no way of coming back (game always crash)

thx to Alf_pacino I discovered that car is in some way broken too (it need energy cells only)

This persist event after fresh reinstall.

Is there some way to verify files in data folder?
I checked criters and item folders and found that in criters folder are 38 file with .sav an end that have not "read-only" properties
is there some weird interaction with RP mod in different folder?
If it help I can provide save
I have the same problem in the same location, but with another dialogue.
 
Um... No. Lots of bugs need to be fixed. And, as I'm fixing bugs, I'll continue to add things to it. My focus, is simply working on the mod.
Ah, fair enough. Well, here's to hoping that Megamod will continue improving for years to come. I'm glad that the update happened.
 
[Disclaimer: Bug fixing is hard... the following may include errors.]

I looked into the dialogue issue in Colly and it's bad.
It seems “something” has been added between 2.47.4.1 and 2.47.6 that does not allow critter_proc to call dialogue anymore.
Test Notes:
-Joining the Lumpen (kill Rafael, not Tony, it's faster). This starts in dialogue with Humphrey, then it ends dialogue, which sets a local, the local calls critter_proc, and critter_proc calls dialogue again. (Colly does this a lot).
-Critter_proc then tries to call dialogue, the dialogue window comes up, but it's transparent (can click on stuff behind it) and I'm outside dialogue (I can move around, talk to people etc.) When I talk to someone else I can also partially remove the dialogue window (but dialogue itself is bugged at this point). [Note: it helps to have companions with you, as you can walk to the edge of the screen, press R to summon them and talk to them. That's the easiest way to get out of it.]
-Oddly enough the [Done] option (#1) on the bugged window screen toggles “sneak mode” (even when clicked with mouse only). So apparently, clicking option 1 registers as pressing 1, which then triggers sneak as the player is considered to be outside of dialogue.
[Note: I tried the 2.47.6 Humphrey script with 2.47.4.1 and it works, so it's not the script. I also tried to replace 2.47.6 sfall with the one from 2.47.4.1, but no difference. I tried to toggle any option in sfall that seemed related to dialogue, but zippo. No idea what else it could be.]
Fixes:
[Notes: First I tried a few things, like critter proc only calls Node071 (crashes), remove the “in_dialog” temp (no change), switched 1 & 0 around (crash), set the same for the “else” option (no change). So it seems that critter_proc cannot start dialogue anymore as it used to in 2.47.4.1. Not sure if I missed something...]
What did work was: I took the whole “call Node071a” and moved it from critter_proc to the node that triggered critter_proc.
Like the following (don't mind the locals... variables):
Code:
procedure Node071 begin
   set_local_var(9, local_var(9) bwor 65536);
   if (((local_var(9) bwand 65536) != 0) and (((local_var(9) bwand 131072) != 0) == 0)) then begin
      gfade_out(1);
      game_time_advance((24 * (60 * (60 * 10)) * (game_time_hour > 2300)) + (((2300 / 100) - (game_time_hour / 100)) * (60 * (60 * 10))) + (((2300 % 100) - (game_time_hour % 100)) * (60 * 10)));
      gfade_in(1);
      set_local_var(9, local_var(9) bwor 131072);
      if (in_dialog == 0) then begin
         in_dialog := 1;
         start_gdialog(1306, self_obj, 4, -1, -1);
         gsay_start;
         call Node071a();
         gsay_end;
         end_dialogue;
         in_dialog := 0;
      end
      else begin
            call Node071a();
      end
   end
end
And that fixes it...
However,
Leyla.int uses the same thing twice too. Should also bug out now...
So does Grizzly (3 in one check)
And Berk (1 time)....
Stopped looking at this point... we're fucked.
Colly really loves calling dialogue from critter_proc. There are probably some in Timmy and maybe Tony, Pard, Rafael and Rusty.
The whole location should be unplayable now. Not sure what you want to do... [edit: actually I have not tested any, just assume they would behave like Humphrey does.]
-You could do the same as above, find the nodes that trigger the ones in critter_proc and move them over... but you know how complicated Colly scripts are, really not looking forward to that.
-You could use [dialogue_system_enter;] that seems still to work but that would probably call talk_proc and good luck finding the right position in there, those are already pretty long in most cases. That's probably even worse than the previous option.
-If at all possible it should be much better to find whatever is preventing critter_proc from calling dialogue and have that fixed. As you said yourself, Colly scripts are really complicated. It took me two weeks of studying and research to figure them out and find all the bugs. I don't want to do that again. Especially, as the scripts should be working (they did in 2.47.4.1 (with all bugs fixed*)).
(*except the final crash I couldn't figure it (possibly related to looting), not checked if you found a fix, but it seemed fairly stable regardless, if remembering to pick up Humphrey's knife). I really thought we had it all fixed and it's all beautiful, radiated splendour in cannibalism now.
Of all the places that could break it had to be Colly. The HcDoc script is much nicer to look at...

The Slavers' Camp should be a different issue. As mentioned:
The door (slvco2.int) can't be opened other than with the key. Any open attempt (hand icon and lockpick) calls a dialogue window to deal with that.
The problem is the patrolling guard (slvcc5.int) who forces dialogue upon seeing the player. As slvcc5.int continues patrolling while the “door dialogue box” is open, it is possible that he forces dialogue while a dialogue window is already open. When that happens it freezes the game.
Can be avoided by having that “forced dialogue” first (as the guard will trigger only once). Or with better timing. Combat should overwrite his forced dialogue (probably in critter_proc which can't trigger in combat). But if the player gets out of combat the patrolling guard may still force this “initial” dialogue if not triggered yet, which can be inappropriate.
In the RP Mod, the door is not locked, and the patrolling guard only reacts to a player “handling the door while in sight”, but not on sight alone. However, MM can find its own solution. Not sure what though? Perhaps, the slavers' hostility check (I think there is a map variable that does that?) could prevent the forced dialogue and the door could replace the dialogue window with display messages. However, I haven't looked into this, may be talking bananas.

Some small fixes (for 2.47.6):

This one I found after all the Colly fixes. It's a small copy & paste error in Josie.int:
Talk proc starts with a check if the player “is a dweeb”, which in general disables dialogue with the Lumpen gang.
Code:
procedure talk_p_proc begin
   variable LVar0 := 0;
   if ((global_var(830) bwand 8) != 0) then begin
      call Node001();
   end
This seems to work, but Node001 (of Josie.int) has a copy & paste error and needs to be:
Code:
procedure Node001 begin
   float_msg(self_obj, message_str(219, random(200, 202)), 8);
end
Without the fix Josie would fail to respond after the player set 830 (8) to 1.
However, this is a rather minor detail. These floats only occur in the obscure case of the gang considering the player a dweeb and not talking to him anymore (which is very rare and requires very precise manoeuvring of Humphrey's dialogue). However, fixing this is probably for the best as it supplies some feedback when trying to do the book quest. [Although that could be improved... I just don't know how yet (either Berk won't give the quest or the quest overrides Josie's animosity)... the first is boring, while contingencies make the second one tricky. Not sure yet. Maybe return to this later.]

rayze.msg:
{124}{}{Would the Fools be ready for an attack?}
{125}{}{No. Still, I don't think it would be wise to attack them just yet.} to 128
{126}{}{Yes. They are vulnerable.} to 129
{127}{}{I need to scout some more.} to exit (eventually)
{128}{}{It doesn't matter. Nothing will stop them from feeling the cold of death! They die now!}
{129}{}{Excellent. We will catch them unprepared. They die now!}
If using the above version it probably needs to be
{125}{}{Yes. Still, I don't think it would be wise to attack them just yet.} to 128
{125}{}{No. And I don't think it would be wise to attack them just yet.} to 128
{125}{}{Yes. But I don't think it would be wise to attack them just yet.} to 128
or as suggested the originally, but with a “No” instead of a “Yes”.
{125}{}{No. It might not be wise to attack them yet.} to 128 (and Rayze ignores it)
Although it made sense what you did, as it was probably meant to be that way that both 125 & 126 are affirmative, just 125 is cautious like:
{125}{}{Yes. But it may not be wise to attack them just yet.} to 128 (and then Rayze ignores it)
Which may be the best version maybe...
[Btw additional space after Excellent in 129, and after death! In 128, probably both superfluous...]

And another small one I found: RP Mod fixed the map name for the second New Reno map to
# 55: New Reno 2 newr2.MAP
{365}{}{2nd Street}
{366}{}{Shark Club 2nd Floor}
{367}{}{Shark Club 3rd Floor}
However, the second elevation is used by the Shark Club AND the Salvatore Club. So it probably needs to be:
# 55: New Reno 2 newr2.MAP
{365}{}{2nd Street}
{366}{}{2nd Street, 2nd Floor}
{367}{}{Shark Club 3rd Floor}
Or similar, otherwise the Salvatore Club 2nd floor is referred to as the Shark Club.
The original msg only called it
{366}{}{2nd Floor}
Which is not really helpful as a description, so it makes sense to add the location name “New Reno 2nd Street (that's the name), 2nd Floor”, it just can't be Shark Club.

And another small one. The fix for [Encounter: DNRV_Den_Caravan] (in worldmap.txt) also requires to change the guard scripts from 259 to 508. Else the fight against the Vault City Caravan will still bug out (same team-number on both sides). Otherwise that is the fix to go with I think. I had another thought about it but I still don't see a better way. It's a trader encounter that is hostile to all but Slavers. Best to think of it as a hostile encounter accompanied by a slave trader, and the special option to trade only unlocks if the player happens to be a slaver. The “normal” trader is [Encounter: DMRV_Caravan].
I think that's it. Basically, an exact copy of the original 1.02d worldmap.txt, just that the Den Caravan trader needed his own script to go with his slaver guards.

And the FoTactics frms
-haenroAN.frm (this is still getting “hit” needs to be replaced with “big dodge” aka the previous AP)
[You could take “haenroDE.frm” copy it and name the copy “haenroAN.frm”.]
And the following is on me (I skipped the “new animations” for some reason... perhaps I was looking through the RP frms, not that that makes any sense but what can you say, I'm a strange guy. (quote by Mike from the young ones)
-haenroPE.frm (is still “getting hit” and needs to be “small dodge” aka the previous AO)
[You could take “haenroJE.frm” copy it and name the copy “haenroPE.frm”.]
 
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Update to the above:
I went over the Colly fixes today and I found the reason for the dialogue bug.

Anyone who wants to play, all you need to do is to go into data/scripts find the script red.int make a copy of it and rename that copy rusty.int. That seems to fix it.

My fault I think because I suggested to change the name and to keep things tidy. Good thing I double checked.

Anyway, that seems to be the trouble. Easy to fix too.

[Also found a few follow up problems (like Grizzly's barter is bugged (also easy to fix) and a few unresolved glitches) but nothing serious. Found a weird dialogue section with Pard, though... requires some creative writing to fix it (He says "Welcome to the gang" and the options are "Yes" & "No" and if you never talked to him before it's only "No" (lol). Everything else in Colly should work, though, unless someone finds something I've missed.]

Full list of “fixes” in Colly if interested (this is a changelog not a detailed list on how to access or trigger them, but still...)
-Numerous corrections to NPCs/quests in Colly
---Alternative quest solution by getting access to Grizzly's son Timmy
---Humphrey can be challenged one-on-one
---Josie can be talked into finding a new life
---Leyla can lose hostility after scorned
---Various fixes for end scenario (fade, visibility (well, almost) and Josie killing Pard works now)
---Small fixes:
---Rotgut bug fixed
---Grizzly does not stack up AC anymore
---Gang does not believe a dead Josie is becoming the new boss
---fighting Pard after Humphrey works now
---correct amount of quest XP for killing Grizzly
---all different paths to have sex with Leyla work now and count as sex
---various typos and text corrections

[Remaining bugs: When Leyla goes with Josie she always ends up dead (possibly not fixed to avoid potential crashes). There *may* be visibility resets with Josie (not checked, but likely). Dead bodies start to walk and loot (not confirmed in 2.47.6, may be fixed, not checked). Crash during end scenario (unknown; was not fully figured out, may be fine, may occur; constants seemed to be “Leyla alive” and “dead looters not being able to pick up Humphrey's knife”. If both was avoided it seemed fine during testing, but speculation. Still, once I started to always pick up the knife I had no crashes anymore).]
Other: Leyla has only sex with males (option; not implemented)

slvcc5.int
And the guard (if damaged) [set_local_var(4, local_var(4) bwor 2);] or hostile [set_map_var(1, 1);] should not call Node003 in critter proc, but start combat instead (same as in talk_proc). So all you may need to do it to swap the two checks in critter_proc around (right?).

However, this is another dialogue called by critter_proc... which "may" be also fixed by the suggestion above (not tested, though) but... "fingers crossed".
 
Hello to everyone!

I played this mod years ago, and I am delighted it is still alive and kicking :) And even getting better and better. Magnificent work!

Currently playing 2.47.6 version.
Most of the bugs are already mentioned, but just to say regarding Colly - for me, it is working normally, only time when I encounter dialogue bug is if I sleep with Leyla. Otherwise, everything works quite fine.

On the slaver camp, though, nothing works - when I incite dialogue with slavers, I get dialogue bug. If I kill all the slavers before starting dialogue, I can take a key, but when I approach a door, dialogue bug appears again :)

Therefore, Sulik sister will have to stay in captivity, for now :)
 
I suggest putting a limit of a week or month on New Reno casinos. It's TOO easy to get millionaire there with the 1000 wager. I only needed about 110 gambling. Put a limit on the winnings, like 5k max per month.

Also, thanks for keeping the mod alive!
 
Bugs I found so far:


  • Raiders and Robbers do Kaga combat taunts
  • Sometimes when taking all items from a container, the game crashes. Rarely Happens
  • Myron's voice sounds like using power armor, even without one.
  • Laura did not appear in the church after winning the fight in the den
  • Crashes randomly when searching for containers. Does not happen twice in the same container.
  • After paying Dr. Troy in vault city for new recipes, no new recipes appear on Mr. Fixit, and on the log, it reads "optained" instead of obtained.
  • Francis the arm wrestler sees you as evil after acquiring the Cult of Personality perk. Only talks to you properly after completing the missions on Broken Hills
  • Car is on Exit grid on Toxic Caves. Can be accessed only sometimes
  • "Error" messages from singers on New Seno Street
  • Bug when entering broken hills mines. An ant attacks as soon as I enter, but after it moves the turn keeps going as if another creature is moving, which never happens and the Combat turn never ends. It gets stuck in that instance, and even when the ant is close enough to attack, it doesn't.
  • Dead vault dwellers appeared in guns merchant stock in NCR
  • Dead Vault Dweller.png

  • Jet Cure won't take the addiction away after you "recover" from it by time. It does not figure in the main screen, only in CHAR. Perception won't be regained after curing Jet Addiction.
  • Dialogs in Slaver Camp breaks the engine by making dialogs overlap with everything, but not functioning as dialogs: Screen appears but the game still works as the dialog screen is not there making the salver camp mission impossible; the bug is so big that you have to restart the game because the error persists between games.
  • The 12.7 pistol sometimes crashes the game when shooting, the firing sound happens right when it crashes.
  • BoS Siege Error Dialogs when entering the location on both sides and the chosen one. The battle starts after that
  • Sometimes it crashes when entering "Car out of Fuel"
  • If you already traveled no NCR when you are given the reckon job from Vault City, you can go through dialog infinite times to gain XP and motion sensors. No idea if this works if you did not go to NCR beforehand.
  • When the car breaks down, it's still used after exiting the location for that travel only
  • Goris has Green Highlight in vault 13 when Deathclaws are killed. It stays that way.
  • Goris.png
 
Carson City - the slut has the same dialog with a female PC that she does with a male PC.



Edit: All dialogue in Carson City/Reactor does not differentiate between a male or female PC.

It would also be nice if the ability to look at the car and see its fuel level was re-activated. Also, using Super-Stims to assassinate.
 
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