Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

Thank you for replying MIB88. And, I see, so the artwork is the biggest problem. Well, I confess that I'm not familiar with that part ^^", and, since you didn't give up the idea of merging MegaMod with RP, I'll keep waiting for new updates.

And about the Global Mod, the main focus of my interest was the idea of the hunger/thirsty and weapon degradation module. I'm trying to merge that into the RP. So, anyway, I let you guys know if I make progress on it.
It is not necessary to pull out the "weapon degradation\breakdown" from GM, it is poorly implemented (if one weapon breaks, then all guns of the same type break. Even freshly bought). Now, a normal system is being developed for sfall.
 
It is not necessary to pull out the "weapon degradation\breakdown" from GM, it is poorly implemented (if one weapon breaks, then all guns of the same type break. Even freshly bought). Now, a normal system is being developed for sfall.

I didn't know that, thank you for let me know. I guess I'll wait for new updates from both MegaMod and fall then ^^"
 
I always wondered what it was about FALLOUT TACTICS that made me always COME BACK FOR MORE.
And now IT HIT ME.
FALLOUT TACTICS FOLLOWERS.
What I always wished was in Fallout 1 and 2 is done EXACTLY how I always wanted it to in Fallout Tactics.
Followers level up and YOU CAN SEE THEIR STATS AND SKILL POINTS AND CAN PUT THE NEW SKILL POINTS INTO SKILLS AS YOU WOULD.
I wish Fallout 1 and 2 did the same with followers.
In Megamod, if we view our character with binoculars, the CRAFTING SCREEN OPENS UP.

Is it possible to make it that LOOKING AT YOUR FOLLOWERS WITH BINOCULARS BUTTON opens up THEIR CHARACTER SCREEN?
THAT would be EPIC. (:

THAT is the one mod I want for Fallout 1, 2, Megamod.
(For Megamod, the main problem are CORRUPTED SAVES. Save a game, come back to it, cannot load. That's a downer. Losing all of your progress.).

It would be AWESOME to be able to allocate skill points for ALL FOLLOWERS in Fallout 1, 2, Megamod. (:
 
I always wondered what it was about FALLOUT TACTICS that made me always COME BACK FOR MORE.
And now IT HIT ME.
FALLOUT TACTICS FOLLOWERS.
What I always wished was in Fallout 1 and 2 is done EXACTLY how I always wanted it to in Fallout Tactics.
Followers level up and YOU CAN SEE THEIR STATS AND SKILL POINTS AND CAN PUT THE NEW SKILL POINTS INTO SKILLS AS YOU WOULD.
I wish Fallout 1 and 2 did the same with followers.
In Megamod, if we view our character with binoculars, the CRAFTING SCREEN OPENS UP.

Is it possible to make it that LOOKING AT YOUR FOLLOWERS WITH BINOCULARS BUTTON opens up THEIR CHARACTER SCREEN?
THAT would be EPIC. (:

THAT is the one mod I want for Fallout 1, 2, Megamod.
(For Megamod, the main problem are CORRUPTED SAVES. Save a game, come back to it, cannot load. That's a downer. Losing all of your progress.).

It would be AWESOME to be able to allocate skill points for ALL FOLLOWERS in Fallout 1, 2, Megamod. (:

Partially there is a solution to Your request. there is a possibility to open up party-npc character screen or inventory screen, however there is no way to assign any skillpoints to them ( at least not yet ).
get moderately new sfall or download a mod thet contains one like the RPU, install it, and there's a file in fallout main directory called sfall-mods.ini

there's a [Combat Control] section i there make sure the Mode=2. Save the file and load a savegame with party members. press "a" and press "spacebar" to skip to npc turn ( Mode=2 in sfall-mods.ini allows for direct control over party members), now simply press "c" to enter their character screen or "i" to enter *their* inventory screen.
sfall-mods.ini also has an additional feature to share perks with party members. simply find apropriate section and put the perk number 0 is awareness and 73 is gcko skinning (they are in as default) others work too look up perk .msg for that ( be aware perk.msg starts counting from "1" and sfall mods start from "0" so there is a shift of one number in perk naming).
 
The installer allows you to activate the control combat during installation.
Broken saves, perhaps, but I didn't meet them often. Make saves when you come to the location and when you leave (in different slots).
Reassign buttons is possible (in principle), but not everything, and there is no special need.

Point of view: first - fixing the mod, then - update and modify.
 
Thanks, @Svetlana_Latkovska , for your interest and input. I bet there are a lot of people who would agree with you with regards to having that kind of control over party NPCs.

However, I am not one of those people. I don't think they should be automatons. I think the party NPCs should have their own way of doing things. and if that goes against what the player character wants, so be it. I think they should have their own agendas. I think they should sometimes tell the player character to 'pack sand' and choose a course of action in line with their characters/backgrounds. We already get to choose their general disposition. If I could, I would actually place limitations on those.

I encourage you, though, to learn some of this modding stuff. Really. Learn some, ask questions, and then you can modify your game the way you see fit, without relying on stubborn people like me.
 
gotta love the rage the moments when Ian shoots u in the back.
goes for the FO2 moments too. Im very much with MIBB with this. this isnt fallout tactics
 
Is there a way to fix the Ending, so it shows all of the end vids, and allows play after the Enclave is destroyed?
 
Is there a way to fix the Ending, so it shows all of the end vids, and allows play after the Enclave is destroyed?

The ending videos skipping is something addressed in almost all the MM readme files... I think. I think it has something to do with DirecX speed, but I can't recall. Check it out. But, the player should still be allowed to play after the Enclave is destroyed.

Hi MIB88 I adore your mod. Any plans/new features for the next update? Just curious

@_Pyran_ is absolutely correct. When my time will allow me, I will return to the mod. As it stands, my one job has me still working as if I'm working two full time jobs. It's tiring.

Here was the changelog before I had to stop due to the extra work:

Changes/Fixes made since version 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
-Removed some more instances where killed enemies had two sets of armor
-Corrected a number of scripts which had incorrect/missing variables regarding
Sexpert, Gigolo and Virgin (Thanks to Muttie)
-added story/character enhancements from Endocore
-Asking Klint, Sulik, or Cassidy to wait will no longer corrupt saved games
-Orphans in the Den really need to be watched: they'll attempt to steal from party NPCs too!
-Corrected team issues with certain caravans
-Numerous corrections to NPCs/quests in Colly
-Can no longer repeat the Arroyo/Umbra pact repeatedly for experience
-Corrected Dipper's script
---will not mention Vic or GECK if not appropriate
---added dumb dialog
-Klint can still attempt to heal the PC, but only if he has plant components
-Andy in VC now heals more party NPCs
-Inclusion of Vault Village and related quests

But, I have so many things I want to add with regards to quests, locations, NPCs, skills, perks... you name it! I really do plan on working on the mod for a long time. This list will grow a lot more before I actually make another release. Here is something I was working on but it's not complete, yet: I have an idea for a perk or trait called Delusional. I've got some components worked out. I think it'll add some flavor to the game as far as things the character will experience. It'll also open up some new dialog with characters. Of course, I may not make it an option for the character to choose, but it may be forced upon the character in certain circumstances. Maybe overusing drugs. Or using certain drugs may cause a temporary status. Maybe significant psychological trauma (maybe from being captured or tortured... another one for later). Maybe a side effect of a medical experiment. I don't know yet.

But, I've been having difficulty coming up with a positive reason to choose the trait if I make it something the character can choose. One option I considered was maybe adding action points or getting a point in perception, since the character may be hyper-vigilant wherever s/he goes? Or maybe Perception should be lost, since it would be hard for the character to focus on what is going on if they are distracted by... other things. But, that's another negative. Or... maybe I'll make it a prerequisite for getting one of the other perks/traits I'm working on!

Anyway, I've gone on longer than I really planned. If anyone has some ideas for this particular perk or anything else for the mod, as always, feel free to post them her or message me privately.
 
Hi, thank you for the in depth response. I'm looking forward for the update but obviously don't stress yourself! I appreciate all the amazing work you modders do.
 
Minifix for "Siege of the BoS squad"
Description:
- Fixed the order of dialogs.
- Fixed dialog logic. Dialogues have become more mature and logical.
- The introductory altercation is shortened, without loss of meaning.
- Added map borders.
- Music has been replaced on the map, sounds have been added.

Installation:
- Unpack into a folder with the mod, agree to overwrite.
- Load the save before appearing on the location (otherwise it won't work).
 
That is excellent news! I'll definitely be adding that in. Many thanks!
But returning to the bunker, the attack does not occur.
Monsters do not attack and are called "field generator".
In a week, I plan to continue making minor edits (which I can do).
 
But returning to the bunker, the attack does not occur.
Monsters do not attack and are called "field generator".
In a week, I plan to continue making minor edits (which I can do).

Can said fix also be added to the installer version of megamod or only the one in this thread?
 
Can said fix also be added to the installer version of megamod or only the one in this thread?
At the moment, only in this post (separately).
In the future, when updating the installer, the fix will be added (along with other fixes).
 
Hmm, when I go to the BOS bunker for the first time after loading the fix, there are a bunch of large and small Deathclaws, aliens, fire geckos, Centaurs and floaters blocking the car. They are labeled as "Hologram Generator" and have mega HP. They regenerate every time you arrive or talk to the BOS knights. Also, no-one here gives you the passcode to use the elevator into the bunker.
 
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The problem is known, but has not yet been solved. The fix has nothing to do with this.
Yes, I assumed the missing passcode was an ongoing problem, like the EPA; one possible solution would be to have the rescued commander "give" it to the PC in dialog and flip the proper script flag.

But, what was really bugging me were the monsters at the BOS bunker, since the BOS guys ignore them and it takes a lot of ammo to clear them away from the car door. :)

Oh, well, more XP for the PC...
 
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