Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

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

  1. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    You're right, @_Pyran_ , things are way busy still. But, I still have an interest in the project. When time allows, I will be back to it.

    The MM does have some elements of the Global mod in it already... Although a bit buggy. I couldn't tell you which off the top of my head. But, if you do a comparison between the individual components, you should be able to see the similarities. Check the list of readme files. But, a lot is missing.

    As for merging the MM with the RP: it's just gonna take time. It is a huge deal. Most of it is in, I think. But you know what? The scripts and items and critters aren't the problem. It's all the new artwork. Redoing maps. When new artwork doesn't match because in some mod art piece 2235 is a vent and in another mod it's a dune buggy, then it's a mess. I gotta find every new piece of art on a map, delete it, and then rebuild that piece again using the correct numbers. Multiply this by a few hundred. Doing that for the revamped EPA has been a HUGE pain in the butt!

    So, yeah, eventually I'll have the RP merged in. But, there were times I got into it and needed to add/fix other stuff just to feel like I was making progress.
     
  2. impHullaBaloo

    impHullaBaloo First time out of the vault

    12
    Aug 14, 2021
    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.
     
  3. _Pyran_

    _Pyran_ Look, Ma! Two Heads!

    305
    Jan 31, 2017
    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.
     
  4. impHullaBaloo

    impHullaBaloo First time out of the vault

    12
    Aug 14, 2021
    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 ^^"
     
  5. Svetlana_Latkovska

    Svetlana_Latkovska First time out of the vault

    1
    Oct 21, 2021
    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. (:
     
  6. gustarballs1983

    gustarballs1983 Water Chip? Been There, Done That

    934
    Oct 28, 2009
    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).
     
  7. _Pyran_

    _Pyran_ Look, Ma! Two Heads!

    305
    Jan 31, 2017
    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.
     
  8. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    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.
     
  9. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    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
     
  10. ThunderGod

    ThunderGod Have Hammer; Will Smite

    26
    Oct 20, 2009
    Is there a way to fix the Ending, so it shows all of the end vids, and allows play after the Enclave is destroyed?
     
  11. Goat_Boy

    Goat_Boy First time out of the vault

    44
    Nov 18, 2021
    Hi MIB88 I adore your mod. Any plans/new features for the next update? Just curious
     
  12. _Pyran_

    _Pyran_ Look, Ma! Two Heads!

    305
    Jan 31, 2017
    Hi there.
    Whenever possible, when there is free time.
     
    • [Rad] [Rad] x 1
  13. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    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.

    @_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.
     
    • [Rad] [Rad] x 2
  14. Goat_Boy

    Goat_Boy First time out of the vault

    44
    Nov 18, 2021
    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.
     
  15. _Pyran_

    _Pyran_ Look, Ma! Two Heads!

    305
    Jan 31, 2017
    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).
     
    • [Rad] [Rad] x 1
  16. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    That is excellent news! I'll definitely be adding that in. Many thanks!
     
  17. _Pyran_

    _Pyran_ Look, Ma! Two Heads!

    305
    Jan 31, 2017
    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).
     
  18. Arathos

    Arathos First time out of the vault

    74
    Feb 2, 2017
    Can said fix also be added to the installer version of megamod or only the one in this thread?
     
  19. _Pyran_

    _Pyran_ Look, Ma! Two Heads!

    305
    Jan 31, 2017
    At the moment, only in this post (separately).
    In the future, when updating the installer, the fix will be added (along with other fixes).
     
  20. ThunderGod

    ThunderGod Have Hammer; Will Smite

    26
    Oct 20, 2009
    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.
     
    Last edited: Dec 11, 2021