Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

The location (spawn points) of the monsters have been changed, and should not interfere with the machine (but not yet updated).
The problem is the association of monsters, as an item, need to redo the script.
 
I was thinking of making an addon for Megamod that adds all the talking heads I made for RPU plus a few a new ones. If you want (and feel like it's a worthy addition), feel free to integrate it into the main mod.
 
I was thinking of making an addon for Megamod that adds all the talking heads I made for RPU plus a few a new ones. If you want (and feel like it's a worthy addition), feel free to integrate it into the main mod.
Why not? An option can be added. Also, some of the heads are already there, but they're not animated.
I can provide a save, but I've also been able to reproduce it by simply starting a new game and killing a monster.
There seems to be a problem with the gecko in the toxic cave only.I'll try to fix it tomorrow.
 
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Why not? An option can be added. Also, some of the heads are already there, but they're not animated.

There seems to be a problem with the gecko in the toxic cave only.I'll try to fix it tomorrow.

Sweet! The mod I made replaces many of the static THs with new animated ones (the New Reno bosses for example).
Was thinking of adding a few static ones as well.
 
There seems to be a problem with the gecko in the toxic cave only.I'll try to fix it tomorrow.

I'm also seeing it with mole rats and giant mole rats


This morning I tried a manual install (could only find version 2.47.4 manual) and the kill counter issue is not present. Can you provide a manual file for 2.47.6?? I would like to see if the installer is causing problems for me.
 
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Yes, some monsters occasionally flyout, but it happens randomly.
Rat, mole rat, big mole rat - works fine. Sometimes scorpions flyout, but I do not observe a pattern (I reloaded the save and no flyouts).
Anyway, I'll try to figure it out.
 
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Yes, some monsters occasionally flyout, but it happens randomly.
Rat, mole rat, big mole rat - works fine. Sometimes scorpions flyout, but I do not observe a pattern (I reloaded the save and no flyouts).
Anyway, I'll try to figure it out.

Is the Kills counter working correctly for you? Or does it show text like "reserve 16" ?
 
Is the Kills counter working correctly for you? Or does it show text like "reserve 16" ?
Reinstalled Megamod - no crashes found - even in Toxic Caves.

Possible actions:
Variant 1:
  • Run the Megamod installation again.
Variant 2:
  • backup save games
  • delete Megamod and Fallout 2 (using geek uninstaller)
  • restart the PC.
  • Install Fallout 2 to X:\Games\Fallout 2 and Megamod ton X:\Games\Fallout 2\Megamod
  • Bring the saves back X:\Games\Fallout 2\Megamod\data\savegame
 
Reinstalled Megamod - no crashes found - even in Toxic Caves.

Possible actions:
Variant 1:
  • Run the Megamod installation again.
Variant 2:
  • backup save games
  • delete Megamod and Fallout 2 (using geek uninstaller)
  • restart the PC.
  • Install Fallout 2 to X:\Games\Fallout 2 and Megamod ton X:\Games\Fallout 2\Megamod
  • Bring the saves back X:\Games\Fallout 2\Megamod\data\savegame

What if you click on "giants ants" or "plants" or any of the creatures in Kills?
 
No problem (look at 1 screen).
Here's a save with the plants being destroyed

The two screenshots you uploaded are both focused on 'Kills' but not a specific creature.
 

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Hi this is an early version, of the talking head addon I'm making for Megamod:


It features all the animated ones I made for RPU plus a few made just for the this mod's NPCs, also a few static ones just to fill up the roster.

3.png

There's a few exceptions though, mainly some Den and Arroyo NPCs cause I was having trouble compiling their script. Not sure how to solve that.
 
I am also encountering this bug, about kill counters showing "reserve" and the instant death criticals not working.

From Ddraw.ini

;Set to 1 to double the number of available kill types
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
;Changing this option mid game will not invalidate old save games, but the players kill counters will be completely screwed.
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
ExtraKillTypes=1

megamod has added 2 kill types,maybe this is the cause?
 
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