Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

ya. the point of the number sequence for versions is 1.22.33. 1 = main version. 2 = revision. 3 = subversion, usually for fixes and forks or testing.

But since iv known MegaMod, its ALWAYS been a work in progress. iv talked to MIB88 way back before integration of RP mod had began.

Most of this is like a hobby to MIB88, but it is something he said he wants to see through to the end. But, life always comes first. So, itll be slow. for how far it has gotten, id say hes done amazing work. i just ground out about 100 hours since my return post in this thread... last page ago.

The majority of bugs as of 2.47.8 look to be technical problems rather than writing, progression, and so forth. As MIB88 had told me before, its a bit difficult to do alot of this, especially the integration of RP, as every. single. item. and every. single. location. has to have its defs and IDs remade, and materials repathed for the new ID, and scripts repathed to the new ID. and make sure those scripts trigger things correctly as new IDs themselves. because theres things that could already exist with the said IDs.
So, thinking about it. ... theres so so so much more in megamod than we really think. its not a handful of mods, its mass quarry of Identifiers, scripts, text, and such that need to all be able to play nice with each other.

So, noticing that some improvements from 2.47.6 that i saw wernt being used, and the comments asking about stable version... there is no stable version of MegaMod yet. but since 2.47 forward, iv noticed that ALOT of the subversions have been working to make the most stable version possible.
It would be nice to see MM come to a 'safe point' in v_2.48. or if it warrants it, just v_2.5.

Then maybe, put up a donation system for help, a trello or gihub to organize and keep us in the loop... maybe take a small break and pump out what MM has done, the changes from vanilla, and describing what everything does or walkthroughs? idk. this last part is wishful thinking :p

What we need is a git! then it would be much easier to track bugs, releases and try out fixes.
 
Megamod fix:
  • Updated map "Entrance to the Temple of Trials" (Adaptation from RP).
  • Updated map "Toxic Caves" (fixed entrance).
  • Updated map "Bridge to the village" (almost unchanged).
  • Redrawed city signs on the worldmap (now beautiful).
  • The names "Farm" "Truck", "Car without Gas" and "Car Brokedown" are corrected, now "Jennings Farm" "Car Crash", "Without Fuel", "Breakdown".
  • Optimized cockroach animation (Thanks Blackmail01).
  • Updated HRP 4.1.8 and sfall 4.2.9 (interface mapping corrected).
  • Added maps edges for HRP 4.1.8.
  • Removed unused content.
  • Armored Talking Heads Set - optimized. Distribution reduced by 150mb.
  • Automatic door opening and closing of open containers

Hello, could u make release of last version 2.47.9 with installer?
 
Anyone else getting a persistent crash when talking to the Hubologist to get the luck boost in NCR? I'm hoping this isn't one of those nasty exploit-stopping tricks.

Speaking of, earlier, I got a shitton of radiation when I managed to knock out the tough scorpion in the temple of trials. Is that a exploit stopper too, or does he just emit a ton of radiation, which doesn't play nice with it being unconscious and out of combat?
 
Anyone else getting a persistent crash when talking to the Hubologist to get the luck boost in NCR? I'm hoping this isn't one of those nasty exploit-stopping tricks.

Speaking of, earlier, I got a shitton of radiation when I managed to knock out the tough scorpion in the temple of trials. Is that a exploit stopper too, or does he just emit a ton of radiation, which doesn't play nice with it being unconscious and out of combat?
Just tried doing it and I got the same error as well. "004a2b2f" and "00000078".
 
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