MIB88 MegaMod - opinions, technical issues, etc.

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Ok, I have the last of Killap's script fixes in...at least those that were applicable and didn't cancel anything out from the included mods.

Also, I realized that I messed up something when including the Enhanced Davin. In the latest release, he was not the enhanced version. This has been corrected, and it will be in Update 5.

And for Killap: You changed the values for a number of local variables in the scripts.lst file. You said this should cut down on some random bugs/crashes. Now, this might seem like a stupid question to you, but, do I have to change these values if I modified a script with the lootable armor mod?
 
MIB88 said:
And for Killap: You changed the values for a number of local variables in the scripts.lst file. You said this should cut down on some random bugs/crashes. Now, this might seem like a stupid question to you, but, do I have to change these values if I modified a script with the lootable armor mod?

However many new local variables the lootable armor mod includes, just add this number to the number of declared locals in the scripts.lst file. Many scripts did not have enough declared before, and I just went through the script files checking that the number declared matched the number that needed to be used. (many times it did not)
 
Two small things, I'm another person who's had trouble with the Shaman's mortar. There's no hand icon in inventory, and when put into action slots, there's no option to do anything.

I seem to be following the standard installation procedure - first time round, I didn't realise update 4 was standalone, but that's been resolved.

I have the same problem with the pipe, too.

(In fact, for the sake of simplicity, can I suggest that in the downloads section of the site, you change the description from 'Includes all previous updates' - to me, it makes the implication that it's just an all-inclusive update, as opposed to an updated standalone version of the mod.)

The second thing is just an error report, can anyone else confirm that the Klamath notice board dialog choices are a big mash of 'Error's?

Edit: If it's necessary to know, I've tried it with both US and UK versions, the US version being the 1.02 version, and the UK starting out as 1.00. I don't think it's relevant, seeing as 1.02 is included in the patch.

Oh, and there Patch000 file has been removed.
 
pureholycow said:
Two small things, I'm another person who's had trouble with the Shaman's mortar. There's no hand icon in inventory, and when put into action slots, there's no option to do anything.

I have the same problem with the pipe, too.

The second thing is just an error report, can anyone else confirm that the Klamath notice board dialog choices are a big mash of 'Error's?

The mortar: place it in your hand. When you are on the main screen, click on the item. It says 'use' there, like other items like the radiation detector.

I have no idea what pipe you are referring to.

And, regarding the Klamath Bulletin board, if you are getting 'error' for the options, it is possible I used the wrong script in update 4 (I sometimes do that when compiling these). I will go back and check that out.
 
pureholycow said:

Ah, yes, the smoking pipe. I was thinking of something else. No, that has no use. As for the mortar: crap. I will check that out right now.

EDIT: Still looking at this but, I don't understand. I didn't change this file at all. None. Just used the version from New Vision 2. Anybody out there played New Vision 2 as a stand alone and get this problem?
 
pureholycow said:
Thank you, sir. Your reward will be in heaven.

OK...got it. They changed how the thing works. You know how this includes Mr. Fixit? Well, TeamX modified this somewhat. If you have the Shaman's training, then you can make a lot of things. The mortar now is just for show. After you become a shaman, use the binoculars on yourself.
 
My God! It's more beautiful than I could've imagined. I had no idea about Mr. Fixit. I noticed it being mentioned a few times, but assumed it was an expansion on the perk, mainly related to weapon enhancements...

Ah, this is spectacular, thank you very much for helping me, and for your entire project.
 
SPOILERS INCLUDED













Some minor bugs i'd found with the New Vision part of the mod, so it might not be your mistake.

Jo in Modoc has no dialogue to ask about getting the GECK in my game, so you never get the Ghost Farm quest. This was easily fixed by renaming or deleting mcjo.int and mcjo.msg in dialogs.

Myron dialogue gets stuck in endless loop after you get him to teach you to make stimpacks. I decompiled nhmyron.int and found this:

procedure TeamX006
begin
op_game_time_advance((5 * (60 * (60 * 10))) + (45 * (60 * 10)));
op_set_global_var(636, 1);
op_gsay_reply(437, 5014);
op_giq_option(8, 437, 5015, @TeamX007, 50);
end

procedure TeamX007
begin
op_gsay_reply(437, 5016);
op_giq_option(8, 437, 5017, @TeamX007, 51); <----problem probably lies here: It should probably point to TeamX008 instead logically.

end

procedure TeamX008
begin
op_gsay_reply(437, 5018);
op_giq_option(8, 437, 5019, @Node999, 51);
end


However i was unable to fix this as FSE gave compiling errors when i tried recompiling. Perhaps you might check this out?

Thanks for the effort in making this collection of mods compatible with each other. Fallout 2 was my favourite RPG of all time, and its great to see people still making a great game better nearly a decade after its release.

And another suggestion to make mods more compatible with savegames: If a new location is located on a map square on the world map that a player already has revealed the player wouldn't be able to find it right? Why not include a saved game in each new location mod with the location revealed and all other major locations revealed as well on its worldmap, and the player can simply just copy over worldmap.dat and other files into his savegame. Its not 100% foolproof of course, but it could be a handy solution for people who already completed the game, and are just looking to visit new or restored locations without starting a new game.
 
To WilsonC: Thanks for your comments and bug finds. I will take care of Myron now. As for Jo, he wasn't modified in the New Vision mod, so that is probably something I messed up. Just to make sure though: have you already done the first quest for Arroyo? You can't ask about the Geck until you do that. In this version, your character doesn't know of it yet, despite the opening movie.

Edit: Myron is fixed. The typo was probably from me. Anyway, it will be in update 5. I expect to have it out next week. (It will include a few fixed bugs like this, the last of Killap's fixes, and the EPA.)

And to pureholycow: I did in fact include the wrong version of the script for the bulletin board in Klamath. This too has been corrected. Thanks for letting me know.
 
Need help to install

I know that there already had many discussions on the way to properly install the patch in this thread, and i read all of them.
But i still can't make the mod to work :(

In brief and after really many attempts, here is what I do:
- New clean install of the us game (v1.0)
- replacing the fallout.exe in the main folder by the one of the mod
- copying all the folders from the patch in the "data" folder of the game
- checking the files in "fallout2/data/scripts", "fallout2/data/art/critters" and "fallout2/data/art/items" in "read only"

But with all of this, I can't save the game ("error: unable to save the game"), and the game crash as soon i get in the temple of trial.

Did I make something wrong ? Can anyone help me, please ?

Thank you.

PS: excuse me if I'm not clearly readable, I'm french ... :)
 
To lethaltoto: I can only think of two things. First, make sure you don't have a patch000.dat file. Second, you said you did a new install. However, did you completely uninstall and delete ALL files from your previous games? I think the worldmap.dat is one of the few files that stays behind that is not deleted when you uninstall the game. And I think it can pose a problem for this mod. Hope this helps.
 
MIB88 said:
To WilsonC: Thanks for your comments and bug finds. I will take care of Myron now. As for Jo, he wasn't modified in the New Vision mod, so that is probably something I messed up. Just to make sure though: have you already done the first quest for Arroyo? You can't ask about the Geck until you do that. In this version, your character doesn't know of it yet, despite the opening movie.

Edit: Myron is fixed. The typo was probably from me. Anyway, it will be in update 5. I expect to have it out next week. (It will include a few fixed bugs like this, the last of Killap's fixes, and the EPA.)

And to pureholycow: I did in fact include the wrong version of the script for the bulletin board in Klamath. This too has been corrected. Thanks for letting me know.

Yes, i had already done the first quest for Arroyo, but no GECK question for Jo. Removing the script and dialog files for Jo would probably make it so you can ask Jo about the GECK before you complete the first quest though, so i think thats not the cleanest solution. I suspect my bug may have something to do with me having spoken with Jo before the 1st quest was completed, so some trigger somewhere in the script was missed.


Great news about the update 5 release. I'd thought you said it would be three weeks later earlier.

Anyway another bug i found but had forgotten to report earlier. Whenever you get Klint to put on armor he becomes unable to trade: "This critter cannot carry anything". For this one i have no idea why. Also another question: Will update 5 include Vertibird 1.042?
 
WilsonC said:
Great news about the update 5 release. I'd thought you said it would be three weeks later earlier.

Anyway another bug i found but had forgotten to report earlier. Whenever you get Klint to put on armor he becomes unable to trade: "This critter cannot carry anything". For this one i have no idea why. Also another question: Will update 5 include Vertibird 1.04?

A few answers. Things have been progressing rather quickly - putting in the EPA has been easier than I thought it was going to be...so far. The deal with Klint is not a bug. Just something that its designer had an issue with. The only time you can trade is by having him without armor. Finally, the vertibird 1.042 is already in.

EDIT: An update with 1.042 has already been released. I don't remember if it was update 3 or 4.
 
MIB88 said:
To lethaltoto: I can only think of two things. First, make sure you don't have a patch000.dat file.

I'm sure, I don't have it.

MIB88 said:
Second, you said you did a new install. However, did you completely uninstall and delete ALL files from your previous games? I think the worldmap.dat is one of the few files that stays behind that is not deleted when you uninstall the game. And I think it can pose a problem for this mod. Hope this helps.

I tried many times to unistall/install the game. Each time I completly erased the folder "BlackIsle" and all is contents after the uninstall job, and even one time I used a registry-cleaner program to be sure that there's really nothing else left.

Other things:
- Thinking that there was perhaps a problem with my own fallout Cd, I downloaded 5 differents others copies of the game, and each time I have the crash result.
- The first times I tried to install the mod, it was with the first releases of the mod (basic mod + update1 + update2). The last times I tried, it was with the last new full realase (update 4) only.
Same result in both cases: crash game.
- I tried to make an install the same way on a computer to my job, thinking that there was perhaps a problem with mine. crash game too ...

I'm really out of ideas.
Someone has some, please ?
 
That's It!

I found the solution for my problem (after reading and reading more those damnes 14 pages ...), so write it there for eventually somebody else.

I effectively did the right things during the install of the mod, except one: in the readme it is sayed "Just install this into your Fallout 2 directory as normal. Just make sure
that those items, scripts, and critter files are set to read only."
So I did. Except that the first "items" and "critter" files that i found were those in the fallout/data/art folder, and it was those ones that I checked "read only".
And I finally I discovered those OTHERS "critter" and "items" files in the "proto" folder! Checked them and ... miracle! It works!

I feal a little stupid not to have seen that before, but wasn't it not clearly explaind too ?
 
MIB88 said:
WilsonC said:
Great news about the update 5 release. I'd thought you said it would be three weeks later earlier.

Anyway another bug i found but had forgotten to report earlier. Whenever you get Klint to put on armor he becomes unable to trade: "This critter cannot carry anything". For this one i have no idea why. Also another question: Will update 5 include Vertibird 1.04?

A few answers. Things have been progressing rather quickly - putting in the EPA has been easier than I thought it was going to be...so far. The deal with Klint is not a bug. Just something that its designer had an issue with. The only time you can trade is by having him without armor. Finally, the vertibird 1.042 is already in.

EDIT: An update with 1.042 has already been released. I don't remember if it was update 3 or 4.

I'm not sure about that. I have update 4, but the vertibird in update 4 seems to be the 1.03 edition, because i can't go to all the new locations included in 1.042 and also the airlift car option doesn't appear in the vertibird menu?

Edit: Ok i checked it out. In your update 3 vertibird is 1.04, but in your latest update 4 its 1.03. This seems odd in my opinion. Is there any simple way to put vertibird 1.04 into a update 4 installation, or will update 5 simply include 1.042 of vertibird mod?
 
WilsonC said:
[I'm not sure about that. I have update 4, but the vertibird in update 4 seems to be the 1.03 edition, because i can't go to all the new locations included in 1.042 and also the airlift car option doesn't appear in the vertibird menu?

Edit: Ok i checked it out. In your update 3 vertibird is 1.04, but in your latest update 4 its 1.03. This seems odd in my opinion. Is there any simple way to put vertibird 1.04 into a update 4 installation, or will update 5 simply include 1.042 of vertibird mod?


See, that is what happens when one deals with hundreds of scripts, .frms, and other files - sometimes the wrong files are put in. :) Alright. Update 5 will have the latest Vertibird mod. If you don't want to wait, and you don't have to since this is an easy fix, take those later files for the vertibird (cesaer.int, abbey.int, truck.int, jenfarm.int, and cesaer.msg) and include them in the game you are playing now. Just copy those files over. You shouldn't have any problems with the game.
 
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