MIB88 MegaMod - opinions, technical issues, etc.

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WilsonC said:
Just to elaborate more on the problem with the EPA Warehouse map, after entering the EPA map, either leaving using the exit grid, attempting to save, or even exiting the game, causes Fallout 2 to crash with a Application Error.

Does that include using the ladder or elevator?
 
MIB88 said:
WilsonC said:
Just to elaborate more on the problem with the EPA Warehouse map, after entering the EPA map, either leaving using the exit grid, attempting to save, or even exiting the game, causes Fallout 2 to crash with a Application Error.

Does that include using the ladder or elevator?

There's a ladder and a elevator?

I'll check that out. But if my guess is right it should, since even saving the game, or even EXITING the game, is enough to crash the game.
 
Using the ladder doesn't crash the game, but using the elevator does. The ladder doesn't take you off the EPA warehouse map, but the elevator does, meaning the crash takes place when you leave the map no matter by whatever method, even saving or exiting the game entirely.
 
MIB88 said:
WilsonC said:
Saving in or exiting from the EPA warehouse map(using the exit grid) in your mod causes my game to crash: Im pretty sure its either an isolated case on my PC or a problem only in your mod because i don't find any mention of this in the official EPA mod. Just another friendly alert from me :P

Don't know what could be the cause of that, since when I reordered everything, I didn't even have to change the EPA maps or where the exit grids went to. I'll check it out, though.

On another note, Chris Parks has informed me as to the extent of the changes in his updated EPA...and it is a lot. It is possible that earlier games will not work. Now, of course to get the full benefits of anything he has created in this mod you will have to use a game before you entered the EPA. But, there are some changes that will invalidate a saved game no matter what point in the game you are at (even if you are the very beginning in the temple). Just thought you all might like to know.
So, if there are people who have read this and haven't used this mod, you might as well wait a couple of more weeks when the new version comes out, just in case. For everyone else, we'll just have to test it out.

Can we expect some Black Steel stuff in the next update as well, or is that for Version 7? :)
 
Roshan, Black Steel stuff won't be available for a while. I really like what Lich has done with a couple of locations and some items, but I am just having a little difficulty figuring out where to put it. If you are just looking forward to having his Marketplace in this mod so that you can get some really awesome items fairly easily, you might as well forget that idea! The marketplace is not going in. :P

On another note, I need some help again. There is a problem with the warehouse map within this mod. The character can enter it fine and interact with the Doctor ok. However, any attempts to save the game, use the elevator on the second level, or use the exit grid on the upper level leads to the black screen of death. Any ideas what might be causing this? I did not change anything on this map from Chris Parks. So, it is not in the map itself...at least, I don't think so. It has got to be with some file or functions that are called up when the aforementioned actions take place. Any help would be greatly appreciated.
 
EPA update 1 is in. Testing it out now, but everything looks good so far. I will upload it to this site no later than Thursday. There are a lot of changes, including some new global variables. I have found that whenever new global variables are added, previous saves will not work. Maybe I am wrong, but you all have been warned: don't expect previous saves to work...even if you attempt to load a game before first entering the EPA.

Oh, and if you have not downloaded updates 5.1 or 5.2, don't worry about it. Those fixes are included in this, which will be update 6.
 
Question: Are these new globals originally included in the EPA mod or are these added by you to correct some problems?

And have you actually tried it out with a savegame of yours? If not, or you simply do not have a suitable save for this, i have religiously kept saves for every 1 hour of gameplay since the start and can send you one if you need.

However, if the new globals are added from the original EPA 1.01, i see no reason why it would invalidate saves from right at the start, because i tried it out and it did work.
 
WilsonC said:
Question: Are these new globals originally included in the EPA mod or are these added by you to correct some problems?
However, if the new globals are added from the original EPA 1.01, i see no reason why it would invalidate saves from right at the start, because i tried it out and it did work.

The new variables I am referring to are those introduced by Chris Parks. And maybe some games do work if new variables are added. But, in my games, if I added any global variables within the Megamod, any previous games would not load. I tried it when first installing files from the XP mod. I added only the changes from the vault13.gam file and made no other changes. None of those previous games would load until I replaced that file.
 
Hmm....perhaps when you release the mod, i'll try to edit the scripts to make use of existing globals instead of the new ones and see if it works. With your permission of course. Of course, i'd need to know what the gvars are for so i can do this easily. Hope you can help so i might do this with less difficulty.
 
WilsonC said:
Hmm....perhaps when you release the mod, i'll try to edit the scripts to make use of existing globals instead of the new ones and see if it works. With your permission of course. Of course, i'd need to know what the gvars are for so i can do this easily. Hope you can help so i might do this with less difficulty.

You don't need my permission for anything! :) Play around and see what you can find out. The new variables are the last three on the list, relating to the EPA forcefields and dynamite. The trick is to find other global variables that you aren't going to use. I would suggest going through the vault13 file and just find a few relating to small side quests that you know you aren't going to bother attempting.
 
MIB88 said:
You don't need my permission for anything! :) Play around and see what you can find out. The new variables are the last three on the list, relating to the EPA forcefields and dynamite. The trick is to find other global variables that you aren't going to use. I would suggest going through the vault13 file and just find a few relating to small side quests that you know you aren't going to bother attempting.

There's better ways to do this. I'd use a gvar thats used in one relatively simple script, like one that's used to determine if you know the password to a door, and open it if you do. With a bunch of if else statements and setting the door to open on a bunch of values instead of one, i can do this without invalidating anything.


Eg. gvar_doorlocked = 0 by default.
A door is rigged to open if gvar_doorlocked = 1 (e.g. i learn the door password).
By setting it to open if gvar_doorlocked = 1 or 2,
I can use gvar_doorlocked for another function, example if i know about juice or not.

When i learn about juice, the script checks,

if gvar_doorlocked = 0 then set gvar_doorlocked to 3
(if i don't know the password)
else gvar_doorlocked = 1 then set gvar_doorlocked to 2
(if i already do know the password)

When script checks if i know about juice,
if gvar_doorlocked = 2 or gvar_doorlocked = 3

Conversely, when i learn the password for the door,

if gvar_doorlocked = 3 then set gvar_doorlocked to 2
(if i already know about juice)
else gvar_doorlocked = 0 then set gvar_doorlocked to 1
(if you never heard of juice)

Too lengthly to explain with real code examples, but it can be done relatively easily. It will also make for rather messy code, but it'll work.
 
Yes, I know that there are ways around using global variables. But to tell you the truth, I am not all that concerned about invalidating previous games. Yes, I could add something like this to keep the number of global variables constant, but there will always be something there that could invalidate a game. It also means extra work and the possibility of introducing code to mess up scripts that already work.

Oh, and I never did thank you for the offer of the saved games. However, I like to play through from the beginning to ensure that no new problems crept in. As a matter of fact, I did find one involving the Temple of Trials 'scandal' and need to fix that, because now that quest is not accessable.
 
Ok, so update 6 has been uploaded and should be available in the next few days or so.

Also, Chris Parks gave me an idea to help make sure that saved games from update 6 will not be invalidated by later updates. It regards the global variable issue discussed above. I have changed a file to allow for some additional global variables to be added without having the crash.
 
What happened with Klint?
When I takem in my team the option in combat control it's not working!
Everything is dark and when I clicked on Custom it's displays "Errors".
I stoped to play the Mod until I figured out what happen.
Please help.
PS: I install the Mod after a new install of Fallout 2, and all the update of the mod (update 4/5/5_1).
 
IAR80 said:
What happened with Klint?
When I takem in my team the option in combat control it's not working!
Everything is dark and when I clicked on Custom it's displays "Errors".
I stoped to play the Mod until I figured out what happen.
Please help.
PS: I install the Mod after a new install of Fallout 2, and all the update of the mod (update 4/5/5_1).

Then I don't know what is going on, because I am not having that problem. Checked through all the buttons and everything is fine. You say you installed a new Fallout 2 with those updates. Did you really? I mean, did you install it to a completely different folder? Or at least make sure you deleted the previous Fallout 2 folder and all of its contents? Not just uninstall...delete everything, just to be safe.
 
I deleted the Black Isle folder and I clean the reg with RegClener.
I am sure is a problem with the mod, something with the file Party.txt I suppose.
What is the files wich has referrences to Klint?I will try to figured out myself.
I have some experience with mods (scripting) because I'm a fun of Freelancer game wich also have scripted mods.
 
At least for me(didnt tested 5.1 yet) but when he was in his tribal form the combat controls didnt work...(installed everything like it should be, uninstalled, deleted the folder, installed again and then installed the patch)
 
Ok I will go to Klamat with him to see if when I buy an armour everythig should work Ok.
 
Ups... it's evean whorse!!! I give him the Leater Armor and when I want to trade with him it's telling me "This creatures don't carry enything"
Evean the stats is change before armour can carry 200 and with armour only 150!!! The AP is only 7 (9 without arrmour)
And the option in combat control it's still don't work!!!
The thing with creature can't carry enything make me wonder if the script it's not messed up with one of a dog?
 
IAR80 said:
I deleted the Black Isle folder and I clean the reg with RegClener.
I am sure is a problem with the mod, something with the file Party.txt I suppose.
What is the files wich has referrences to Klint?I will try to figured out myself.
I have some experience with mods (scripting) because I'm a fun of Freelancer game wich also have scripted mods.

I am using the same party.txt file that you should have. I have not changed anything with Klint for at least a few updates. As I said, I am not having those issues, and don't know what is happening. My combat controls come up fine. There were already some issues with that character that its author had not fixed. For example, he was never able to trade unless he is in his Tribal appearance. You have to have him remove his armor, exit dialog, and enter dialog again to be able to trade with him. I noticed the action point thing, too. But I didn't change any stats, and used only the template from the original. I figured that was the tradeoff for making him stronger and giving him better armor. There are issues with the script, but it isn't that of a dog.
 
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