MIB88 MegaMod - opinions, technical issues, etc.

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Problems

I've got a few problems with the mod...

1) When I visit Scraptown, all my saves that I make after visiting it become corrupt.

2) There's this "Kaga/Kagal" encounter, my problem is that it doesn't do anything but do a quick flash of a black screen.

3) I get a random encounter near the "Unknown" area between Den and Primitive Tribe and it causes my game to crash and say something like "Error: partyMemberItemSave: Can't find script" (Not sure if this is related to the Kaga encounter, may only happen if I get the encounter.)


I'm not sure if those problems have been brought up before, my apologies if they have.
 
Re: Problems

Heldelance said:
I've got a few problems with the mod...

1) When I visit Scraptown, all my saves that I make after visiting it become corrupt.

2) There's this "Kaga/Kagal" encounter, my problem is that it doesn't do anything but do a quick flash of a black screen.

3) I get a random encounter near the "Unknown" area between Den and Primitive Tribe and it causes my game to crash and say something like "Error: partyMemberItemSave: Can't find script" (Not sure if this is related to the Kaga encounter, may only happen if I get the encounter.)


I'm not sure if those problems have been brought up before, my apologies if they have.

Yes, all of these have been addressed. Numbers 2 and 3 are related, and have been corrected for the next release. My tests with Scraptown showed that a game could not be loaded there. However, if you saved the game there, kept playing, then saved elsewhere, the game would operate fine. Still trying to figure that one out. This issue is pretty big, and won't be resolved in the next release.
 
i cant fix this

ok... ive installed the game and this mod at least 8 times now.. and every time i enter the temple at the begining of the game this is what happens
WTF.jpg
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could anyone tell me what i can possibly do to fix this?
 
Well, did you not set the Proto folder along with its contents to 'read-only'? Or, perhaps, tried to play off an old save game? One of those is what caused my game to do that, and when I then didn't do those bad things (forget to set Protos folder right, fresh install with no previous saves), that's what fixed it. It is actually stated many times here. Try to search for 'Temple of Trials' in this thread using Search. It will come up lots. ;) .
 
EternallyShattered said:
...could anyone tell me what i can possibly do to fix this?

:x

Nology5890 said:
Well, did you not set the Proto folder along with its contents to 'read-only'? Or, perhaps, tried to play off an old save game? One of those is what caused my game to do that, and when I then didn't do those bad things (forget to set Protos folder right, fresh install with no previous saves), that's what fixed it. It is actually stated many times here. Try to search for 'Temple of Trials' in this thread using Search. It will come up lots. ;) .

Thanks, Nology5890. Much nicer than I was going to say it.

On another note, I will not have a release at the end of this month as intended. I have changed a number of things:

-the premade characters now have their names properly displayed (thanks to help from IAR80)
-bodies now decay at the EPA
-You can no longer walk through the back walls of the cryogenic
section of the EPA
-NPCs can no longer go behind elevator and end up in the cave walls
-changed the script for the Doctor's serum...it no longer counts as the gain agility perk, just as a stat increase, thereby allowing you to still choose the Gain Agility Perk if you want it
-Can no longer enter all sublevels at the EPA from the town map
-Corrected numerous misspellings in EPA dialogs
-NPCs in your party will no longer walk through locked doors in the EPA
-Corrected the 'Error' that appears When you fix Marion's leg
-Mr. Chemmie! can create heart pills for Cassidy
-NPCs will no longer run through locked Brotherhood base doors
-The sniper rifle at Bunker 21 now has the correct ammo
-Replaced the file for Kaga's first and second levels; should encounter level 1 Kaga as well as have no more crashes or other problems on the worldmap resulting from the level two Kaga encounter
-Players can once again get Lenny in their party
-Players can once again access the Abbey location
-The pole outside Hakunin's tent now has the correct description
-Freelance slavery. Male and female slaves can sometimes be taken of some of the NPCs in the wasteland
-Spelling and grammar corrections to Bunker 21 guard
-It is possible once again to learn the gecko skinning perk from Hughes
-the latest fixes by killap (11-27 release) have been added with the exception of the reactions of NPCs in Arroyo
-the bozar at the toxic caves and those belonging to the Buster's guards in the NCR now have the right ammunition
-The monks inside the Abbey now speak to you
-The Abbey is now hidden. You must learn of it's location from a
character in the game
-the crashes related to fork have been resolved (thanks to help from Wasteland Ghost)
-Looking at Phil in Klamath no longer crashes the game (thanks to help from Wasteland Ghost)
-Bunker 21 is now hidden. You must learn of its location from a character in the game

That is everything so far. However, there are other things in the works, including work with other modes of transportation and an additional Vault. I am going to hold off on the 2.1 release until after the 'Modoc revisited mod' is released. Once that is officially released, it won't take long to incorporate that mod. And, before anyone asks, the changes made so far do not require restarting the game.
 
Ammo

Not sure if it's been brought up before...
I've noticed that the ammo has problems, when I loot something, the ammo count says 20 or something, but when I pick it up, it's reduced to 10.[/b]
 
Re: Ammo

Heldelance said:
Not sure if it's been brought up before...
I've noticed that the ammo has problems, when I loot something, the ammo count says 20 or something, but when I pick it up, it's reduced to 10.[/b]

I need you to be more specific and clear here. Also, possibly the reason for this, a number of proto files dealing with ammo an dweapons were changed either by New Vision 2 or some other mod. Here is the deal: if a map that includes a weapon is not changed, meaning only the weapon proto is changed, the weapon will retain some of the original properties (such as the type and amount of ammo inside). Then, once you use the weapon, you can reload it with the correct ammo type and number.
So, let me know the specific instances of this. If it is part of some random encounter, then there is a bigger issue.
 
Demonslayer said:
Isn't it because of that mod that change the ammo to be fewer in the game? To make it harder?

That is what New Vision 2 did. However, the way I understood him was that it changed on him inside the game. If it seems to change inside the game then there is an error somewhere. If he was simply remembering that shotgun shells originally came in sets of 20, and now it is only 10, then no, that is not a bug.
 
@ MIB: I'll take care of the people who don't like to hit a single button to search for stuff, and you handle the modding, so maybe we get Megamod a few days ahead of schedule. Plus, you scare off newbies. :lol: Not nubs, newbs. There's a difference.

So, on to other things, are you trying to incorporate some of those ideas we brainstormed in that other thread?
 
Nology5890 said:
@ MIB: I'll take care of the people who don't like to hit a single button to search for stuff, and you handle the modding, so maybe we get Megamod a few days ahead of schedule. Plus, you scare off newbies. :lol: Not nubs, newbs. There's a difference.

So, on to other things, are you trying to incorporate some of those ideas we brainstormed in that other thread?

:lol: Thanks. Honestly, though, no. Not yet. That is on the list. My first goal is to clean up all issues related to taking slaves (90% done). Next, finish the slightly modified Bunker 21 (75% done). Next work in Vault 5 from Lich's Black Steel (only about 10% done). Then I will tackle the new stuff we talked about with vehicles. I really do like the part about your vehicle taking damage/needing to be repaired. I figure by the time I wrap that stuff up, Chris and Dude101 will be done with the Modoc rebuild, and I can work that in.
 
Okay, tweaking stuff that needs to be tweaked comes first, there's no problem with that. From what I saw of the Modoc: Redux mod, I like it. It will add some flavor to an already-good compilation.
 
MIB, I see in the readme file of Megamod v2.0, that the vertibird mod is v 1.3. But there is a v1.4 of that mod, march 2006 labeled. Any reason why it didn't make it on your mod? Seems to solve some issues of previous versions. Anyway, I'm waiting for the future updates and thanks for your awesome job. Those thanks goes also to Killap(the Bear Dude), who is sweeping the countless bugs of F2 and to the others who are keeping this game alive.
 
wolfsrain said:
MIB, I see in the readme file of Megamod v2.0, that the vertibird mod is v 1.3. But there is a v1.4 of that mod, march 2006 labeled. Any reason why it didn't make it on your mod? Seems to solve some issues of previous versions.

The last readme file included in that bunch regarding the vertibird is from 1.3. However, in the Megamod 1.0 readme file, the compilation of all first edition additions, I said that version 1.042 is the one actually in the game. So, already taken care of. ;)
 
Thanks for clearing this for me;).
You said about other transportation mods. This means that you will include the truck, the Ferrarri and the DeSoto?
 
wolfsrain said:
Thanks for clearing this for me;).
You said about other transportation mods. This means that you will include the truck, the Ferrarri and the DeSoto?

A ferrari would never be put in by me! The other modes being looked at/worked on/considered by me include:
a pack brahmin
a buggy
a truck (looks like that fuel truck)
two other cars that look like total rust buckets but have enough pieces to work)
a black Highwayman
some Tactics vehicles

These may all sound familiar, as several of them are works included in other mods (especially some stuff created by Lich). There are many problems, though. I mean, I can add these into the game easily, but there has to be a point to it. I do not intend to just change the appearance of the player's vehicle. I intend to do more that. I want to make these vehicles quest-related. Or have the player be able to rebuild vehicles. Or have new areas open up once a certain type of vehicle becomes available. All sorts of generalized ideas for now.
 
Any chance to make the guy from the chop-shop to offer the Anti-Grav Plates for the Highwayman? The conditions to offer those was to beat the game and not having your car stolen in New Reno, and this is ridiculous as you will have to go afoot to Reno every time when you need some quest done and the use of the car after finishing the game is kinda of redundant...
 
The anti-grav plate problem (not getting it stolen) was due to a scripting error in the original version of the game. It was fixed with Killap's patch, and I have gotten it on a couple of occasions. Though it is not specified in the readme it falls under "All bugs (dialogue, crashes, etc) with T-Ray should be fixed. (Thanks to Seraph for the work he already did)" or "Fixed a glitch in how the car is handled in New Reno after you get it back from T-Ray." You can also get around the problem by parking elsewhere in New Reno. The car can only be stolen from Virgin Street. It really is a spiffy little upgrade to the car.
 
Sorry, let me clarify: once you have the patch, let the car be stolen and go through the normal process. Then after you have beaten the Enclave go back and you can get the plates. If you have a save before the end of the game it will be easy enough to test. I have yet to try getting the car stolen in the endgame but becoming a well known hero could very well prevent the necessary steps.
 
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