MIB88 MegaMod - opinions, technical issues, etc.

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youngnutter said:
1) Farrel. Quest to clear his garden. After accepting the quest the game fades out and does not fade back in again.

Never seen this before. Did this always happen? Or just one game?

youngnutter said:
2) Toilet explosion. 3 NPC's in the party including Klint. Upon exiting the toilet Klint got hit for 28 damage. I could not remember if NPC's were meant to be able to be hit here.

Already addressed.

youngnutter said:
3) Roses Bed and Breakfast. The doors here close automatically. I seem to recall they did this in the normal game as well. For this one i am just curious as the game reason behind it and if you would want to change them.

Already addressed. Have no idea why it was originally done that way, and no strong feelings one way or the other about whether they close or not.

youngnutter said:
4) Doors in general. Doors that are on the two hidden faces of a building can sometimes be a pain in the arse to click on. It seems that some doors graphically remain in front of you when you walk behind them allowing an easy click but others do not. More on this later i will try and nail some specifics and screenshots on my next run through the game.

Nothing I can really do about this.

youngnutter said:
5) Ambushed by Kaga. Outdoorsman check gave me the option to meet him or not. I clicked yes and got the screen flicker mentioned by others in this thread and then straight back to world map.

Already addressed and fixed. The problem causing this (missing and improperly labeled protos) has already been fixed


youngnutter said:
6) Arriving at the Abbey. Leaving the worldmap and appearing on a main map of whatever i last was on with trailing cursor crash.

Already addressed and fixed.

youngnutter said:
7) Lenny would not join despite several requests throughout different stages of the game. I plan to hassle him a lot more next run through

This has been brought up before, and I just don't get it. The script appears fine, and I was able to get him in my party. Guess I'll just have to keep testing this one.

youngnutter said:
8) The bartender in the Mordino's Bar has no stock. I am unsure if he is meant to or not.

He has no stock on him. But, are you able to buy alcohol from him? I might change this. However, not a big deal. Besides, would he necessarily have to alcohol on him (so you could steal it) when the bar is right there? ;)

youngnutter said:
9) Mcgee. After giving him the money the machine is labeled as "You see slot machine. Machine bonus 0. Total penalty 125."

A debug message. I will make sure to remove this.

youngnutter said:
10) Glitch at some point around the San Francisco area. I was unable to run. Possibly connected to the taking off of the power armor and going encumbered at some point. But despite striping to nothing and having zero weight and trying to put armor back on and off again my poor little toon refused to run another inch. Weird bug that might have nothing at all to do with any mods but just thought i would mention this one.

10) Never experienced or even heard of this one. Are all your games after this point stuck like this? Or was this just a one-time thing?

youngnutter said:
11) EPA. NPC's walking through several sturdy locked doors.

Already addressed and fixed.

youngnutter said:
12) EPA. Brotherhood of Steel logos on some of the doors on the surface.

12) May be changed. May not be. I'm not too worried about that one. You work with the graphics you have, you know?

youngnutter said:
13) EPA. Multiple pamphlets. With a Pamphlet in hand and some in inventory. Using the pamphlet in the inventory caused the game to bring up both the inventory screen and the dialogue screen.

13) I'll look into this one.

Thanks for looking for bugs. Also, take a look at page 35 in this thread to see a list of fixes ready for the next release so you are not wasting your time rewriting old bugs.
 
I don't know what the hell happened, but the midget who sells guns at NCR resurrected :shock:. I killed the guy -> went to San Fran and did the main quest thus completing the game. I go back to NCR and hes there to greet me. Doesn't really bother me, but laughed my ass off when he wanted to sell me guns :P
 
Nice. Well, that was definitely not due to anything I did to the game!
 
Yeah, Im voting for not fixing it since now I can get the stuff I need for a.c (after completion) life. Great bug as far as Im concerned :roll:
 
From Per's guide:

Lenny the doctor will heal you for free if you're popular in Gecko, and join up with you if you talk to him about your ancestor, the Vault Dweller, and have at least karma 1. Doing so gives you +5 karma and makes you more liked in Gecko, so go for it even if you're dropping him off directly afterwards

I had some trouble getting to him as well. I think you have the get it right the first time you meet him.
 
Oracle said:
From Per's guide:

Lenny the doctor will heal you for free if you're popular in Gecko, and join up with you if you talk to him about your ancestor, the Vault Dweller, and have at least karma 1. Doing so gives you +5 karma and makes you more liked in Gecko, so go for it even if you're dropping him off directly afterwards

I had some trouble getting to him as well. I think you have the get it right the first time you meet him.

Maybe that is how I got him then: did it right the first time. Let me check the script again. I can reorder things so that, if the above conditions are met, it doesn't have to be the first time you talk to him. Thanks, Oracle.

Edit: Ok, I know I have said this before, but I think I really have Lenny working right this time. I haven't tried it in the game yet (only the mapper, where it works fine). I changed a minor detail in his script so that you can ask him about the GECK at any time now.
 
I dont know if this has already been reported, but I couldn't find it in the thread.

I gave Klint the souped up cattleprod, and after running out of ammo during combat, he constantly reloads. He wont change weapons, he just keeps reloading until his action points are depleted and it changes to the next person. I'm not sure wether he'll change weapons normally, but I left a few different weapons in his inventory and he never changed to them, just got stuck in a 'reload loop'.

Once again, sorry if you knew about this already. :)
 
Interesting. Never heard of this one. I'll look at Klint's combat settings and see if I can't figure this out.
 
MIB88 said:
Edit: Ok, I know I have said this before, but I think I really have Lenny working right this time. I haven't tried it in the game yet (only the mapper, where it works fine). I changed a minor detail in his script so that you can ask him about the GECK at any time now.

Are there minimum requirements to get that line? (next to the minimum karma part) It always felt like you needed a higher speech to get that line.

It seems with your fix It should be easier if there are other requirements, right ?
 
Oracle said:
Are there minimum requirements to get that line? (next to the minimum karma part) It always felt like you needed a higher speech to get that line.

It seems with your fix It should be easier if there are other requirements, right ?

I didn't change any of those other requirements. I only changed the part about having access to the dialog. If you don't meet the requirements, he still just tells you that he is too busy to accompany you.
 
I mean in V1.02. I'm not saying that you changed it, but I had the feeling that the ancestor line had a min requirement even in the patched V1.02.
 
Oracle said:
I mean in V1.02. I'm not saying that you changed it, but I had the feeling that the ancestor line had a min requirement even in the patched V1.02.

From what I saw in the script, I don't think there were supposed to be minimum requirements to get the dialog options...only minimum requirements for Lenny to actually join you. The only requirement that was mentioned (partway) in the script regarded whether or not the player had the GECK already. If the player already had the GECK, then there would be no reason to ask Lenny about it, which would then lead to discussing the Vault Dweller. There was just a problem in how it was written.
 
Noted on all and sorry about the duplicated bugs thing. I blame 2 1/2 days of a temperature you could fry an egg on. :?

The Farrel thing. I am still on the first run through this version of the mod and i admit i am exploring everything and going all the way to the end of the game. Once thats done i will be wearing my proper bug fixing hat and will look at Farrel again in more detail on the old saves and some fresh games.

The running glitch thing. Yes, i tried going to a few other locations with the same result. I even flicked into sneak mode and then moved around. This knocked me out of sneak whilst retaining my walking pace. So the game really does think that i am running. I do not think this is a mod issue though. I was more looking at this as an idol curiosity. (I am both curious and indeed idol. :) )

So once again into the wastelands i go armed solely with my bug fixing hat and lateral thinking stick.
 
Could you say what it was you did? He is scripted not to join you if you have a dumb character.

@youngnutter: No problem. Let me know what else you find.

Edit: Wait a second. I see what is happening. Easy fix. Thanks for letting me know about this one, IES. Also:
I_eat_supermutants said:
Gila monsters erm talk. :shock:
They tend to say things my allies would normally say.

This has also been corrected.

Edit 2: Made significant progress in adding in the Modoc Revisited mod. The only thing left is to redo a number of maps. Also, the last bit of Vault 14 - a number of translations - has been added. Because of the addition of Klint, the new Skynet, and, um...others, I need to redo some scripts regarding making party members invisible in certain situations (videos and sex with the Bishop women). I expect playtesting to begin by the end of the week. Hopefully the next release (another 20 mb update) will be available for all by the end of this month. No need to reinstall the game: just add these files over your existing Megamod 2.0 game files (yes, you need both the Megamod 2.0 and the next update for it to work). Previously saved games will not work.

Edit 3: I am done adding things (for now). I will begin platesting in, oh, about 5 minutes.
 
Re: Possible playtest?

DarkstarTheeSlaymaker said:
Are you allowing folks to playtest the mod? If so sign me up! :P
you'll do plenty of betatesting when the next update is released.Based on your feedback, MiB88 will tweak this until will be ready for the following update(and most likely another few mods included in Megamod) and will be somewhere near perfection.
 
I found a huge error, if this wasn't addressed yet...


If you enter Scraptown, you're screwed. After entering Scraptown, all future saves will be corrupted (in ANY area at ANY time). Plus the area's glitchy anyway, there are a few people there that can make you get stuck in conversation and never get out of it (besides using ALT-F4 :roll: ).

This issue really pissed me off, it messed up a major save one time.
 
Naminator5: It's true that the scraptown isn't working like it's supposed to (font, saving etc). Just don't save in scraptown or don't go there, at least until the issue gets fixed.

This problem has been mentioned and discussed before in this tread IIRC
 
Here are a few glitches I found...

If you have Klint wear armor, you also can't reload your future saves (it will crash the game before it loads). This I believe only happens to him. I had Sulik wear armor and it didn't effect any of my saves.

Another glitch is that if if you put the bucket from the Tribe place on either of your equip slots, the game crashes.

The jammed door in the rat sewers place crashed me once when I tried repairing it, don't know why, either because it I repaired it in a wrong angle or had both of my wrench and hammer early.
 
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