MIB88 MegaMod - opinions, technical issues, etc.

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dagorkan said:
...Problem is I die a few seconds after this last save from poison (though I'm not poisoned).

I have the food, the smoking herbs, mushrooms and powder but none of them do anything. I'm wondering if this is a change Mack made.

What does that first part mean: taking poison damage but not being poisoned? And are you saying the powder doesn't heal you?
 
MIB88 said:
dagorkan said:
...Problem is I die a few seconds after this last save from poison (though I'm not poisoned).

I have the food, the smoking herbs, mushrooms and powder but none of them do anything. I'm wondering if this is a change Mack made.

What does that first part mean: taking poison damage but not being poisoned? And are you saying the powder doesn't heal you?

First part, I don't understand it. I haven't been hit since I used the Radscorpion antidote and the character sheet doesn't say I'm poisoned. But each time I reload I die the same number of seconds afterward.

And yeah the powder does nothing - there's no HP gain and the game says "nothing happens".
 
Oracle said:
I lke the idea of scarse ammo and making them more expensive. So you need to restock difrent weapon incase your weapons runs out.
But one thing troubles me though. the armour drop mod makes it pretty easy to gain much money. Maybe the selling price should drop of amour to keep the ballance.

Yes, I guess it's all about game balance. With the megamod it gives a whole new experience and many more tasks (exps) early on in the game. You just became to powerful even after Den. Some times makes you lost the interests to continue
 
I checked it out with FIC (had a hard time finding it), and apparently the powder ("tribal paste", in fact cannabis) heals you but only in the medium-term. I didn't see an immediate message so I thought it did nothing...

I'm guessing the effect poison has been changed similarly to take effect slower?

Kinda makes sense. I like this mod.

edit:
And the canned food is so solid it's now used as a punching/throwing weapon, lol.
 
dagorkan said:
I checked it out with FIC (had a hard time finding it), and apparently the powder ("tribal paste", in fact cannabis) heals you but only in the medium-term. I didn't see an immediate message so I thought it did nothing...

I'm guessing the effect poison has been changed similarly to take effect slower?

edit:
And the canned food is so solid it's now used as a punching/throwing weapon, lol.

The healing effects you just mentioned are from Mack's mod. Healing powder doesn't work that way in the regular game or the Megamod. I don't understand this thing with the poison damage...that is not my doing either. However, this should not be affected, unless you added more from Mack's mod than I originally suggested. For example, did you put in those two critter files that were in that mod? Maybe one of those modified the scorpions. As for the canned food, that was added by TeamX in New Vision, and was always a weapon. It did not exist in the original game.
 
I copied all the protos including the 2 critters, but nothing else.

I tried to modify the healing powder in FIC to give some immediate healing but it doesn't work in my save. I guess I have to start a new game?
 
MIB88 said:
Yeah, I have a plan for the lootable armor mod. I am going to change it when I get the chance so that enemies will drop armor only under certain conditions taking into account such things as repair skill, how the critter was killed, and just good old luck.
That would be awesome!! Is it possible to do via scripting ?
I believe Obj_dude was working on random loot appearing in chests depending on luck and other skills, wasn't he ?

Anyways good luck. Your mod becomes more massive. Heh. I remember when you just started merging mods together. You sure came a long way there MIBB

Keep up the great work

Encore
 
Looking at FIC, I go to the Healing Powder, click on the "Drug/Medicine stats" tab and I get +20 at mid-term but I don't know for what.

I checked other drugs, the Stimpack is the same thing. The stats the values affect never shows up and the pull-down menu is empty.

Do you think that is a problem with FIC or with Mack's mod?
 
Oracle said:
MIB88 said:
Yeah, I have a plan for the lootable armor mod. I am going to change it when I get the chance so that enemies will drop armor only under certain conditions taking into account such things as repair skill, how the critter was killed, and just good old luck.
That would be awesome!! Is it possible to do via scripting ?

That's the only way to do it. The armors that are dropped are only created upon the critter's death. I will just have to add more conditions than simply getting killed.

And yes, a long way. I've learned a lot. :wink:

dagorkan said:
Do you think that is a problem with FIC or with Mack's mod?

FIC works fine for some things. It has proven indispensible to my project. However, for what you are trying to do, you might be better off using Cubik's item editor.
 
MIB88 said:
Yeah, I have a plan for the lootable armor mod. I am going to change it when I get the chance so that enemies will drop armor only under certain conditions taking into account such things as repair skill, how the critter was killed, and just good old luck.

Picking the armor after we blow half of the critter and it's arm, it's a bit nonsense.
 
jtrainor said:
Jacen said:
Did you remember to make the proper folders read only?

Yeah, prototypes folder and all files therein are read-only.

I didn't answer that for a reason: none of the things you mentioned are driven by protos. Those items are all driven by scripts, and are working properly. You just need to find the answers (or get somebody else here to tell you).

I can tell you this one, since it is kinda a technical thing: I don't think you get the option to refuel the vertibird unless you are carrying something to refuel it with.
 
In Modoc, in the iron mine, there is a one iron ore vein that "you cannot get there." It is right next to a large pile of rocks which, when I look at it, reads "this door is rusted completely through." However, no matter what I do to the pile-of-rocks/rusted-door (e.g. repair, use crowbar, use oil, etc.), I get the message "you cannot get there."

If this is a gameplay puzzle that I just need to figure out, that's fine with me, but is it a bug?

I searched for mine, modoc, rusted door. I didn't find this brought up.

Thanks.
 
No, it's just a regular pile of rocks that is mislabeled. Nothing special there. Thanks for pointing this out.
 
Ahhh. I'm not stupid. (This time!)

Thanks, MIB.

Here's another one: Klint becoming unresponsive.

I'm in Vault City. Party members include Vic, Sulik and Klint. CH 4. I drop Sulik and Klint off at the courtyard outer gate and bring Vic into the city with me. I tool around in Vault City doing small quests and getting the Gecko quest from 1st Citizen. I come back to the gate (now with only Vic in my party) and I approach Klint. No dialogue interface! Just a floating text above Klint, "Welcome, Chosen One." That's it. I tried telling Vic to stay put (now, NO party members), but same unresponsive Klint.

I reverted to my save game (saved at the courtyard gates, AFTER telling Klint and Sulik to stay put, BEFORE entering the courtyard with Vic). Klint has no problem rejoining me. So SOMETHING I am doing in Vault City is triggering this change in Klint, and I don't know what it is.

My karma is around 500. No childkilling. He becomes unresponsive whether I become a V.C. citizen or not. It's not too many party members.

I'm flummoxed. Any ideas, MIB?

If not, I can always rearrange inventory and just keep Klint with me all the way through Vault City.

Thanks again,

Misteryo

*EDIT*MORE INFO*

So, I kept Klint with me and left Sulik at the courtyard gates. When I came back, I told Vic to wait, and I initiated dialogue with Sulik. Instead of the normal, "Let's go" speech options, Sulik acts like this is the first time we've ever met! He tells me about grampy bone again, etc. End result is he joined me, and, since he still had all the inventory I left with him, I'm happy. Just weird amnesia.

But then, remember this from page 48?

"2) I was exiting Hakunin's tent just as Klint was entering, and we stopped each other in the doorway. But Klint stopped in a running pose. I was able to move him and continue on just fine. But, from then on, Klint displayed no "standing-at-ease" pose. He would just stop moving but still display one of his in-motion poses. Then, if I entered combat, Klint's first move would be to fall down, complete with thud and oof sounds. After that initial fall, he would be fine. And after exiting combat, no recurring problem at all."

After joining my party again, SULIK started this same never-at-rest behavior. When we left the V.C. map and had a random desert battle encounter Sulik's first move is to fall down. After that, everything's fine.

So, it seems like Klint and Sulik (who are really the same critter, right?) both had glitches in the same area. What do you make of it, MIB?

thanks again,

Misteryo
 
You are using Uk or US version?

I experimented some bugs in the Uk version with Klint, such as that problem with klint changing his armor and then all game saves became corrupted. When i installed the US version, it didnt happened anymore...
 
Misteryo said:
Here's another one: Klint becoming unresponsive.
...
... Klint has no problem rejoining me. So SOMETHING I am doing in Vault City is triggering this change in Klint, and I don't know what it is.

Now this whole thing is weird. It sounds like there is a global variable being triggered in Vault City that is causing havoc with Klint. I went back though Klint's script. There isn't anything there. I mean, Klint is a total cheat character. He doesn't care what your charisma, karma, or reputations are. He only considers intelligence (and then only when you first talk to him).

Klint was written differently from most of the other scripts in the game. I had to use a different script decompiler/compiler than I normally use. Maybe that is the cause? One of these days I will just go through and put him in the format as all of the other scripts (same as my plan for the original Fallout Demo files).

Misteryo said:
*EDIT*MORE INFO*

So, I kept Klint with me and left Sulik at the courtyard gates. When I came back, I told Vic to wait, and I initiated dialogue with Sulik. Instead of the normal, "Let's go" speech options, Sulik acts like this is the first time we've ever met! ...

But then, remember this from page 48?

"2) I was exiting Hakunin's tent just as Klint was entering, and we stopped each other in the doorway. But Klint stopped in a running pose. I was able to move him and continue on just fine. But, from then on, Klint displayed no "standing-at-ease" pose. He would just stop moving but still display one of his in-motion poses. Then, if I entered combat, Klint's first move would be to fall down, complete with thud and oof sounds. After that initial fall, he would be fine. And after exiting combat, no recurring problem at all."

After joining my party again, SULIK started this same never-at-rest behavior. When we left the V.C. map and had a random desert battle encounter Sulik's first move is to fall down. After that, everything's fine.

So, it seems like Klint and Sulik (who are really the same critter, right?) both had glitches in the same area. What do you make of it, MIB?

While Sulik and Klint look alike, their scripts are totally different. I will look back at Sulik, too. I made several changes/additions to him, and maybe I messed something up. I will see if I can find the source of his amnesia.

Or perhaps heodien is right. Maybe there is some weird interactions resulting from different versions of the game and Megamod. Either way, I'll keep looking.
 
Thanks, MIB. FYI, I am using US version.

Okay, another one: Suicidal travelling merchants.

I've noticed that when I run into a merchant-with-guards being attacked by robbers or highwaymen, the merchant himself (with no armor or hit points to speak of) CHARGES the bad guys, while his phalanx of guards hangs back. The result is that the merchant invariably gets killed, either by the baddies or by his own guards and their big guns.

Great result for me, since I get to loot his entire inventory for free, but not the sanest behavior for a man travelling with such well-armed guards, wouldn't you say?

Misteryo
 
Misteryo said:
Okay, another one: Suicidal travelling merchants.

...

Great result for me, since I get to loot his entire inventory for free, but not the sanest behavior for a man travelling with such well-armed guards, wouldn't you say?

Not my doing...that has been there since the beginning. I always thought that was funny too, seeing the merchant charge with his baton while the rifle-toting guards stayed behind. I don't know how to change his AI to make him not do this. I can do some experimenting, though with the AI.txt file in the data/data folder, as I am sure that is the place to modify it. Maybe the merchant has distance set to charge! or soomething else that doesn't seem right. (I wonder if the merchants should be set to coward, and run away, leaving the guards to do all the fighting?).
The other option is to have the caravan master spawn with a pistol, so that at least he won't charge into combat with the baton.

Edit: Just took a quick look at the AI file. If I can find the AI used for the merchant, I can set his combat choice to ranged over melee, as well.
 
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