MIB88 MegaMod - opinions, technical issues, etc.

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For the lootable armor stuff, why not link it with Mr Fixit or some robot device? When a guy in Power Armor gets killed, yes the armor is toast, but surely you can retrieve some parts.
It could be random and depend on the death type. Like killed by bullets and bad roll, I only get some servo-engines and some electronics. Or killed by a laser shot and good roll, I retrive a helmet, some armor plate, legs armor,... Killed by rocket/pulse, nothing to retrieve.
Then you'd need to "Mr Fixit" the armor into a real armor or bring the parts to a machine capable of rebuilding the armor (for exemple one of the two useless BoS bunkers...put a "manufacturing robot" there or something).
For combat armor you might be able to do the same.
For leather/steel, don't bother, simply use Mr Fixit.
 
MIB88 said:
Found something. Can you (or someone with an advanced game, and therefore a reputation in New Reno) go into your data/scripts folder and locate the file nimorbox.int. Rename it to imorbox.int. Please let me know what happens.

I renamed the file. Then I started the game, opened a save in New Reno in Mordino's bar, went to the bartender. No change. Still no inventory at all.

Does capitalization matter at all to the naming of the file? It was niMorBox.int and I changed it to iMorBox.int.

Misteryo
 
First I would like to say thanks to all involved in this mod, especially to MIB88 for his patience and dedication. :clap:

I've stumbled upon this mod a week ago, and decided to try it (although 70+ pages of "light" reading was a bit off a turn off). After my initial download I was confused about what to do with all those files, archives, etc., so I went the EASY way and d/l-ed "mm_2.11_full_recompile.rar" from http://www.newfmc.prv.pl/.
Seemed like a good idea, everything is already merged and SHOULD be easier to implement. Besides, link was in dudes signature. What could go wrong? :)
After 5 days of gaming everything has gone to hell when I entered modoc (not emmediatly though, after a couple off quests/maps: first vic lost armour, then crashes occured...). Until that only thing I've noticed was that mr.fixit doesn't work in Klamath (not traper town, there it was ok - similar problem was mentioned in b21 area a page or two back). I also noticed that game created some new proto files. So it was back to reading (now) 77 pages of this thread. :crazy:

While reading I d/l-ed all three archives from here (2.0/2.1/2.11) and tried to extract them when new problems occured. 2.1 has a pair of double files: vault13.gam (size:67.640 date:2007/2/5 and 67.678 - 2007/3/16) and worldmap.txt( 415.902 - 2007/3/3 and 420.942 2007/3/16). I choose to overwrite with newer - seemed more logical. After a little bit of copy/paste I' ve created a FULL 2.1.1 mod (atleast I think so). Comparison of this and previosly mentioned mm_2.11_full_recompile revealed a difrence of 1MB and more than 70 files/folders (\maps, \readme, \scripts and \text are different).

So don't do that boys and girls (dl from http://www.newfmc.prv.pl/) Personaly I have nothing against it just that its bugged. I'll gladly dl from there when they fix it. :D

Questions:
1. Since my search in this thread was primarily for Vic's problems I noticed that several times you mentioned 00000062.pro located in \data\proto\critters\ as missplaced file. Is it still or have you corected it in 2.1.1?

2. Same goes for VAULT13.GAM in \data\maps\? Should I delete it or not? (That is one of the files that needs overwriting while extracting the 2.1 archive)

Observations:
This thread IS too long. I've read it all and it took me 2 days. Just finished and I feel like I've been hit by radscorpion, floater and deathclaw at the same time.
I've read your argument on why not starting a new thread and I agree to a point. If it is possible maybe this thread could be split into megamod 1 and megamod 2 threads.
AFAIR it will split arround midlle so it would REALLY ease reading it. Maybe you will get less of those "my screen goes black when I enter XYZ".

Cheers
 
Misteryo said:
I renamed the file. Then I started the game, opened a save in New Reno in Mordino's bar, went to the bartender. No change. Still no inventory at all.

Does capitalization matter at all to the naming of the file? It was niMorBox.int and I changed it to iMorBox.int.

Thanks for testing it. Capitalization doesn't matter. However, this has got to be the cause. I don't know how I did it, but I must have accidentally deleted the 'n' in nimorbox.int within the scripts.lst file. When that happened, the game was looking for a file that didn't exist, which is why I asked you to rename it. It may just have to be tested on a player who hasn't entered New Reno before (meaning the map hasn't been created/saved yet). Anyway, I have already fixed this for the next release.


govmust said:
Questions:
1. Since my search in this thread was primarily for Vic's problems I noticed that several times you mentioned 00000062.pro located in \data\proto\critters\ as missplaced file. Is it still or have you corected it in 2.1.1?

2. Same goes for VAULT13.GAM in \data\maps\? Should I delete it or not? (That is one of the files that needs overwriting while extracting the 2.1 archive)

Observations:
This thread IS too long. I've read it all and it took me 2 days. Just finished and I feel like I've been hit by radscorpion, floater and deathclaw at the same time.
I've read your argument on why not starting a new thread and I agree to a point. If it is possible maybe this thread could be split into megamod 1 and megamod 2 threads.

Thanks for the kudos. Now:
1. That file for Vic was a proto file made by the game and not a part of the mod. I missed this back when I was gathering the files together. At one time I thought it was the source of Vic forgetting his levels, but it wasn't. You can delete it. There is no correct 00000062.pro file that is a part of the mod.

2. That vault13.gam file in the maps folder was a mistake. The game already has a vault13.gam file for the vault 13 location. The file I accidentally included, however, belonged in the data/data folder. If you don't remove that file from the maps folder prior to entering vault 13, your game will be messed up (see problems in this thread regarding the voice module). However, just remember to keep whichever vault13.gam file is the newest when you move it (the one created on 16 March).

As for the thread, I don't care if it is split or not. Really. If the admins don't mind, fine. If they don't want to, that's fine too. Maybe a new thread could be started with the next release, hopefully out by the end of this month. Hell, I might even start it. However, I am still going to...be especially insistent that people do a search through the threads prior to posting any problems they encounter or I will continue to just ignore those posts. Just because a later version comes out doesn't mean they can completely ignore all the other stuff (even though some will, thinking that if it isn't on the very last page of a thread then it must not be there). Fact is, no matter how short the thread is, some people still won't take the time to do even the simplest amount of research.

And I think I will just have one download for the next release. I am not just going to release an update. I have found too many issues due to my carelessness with files in the wrong location, missing files, misnamed files, etc.
 
MIB88 said:
It may just have to be tested on a player who hasn't entered New Reno before (meaning the map hasn't been created/saved yet). Anyway, I have already fixed this for the next release.

I opened up an earlier saved game, ran over to the bartender, and - Voila! - he has the full inventory. Changing that one file did the trick. Thanks,

Misteryo
 
@Misteryo: Thanks for testing/confirming that.

@Stormcrow: Everything you said I have either considered or discussed with others, including the idea of finding a lab where armor could be repaired (with the forced labor of Vic and/or Myron :twisted: ). Of course, there are still problems and limitations, one of the biggest being that I don't have graphics for various armor components. This is the reason why I am probably going to settle for armor being created (i.e. dropped) by a critter if science and/or repair are above certain levels (taking into account the type of death if I can code it properly).
 
You're welcome. Now, another question...

Vault 15 - rescuing the girl from the shack. I use the trap skill on the door of the room she's being held in. I get

You discover a trap on the door frame.
You receive X points for using your trap skill.
You fail to find any traps on the door.

I use trap skill again and get

You disarm the trap on the door frame
You receive X points for using your trap skill
You fail to disarm the trap.

I don't have the wording exactly right, but the point is that I get a success message, the xp, and then a failure message. And, the trap really is disarmed.

I've noticed this before, but I haven't stopped to make specific notes about where and under what circumstances, so I haven't mentioned it until now.

Whaddaya think?

Misteryo
 
Misteryo said:
I don't have the wording exactly right, but the point is that I get a success message, the xp, and then a failure message. And, the trap really is disarmed.

I've noticed this before, but I haven't stopped to make specific notes about where and under what circumstances, so I haven't mentioned it until now.

Whaddaya think?

Well, I'm certain it's nothing specific to the Megamod, and is part of the game. I can check out the script on that door, though, and see what I can figure out. It might be something killap would be interested in taking a look at as well.
 
MIB88 said:
Well, I'm certain it's nothing specific to the Megamod, and is part of the game. I can check out the script on that door, though, and see what I can figure out. It might be something killap would be interested in taking a look at as well.
Nah, its an issue that exists within the vanilla game. Anytime a skill or object is used on another object it will display "this does nothing, you disarmed nothing, found nothing, etc" if one does not use the script_overrides command. Even then this won't always work as seen with bishop's safe. I worked on that and in some cases it will still display a conflicting message.

Took a quick look at that door you guys are talking about and it seems to be lacking a script override in several places. I will look more into this and try to address it. If someone wants to take note of other areas where this occurs (conflicting message when using a skill, object, etc) then we can try and address them all.
 
killap said:
If someone wants to take note of other areas where this occurs (conflicting message when using a skill, object, etc) then we can try and address them all.

The door to the storage shed at Sierra Army Depot has the same quirks. It's the place where you get the howitzer shell. I'm not sure if the trapped container inside has the same issue. *Edit: the safe in bishop's room has this problem too.

Anyway, this mod collection is great. I'd reinstalled F2 once again, but this time I checked the mod page before playing. Glad I did. :D

Now, on the some quirks I found:

1. If you don't get the flint before you threaten Morlis after being accused, you never get it. She'll always tell you to leave and you can't steal it.
2. Things called "elevator stubs" are visible near elevators at ground level rear Navarro, level 3 emergency elevator Sierra Depot, and both Wanamingo levels.
3. If you have Klint in your group and try to leave Reno using the grid south of Eldridge, he'll stay in Reno. When you come back, you have to ask him to wait and then reinvite him. If you don't he'll barter, not trade, with you. However, he will still follow you.
4. This one is more personal confusion. I got the quest from Hanukin to come back with good karma after a number of days. Is there a way to get a hint as to when that is? Something he said may have indicated a full moon, but that doesn't really help in this case.

As for people having trouble applying the latest patches and having to delete the vault13.gam file, I've uploaded a zip containing the full 2.1.1. That should be easy enough for people to work with.
 
Killap, thanks. After the next megamod release, I'll play through again from the beginning and keep a log.

MIB,

Another one. (I guess I'm on a roll tonight.)

I can no longer use my doctor skill after putting combat armor MKII on Klint. I'm in the vault at Vault 15, just killed Dorian. With this armor on, Klint displays doctor as his skill. So, if I use doctor on myself or my other party members, Klint says, "Let me help," but he does nothing, and I get the message, "You've taxed your ability/You're too tired." I've rested 2 days and no change in the message.

I'll try some variables (different armor, etc.) and see if anything
changes.

*Edit* More Info

It's worse than I thought. Trying to load a saved game while Klint is wearing Combat Armor MKII causing the game to crash. Task manager to force game and application error to end. All other saves, including right before putting that armor on Klint are fine.

*Edit Again*
rynie said:
I met the same problem... in the meanwhile don't click on the button "best armor" while klint has two or more armors in his inventory,

remove his armor, trade it out, trade new armor in, then click the "best armor" button... seems the game crashes because it is confused by the sudden switch of the armor in his inventory...

I tried this advice from the thread. It solves the doctor skill problem, but a save game with Klint wearing this armor still crashes upon trying to load.

There are two guards in Dorion's room with the MKII armor, and I have tried them both, same result. I have not tried this with other MKII armor in the game.

*Edit Once More* New Info

Same location. I tried putting regular combat armor on Klint. I followed the advice about one armor at a time. I had Klint remove his (leather) armor, had him hand over that armor to me. Exit dialogue. Now, the no-armor Klint appears. He has no armor in his inventory. Only now do I give him the combat armor and then tell him to wear best armor. If I save the game after he puts the combat armor on, that save game will crash upon loading. Any save game before he puts on the armor will be fine.

I know this sounds like issues earlier in the thread, but they were all (I thought) due to faulty installs. Has my game corrupted? I will leave Klint in leather armor for now and play on. I hope to see if other errors show up.

Misteryo
 
MIB88,
You don't necessarily need to make it as complex as I said. We have the robot motivator, the part from F1 BoS bunker, the chip from the Sierra Depot (for the big robot). We can add various junk and iron ore. Perhaps a uranium rock (for the power core). That gives us enough parts.
Anyway I'll try and see if I can draw up some art myself. Though I'll probably start by looking for the correct method to draw such art first :wink:
 
Executioner said:
4. This one is more personal confusion. I got the quest from Hanukin to come back with good karma after a number of days. Is there a way to get a hint as to when that is? Something he said may have indicated a full moon, but that doesn't really help in this case.
In front of his tent there is a skullpole(?). When you examine it, it will tell time or something. Anyway you have to come back arround 4th or 5th august.
MIB88 said:
As for the thread, I don't care if it is split or not. Really. If the admins don't mind, fine. If they don't want to, that's fine too. Maybe a new thread could be started with the next release, hopefully out by the end of this month. Hell, I might even start it. However, I am still going to...be especially insistent that people do a search through the threads prior to posting any problems they encounter or I will continue to just ignore those posts. Just because a later version comes out doesn't mean they can completely ignore all the other stuff (even though some will, thinking that if it isn't on the very last page of a thread then it must not be there). Fact is, no matter how short the thread is, some people still won't take the time to do even the simplest amount of research.

And I think I will just have one download for the next release. I am not just going to release an update. I have found too many issues due to my carelessness with files in the wrong location, missing files, misnamed files, etc.

You have a point there: there will always be people who just look at the last page, but I also don't care about them. I was talking about us who use search. :D
If you really plan on releasing next version as a single download (not update) then new thread would probably be best solution.

Now bugs:
1. I can also confirm a bug with radscorpions encounters around Arroyo and Klamath. Funny thing is that not all radscorpions will crash the game, so far I've concluded that SOME SMALL will (not all, I kill one normally the other one crash the game).

2. If you take shaman quests, then Lucas doesn't teach you combat skills. I get the dialog option (there is a skill check >50% melee if I remember) and he just has floating text: "take this cudgel" and "why do you stand so far" (can't remember exactly) and he repeats it over and over. Hapens even if I glue to him, also starting a fight doesn't help since the whole village attacks.
In my previous game there was a "cutscene" where cursor would dissapear (like when klint decide he needs to heal you) and he would knock me a couple of times and I get bonus to melee combat.
 
@Misteryo: No, your game isn't corrupted, because those crashes occur randomly. Yours are all centered on Klint. I wonder if that proto for him in combat armor is just messed up from the mod, and that's why it crashes? I will have to explore this option.

@Stormcrow: If you can get your hands on some art, I would appreciate it. I have a large library of art from various mods, but I don't have anything that, too me, seems like it would be appropriate for armor components in inventory. Pictures as scenery on the ground aren't a problem.


govmust said:
1. I can also confirm a bug with radscorpions encounters around Arroyo and Klamath. Funny thing is that not all radscorpions will crash the game, so far I've concluded that SOME SMALL will (not all, I kill one normally the other one crash the game).

2. If you take shaman quests, then Lucas doesn't teach you combat skills. I get the dialog option (there is a skill check >50% melee if I remember) and he just has floating text: "take this cudgel" and "why do you stand so far" (can't remember exactly) and he repeats it over and over. Hapens even if I glue to him, also starting a fight doesn't help since the whole village attacks.
In my previous game there was a "cutscene" where cursor would dissapear (like when klint decide he needs to heal you) and he would knock me a couple of times and I get bonus to melee combat.

1. I wonder if the wrong script is being attached to the small scorpions? But that doesn't seem possible, since I think those scorpion encounters just randomly create the number of large and small scorpions and give them all one of two scripts. Strange. I'll take a look at the worldmap file and see if I can find anything messed up.

Edit: Found it, I think. There was an encounter calling for radscorpions (with the possibility of roaches). There was no script number attached to them. Instructions at the top of the file say that the 'script' information is only required if it is different from the default script that is to be used. I set it so that scripts would be added in this encounter, just in case.

2. I have never used this feature to boost melee skill...only unarmed. Never had a problem with that, as it does the thing you described by going to the cutscene...after you move to within range of him. Maybe you have to be standing on a certain hex. Would you mind trying again, testing the spaces around Lucas out to a few paces?
 
govmust said:
2. If you take shaman quests, then Lucas doesn't teach you combat skills. I get the dialog option (there is a skill check >50% melee if I remember) and he just has floating text: "take this cudgel" and "why do you stand so far" (can't remember exactly) and he repeats it over and over. Hapens even if I glue to him, also starting a fight doesn't help since the whole village attacks.
In my previous game there was a "cutscene" where cursor would dissapear (like when klint decide he needs to heal you) and he would knock me a couple of times and I get bonus to melee combat.

When you walk up to him and he says, "Take this cudgel," open your inventory. He has handed you a sharpened stick. Equip the sharpened stick, then the training cut scene (very similar to the unarmed one) will begin. Took me a while to figure out, too.
 
Misteryo said:
When you walk up to him and he says, "Take this cudgel," open your inventory. He has handed you a sharpened stick. Equip the sharpened stick, then the training cut scene (very similar to the unarmed one) will begin. Took me a while to figure out, too.
You're right. Didn't see it cause I had a couple of poles in inventory already and they simply stacked. Next time, had none and as soon as I equiped it cutscene begun.
MIB88 said:
Edit: Found it, I think. There was an encounter calling for radscorpions (with the possibility of roaches). There was no script number attached to them. Instructions at the top of the file say that the 'script' information is only required if it is different from the default script that is to be used. I set it so that scripts would be added in this encounter, just in case.
Now that you mention it, there were some roaches there so you could be on to something.

Typo:
I think somebody already mentioned it but, during a poker game with Phil and Lucky I got a Straight but game kept calling it STREET.
 
govmust said:
Typo:
I think somebody already mentioned it but, during a poker game with Phil and Lucky I got a Straight but game kept calling it STREET.

Wasn't mentioned. Earlier there was discussion about a straight flush versus a royal flush. I will correct this.
 
Not sure if this is gameplay or a glitch.

Cold Hearts. If I decline the mission to poison a child, Bob says something like, "I have rights. No one will say anything." And then after leaving dialogue I display floating text that first says, "I feel funny," and then just displays, "What have you done to me?"

This last message (in red) stays with me. I've checked my stats thouroughly, inventory, everything. I can fight just fine. Nothing seems to have changed at all, except for this floating text that won't go away. I played it out for a few days just to see if it was a delayed thing, but no dice.

Am I missing something, or is this some sort of only-half-implemented kind of thing?
 
Misteryo said:
Not sure if this is gameplay or a glitch.
...
Am I missing something, or is this some sort of only-half-implemented kind of thing?

No, I had messed something up when implementing the mod. Something very bad is supposed to happen to you.
 
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