MIB88 MegaMod - opinions, technical issues, etc.

Status
Not open for further replies.
Misteryo said:
In Salvatore's Bar, upstairs in the vestibule with Mason and two guards - When killed, they shed 2 armors each. I can't remember if it's just the two guards or Mason also.

Same situation with Bishop. Up on the third floor, the guards that are with him shed 2 armors each when killed.
 
stormcrow said:
This is still one of non resolved bugs. You cannot get married in this version of the Megamod. Next update should work allright. Just skip Maria/Gavin alltogether this round.


Another Report:

In my game, when I try to seduce Miria and she calls out for help her father runs in, stops right next to me and nothing happens. The cursor gets stuck in the scrolling anim and the game has to be killed with the Taskmanager.
 
Misteryo said:
Misteryo said:
In Salvatore's Bar, upstairs in the vestibule with Mason and two guards - When killed, they shed 2 armors each. I can't remember if it's just the two guards or Mason also.

Same situation with Bishop. Up on the third floor, the guards that are with him shed 2 armors each when killed.

And again with two guards outside Myron's door at Stables.
 
Misteryo said:
Misteryo said:
In Salvatore's Bar, upstairs in the vestibule with Mason and two guards - When killed, they shed 2 armors each. I can't remember if it's just the two guards or Mason also.

Same situation with Bishop. Up on the third floor, the guards that are with him shed 2 armors each when killed.

Maybe because in the default game they already did "drop" an metal armor and with that armor-wearing-drop-mod they drop the one from the mod and the one they normally would drop.
 
Demonslayer said:
Maybe because in the default game they already did "drop" an metal armor and with that armor-wearing-drop-mod they drop the one from the mod and the one they normally would drop.

Yeah, I know the reason. The guards all mentioned here are already wearing armor. They have the actual item in their inventory. But the script doesn't care about that. It simply adds another set because the critter has been killed.
 
At the Sierra Army Depot when I look at the crate that holds the howitzer shell, I get a message identifying it as Horrigan's body.

I'm also playing through the EPA for the first time. Man, it's cool! Thanks much to Chris Parks and MIB. I read through Parks' thread when he was making it and saw all the issues that came up. I've gotta say 1) The fruit flies are great. I had no clue ahead of time, and my reaction was, "Whoa! Flying monsters! Cool!" 2) The whole place has the same vibe as when I first played Fallout. The atmosphere is just right. A mad doctor, caged mutant creatures, poisonous gases, sort-of-living holograms. Man, I didn't know if I would ever get to experience that feeling of discovery again. I'm loving this whole collection of mods, but this is my favorite so far. Well done.

Misteryo
 
The mislabeled crates have all been corrected (it occurs to a lot of the crates at SAD).
As for the EPA, you're right: Chris did an awesome job.
 
Couple SAD things:

1) North of the elevator on Level 2, there is a line of trapped floor tiles. All but one of the middle bunch of them are malfunctioning for me. They become visible when I or Klint sees them, but they do not go off when we walk on them. And they are not disarmable.

2) I choose the Sentry Bot Body for Skynet, cybernetic brain. As soon as he has joined my party, all sentry bots disappear from SAD (except the one I left alive in the repair bay). Suddenly all their recharge stations are empty! The shotgun bots and the little zippers are all still there, but no sentry bots.

By the way, I really enjoyed Skynet freaking out and deciding I was no longer needed. Great fifties the-machines-will-take-over kind of paranoia. And it happened to me in the side elevator as soon as we reached level one, so I was fighting face-to-face with no maneuvering room. Hitchcockian with the fear of machines and claustrophobia all at once. Loved it.

Misteryo
 
1. I also found this a few weeks ago. There are only two traps there if I remember correctly. And they both will deal damage if you step on them. However, they do not animate correctly. This is still on my list.

2. Never heard of all other sentry bots disappearing. However, this shouldn't be a problem for the next release. I made a few different changes (see page 61) which should also prevent this from happening anyway. As for him freaking out, that is part of the original unmodded game if you make an enemy of him. But my scripting error caused this to happen even if you do this correctly. This also should not occur with the latest fixes if you do everything right. However, I have it on my list to expand on this idea and maybe have it occur under other circumstances. :twisted:
 
I've run into a bug in the Cold Hearts mod. On the missoin to steal from the Redding town hall, the safe in the Mayor's office won't work. When I try to use it or lockpick it, the status window just says "Error."
 
Re: Another way around safe in Redding problem

MIB88 said:
xf69fs said:
The Safe in redding gets an error in the dialog box when you do anything with it. I lock picked it, but it still said error.
I went to the safe in Redding with high trap and locksmith skills. If you use your Trap skill (successfully), then use lockpick (successfully), you CAN then open the safe. The dialogue box still says, "Error" at every point, but the actions actually work. The safe opens; you get what's inside.

From page 68 of this thread. Search for all terms "redding safe error."
Searching will help you.

Misteryo

*Edit - A couple of my own questions*

Edit: questions about B21 removed.

2) Doc in Redding. I arrive with 4 sets of combat armor and $73,321 in cash. I pay $5,000 + armor for first surgery, $8,000 + armor for second surgery, $30,000 + armor for first upgrade, then I cannot get the last upgrade. At this point I have $30,321 and a combat armor in my inventory, but when I get to point of saying yes do the surgery, all I can say is I'll have to come back when I have more cash.

I know that he used to ask for $48.000 (even though he only took $30.000), so I wonder if he's checking to see if I have $48,000 in inventory.

So, I take the eight uranium I got at B21 to Broken Hills thinking I'll make some good quick cash transactions, and lo and behold, I can do nothing there. So I dump the uranium and resign myself to small cash transactions in San Fran, waiting in between, until I have $48,000 for the doc, to see if that works.

*Edit - Again with the Cold Hearts*

I have managed to complete 10 quests for the Cold Hearts.
So the only open quest I have is going to San Fran and coming back "better equipped" for Jack. However, this quest does not show up on PipBoy. Also, I have been to San Fran, and Jack doesn't acknowledge it. I don't know what his trigger is. I have traded with both town stores and both Tanker stores. I even made sure to have the Gauss pistol in my inventory when talking with Jack, in case he really is checking to see if I am better equipped. But, he still doesn't know I've done anything.

*Edit - more info in Implants*

Having $48,000 in inventory did the trick! Now Doc Johnson has given me all four implants. It would be nice to fix this.

Misteryo
 
Not wanting to sound pushy but are you planing to release something in the near future MIB88?

I'm starting to grow the feeling to play fallout again and now that there's a thread about gameplay help i might play it to the end.
 
@Demonslayer: Yes, I am a little behind schedule, but I have begun playtesting since I finished adding in the Alternative Life mod. This is going to take me a while to get through, though, as all the additions from that mod actually take place late in the game.

Sorry, Misteryo, I didn't realize you had made so many additions to your last message...it doesn't show up as a new message if you only edit it.

Misteryo said:
So, I take the eight uranium I got at B21 to Broken Hills thinking I'll make some good quick cash transactions, and lo and behold, I can do nothing there. So I dump the uranium and resign myself to small cash transactions in San Fran, waiting in between, until I have $48,000 for the doc, to see if that works.

...

I have managed to complete 10 quests for the Cold Hearts.
So the only open quest I have is going to San Fran and coming back "better equipped" for Jack. However, this quest does not show up on PipBoy. Also, I have been to San Fran, and Jack doesn't acknowledge it. I don't know what his trigger is. I have traded with both town stores and both Tanker stores. I even made sure to have the Gauss pistol in my inventory when talking with Jack, in case he really is checking to see if I am better equipped. But, he still doesn't know I've done anything.

There is uranium at B21?! I honestly didn't know that. Was it outside or in a locker?

And I think you misunderstood the going to San Francisco thing. That was not to get better equipped...that is New Reno and Broken Hills. The tip about San Francisco is for your own benefit if you want to steal from the shop owners yourself. Not a quest unless you take it on yourself.
 
Uranium -
I found 8 uranium rocks in 2 lockers in the bottom level of B21.

Cold Hearts -
I guess I did misunderstand. It's because when Jack gives you the "tip" (and then charges you for it), he says, "I expect you to be better equipped when you return." And, after this, Jack acts like he has given you a quest that is unfulfilled. When I talk to him again, he says, "Have you completed your task yet?" or something very close to that. My dialogue choices at that point include, "I'll return when it is done." I suppose this is part-and-parcel with the Cold Hearts currently being unfinishable - e.g. Bob loops back to first quest, and the head guy keeps referring you back to Bob.

Thanks for checking in, MIB.

Misteryo
 
Huh. I guess I never really paid close enough attention to that map. Anyway, I remember trying something like that before: I would get unrefined uranium from merchants in random encounters hoping I could get money for it from the ghoul in Broken Hills. The way it is written now is just as a single event. I think I might change this. However, it won't be for all the experience and 2000 dollars a pop like it happens now.

As for the loop with English Bob and the others, I think I corrected that.
 
MIB,

When you say you corrected the looping Bob Cold Hearts stuff, do you mean for the upcoming next version of the megamod, or did you already offer one of your change-this-file mini-fixes? If it's the latter, I just missed it and will go looking.

Thanks,
Misteryo
 
Some EPA issues...

1) I played through saving in a new slot at each floor. Interestingly, on the save/load screens, each level is named like this, "EPA Salvatore Gun Stash." What I mean is each level gets an additional location designation from elsewhere in the game. Doesn't seem to affect gameplay, just weird.

2) The surface building (with a bathroom and an office, desks with pamphlets in them) has many walls that can be walked through.

3) On the Security sublevel (the one with the electric chair), there is a room of lockers and wall panels in the NW of the map. You can open and search the wall panels from the hall even if the door to that room is still locked.

4) On the level with the flying bugs, East of the elevator you use to enter the level, you can walk through the wall into the rock. You can walk East in the rock far enough to see the other half of that level (the half you have to take the other elevator to get to).

Misteryo
 
Thanks for the update, Misteryo.

1. Already corrected.
2. I will correct these
3. I will correct these.
4. Already corrected.
 
Thanks, MIB,

Now, some Navarro issues...

All my save games in Navarro crash upon loading. And I am wondering if it has anything to do with the following...

Xarn (however you spell his name). I have killed Chris, thus all of the base is hostile. I enter the underground level through Chris' tunnel, kill all base personnel. I talk to Xarn who enters his "let's work together" dialogue. He joins me, I get XP. Then, I go get the blue passkey from the doc's room and use it to "free" Xarn. I get XP. Xarn says, "I can never repay you, blah blah." Xarn does his long lonely walk to the exit. Then, voila! Xarn is back with me. We take an elevator to the surface.

Now, I've done this twice. First time, Xarn got hung up on the elevator and I was trapped on the lift behind Xarn, and Xarn couldn't move at all. So, in the midst of battle, I went back down the elevator only to find Xarn still hung up. So, we went back up. He was still hung up, so I killed him. I died during this battle, which is when I discovered that none of my three Navarro savegames would load (meaning, the game crashes when I try to load any of them, 1 save after killing Chris, 1 save before joingin Xarn, 1 save right before heading up for a surface battle.

Since none of my saves were working, I loaded from before entering Navarro and did everything the same. This time Xarn did not get stuck on the elevator, but again no savegames work.

I'm going to enter Navarro again to test. I will try one with joining Xarn but not "freeing" him. I will also try one where I don't even interact with Xarn at all. I'll see if the savegames work in either case.

**EDIT**

Ahah! Perhaps it has not to do with Xarn but with Klint in Adv. Power Armor, which displays in my text box as "Adv. Power Arm. Do not use."

**EDIT** Tested

It is the advanced power armor on Klint that is causing it, not Xarn at all. And, saves previous to putting the armor on Klint load up fine. I guess the guy will just have to do with less.

The two quests with Xarn, though, should be mutually exclusive, don't you think?

Thanks,
Misteryo
 
Status
Not open for further replies.
Back
Top