Miria mod resetting hit points issue.

Preston

First time out of the vault
Hi there,
i apologize for the half-assed-ness of my post since i've created this account solely to seek help, but i'm really desperate at this point !

So here's the issue, i've been rerunning Fallout 2 with Killap's latest restoration pack (v2.1.2b) and added the files of the most recent Miria mod that claimed to work with v2 of the aforementioned pack. (Miria_F2RPv211 if that rings any bells). I started a new game and Everything worked smoothly until i realized that despite leveling up and getting stronger each time (stat wise) Miria never gained any point of HP, weird part is that instead of beeing stuck at 35 she was 45 constantly, no matter how many times she leveled.

So i tried to patch together something myself using the Building a Better Miria mod (guide). I haven't touched anything else than the proto files and followed every step carefully, just changing the values of her HP gain per level. It did work... at first... but when i reloaded my game the next day her max hp went back down to 79/35 hp.
I figured it was because i messed with the files without starting a new game, so i went back to the beginning doing everything all over again, pick up Miria and.... same thing, leveling up, hp increases normaly, save/reload... back to 35.

I've seen someone having the exact same issue here but he didn't find a solution or at least he stopped replying thus leaving the question at hand. Btw, i have tried everything suggested in the post linked above and it didn't change anything, does anyone have a clue or just an advice that could push me in the right direction ?
 
Reading the other thread, there doesn't seem to be any obvious way to fix your problem. One thing that I believe wasn't mentioned and could potentially work, would be to create yet another proto file for Miria that would depict her "0 level", i.e. create another proto with the same exact characteristics as her original proto.

Then, in the file PARTY.txt, you would have to edit her party_member_pid, inserting the new PID. I'm speaking of the line in BOLD RED

[Party Member 10] ; pMMaria_PID
party_member_pid=16777380
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed, unarmed_over_thrown, random
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime, always
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=2
level_up_every=2
level_pids=16777700,16777701,16777702,16777703,16777704,16777705

You would have to insert here the new PID number. If you create a new proto right after the additional protos of her subsequent stages, the PID number should be 16777706.

When that's done, you will have to open the map she's at with the Mapper (I believe the map is called modmain.map), remove her critter from the map, then place your new critter (the new proto you just created) and assign her the script that she had originally (mcmiria.int). Then save the map (obviously :P). Sadly, if you already entered Modoc in your game, you will have to start from scratch for the change to take effect. It will also work if you load a save game in which you have not yet entered Modoc.

Why I believe this could potentially work? Some unique/special features in Fallout are hardcoded. For instance, when we overhauled the healing system in Mutants Rising, we realized that the First Aid Kit, the Doctor's Bag and a couple of other healing items were hardcoded to have specific effects, and nothing could be overridden by scripting.
However, creating new items with the same graphics and descriptions enabled us to circumnavigate the hard-coded effects and obtain what we wanted. This is also true for a couple of other things, such as Goris robe animations and cutscene fade-out time, among others.
Since Miria and Davin were such special NPCs, maybe they too have hardcoded effects?

I cannot guarantee to you that this will work, in fact, it's a long shot to believe it will, but in case it does, I'd say it's worth a shot :P

Good luck and let us know if you managed to fix the problem.
 
I'm not so sure about this hardcoded thing as far as my issue is concerned, if the Miria mod had problems like this, wouldn't there be more reports about it or wouldn't the mod maker have figured that out by now ? I haven't been able to find any evidence about this anywhere and so far there is only one dude that went on to talk about it (and he didn't find a solution), which leads me to think it might be an isolated case due to other circumstances.

However i believe i will give it a try anyway, it might solve some issues if i put my nose into the script and figure it out for myself. Just gonna take a while learning how to decompile and recompile them :? .
Anyway, thanks for the advice regardless of the possible outcome ;)
I just wish i could get some zeta scans right now...

On a side note, i've thought about something, when i first installed Fallout 2 it was an english version and for some reason at the time i had the terrible idea of patching it in an other language (french). There were no issues ofc, but the Miria patch i installed later on was in english, so when i'm running the game everyone is talking french except Miria... I have no idea if it has any influence at all but i thought i might at least mention it.

There is also something else i've heard about and that worries me a bit more, it's about the MASTER.DAT file that is said to stock many if not all of those protos and scripts (or maybe i'm just confusing stuff). Will i have to make modifications there too and would it be worth digging into that file to search for missing links (wrong pids, etc...) ?
 
Preston, did you by chance modify her base proto file (proto 164 I believe)? Or at least have a copy of it in your proto folder?

You can't have a copy of a team members base proto in the data/proto folder, it must be only in the master.dat file, or the level up goes bananas.
Therefore Ardent's suggestion won't work unless you also 'infuse' that new proto into the master.dat file. (Dat2 from the download section is perfect for this).

But before you do any extra work, just check for Mirias base proto, and remove it if it's there. That should solve it.
 
I haven't done any changes to her base proto file and that's specifically why i came up with the Master.dat thing, since i've red i had to change it there for it to have any effect on the base critter.

However, i have indeed the 164 proto file in the proto folder, shouldn't it figure there in the first place ? I find this to be rather strange but, if you say so i got nothing to loose removing it and see what it does.

Gonna try that and edit this post asap.

EDIT: Ok so i have removed the 164 proto file from the folder as you told me, i tried to level up Miria in a saved game where i already had her in my party and in another game where i saved before visiting Modoc. In both cases she wasn't able to level up at all anymore and she seemed to have returned to her vanilla state. I got to mention that despite that, her skin still changes according to the armor i give her (as expected from the Miria mod) and her aspect changes to a female tribal npc model when "naked" afterwards. (Nothing new here, but pointing out little details could lead to a clue if any of this was wrong in the first place.)

I haven't tried to start an entirely new game after removing the file. Do you believe that it would change something or should i start working on altering her proto in Master.dat already ?
 
IIRC the problem is with write protection.

When you start a new game the game creates a protofile in the savegame slot based on the base proto file. The proto files in the data\proto folders are write protected (the game deletes them otherwise), unlike the protos in the master.dat file. The problem is that if the base proto is write protected so will the copy in the savegame slot be, and then it can't be updated to reflect Mirias level ups.

I don't think you have to start a new game, it should be enough to go to a save slot before Miria has leveled up and turn off write protection on her proto there.

Also, please double check that proto 164 didn't come back to your data\proto folder. I have a memory of that happening if you load a game where protos in the save slots are write protected.
 
Ouch.... i just realized i did a terrible mistake just before trying your suggestion...
I was messing around with the mapper testing some stuff and i forgot to reactivate the "read only" setting.

So now after rechecking the protos... they are all gone ! only 4 files remining not counting the critters.lst file. No wonder Miria couldn't level up, there were no protos left to be linked at.

What a moron, i'm sorry, i'm going to recheck this without messing up and see if it actually works (which it should since the protos won't get deleted this time).

EDIT: I have replaced all the protos from a backup and reedited the ones related to Mirias leveling before ensuring that everything in the proto folder was write protected and... it worked perfectly !
I don't even have to start a new game all over again, Miria levels up just fine in my saved game and her hp doesn't go apeshit after a reload ! I will keep a close eye on the critter folder in the future, since i haven't done any changes to the savegame proto files yet. There hasn't been any influence for now but at least i'm aware of the potential danger and know how to fix it if that sneaky 164 shows itself again.

But for some reason i feel more compelled to keep messing around with the files rather than continuing on my journey just yet...
That tribal model is starting to get on my nerves and i'd like to find a way to change her FRM when wearing armor or at least revert to her initial look when she removes it. (mcMiria.int is certainly where i'll have to make changes).
But that's a totally different subject and i guess i should create a new post about it or... search if anyone else has already worked on this before.

Anyway... Thanks a lot for your help guys ! I'm glad that there are still dudes out here sticking around the nuka cola franchise and enjoying it as much if not more than i do ;)
 
I am 99% certain that Miria is not leveling up, or if she is, her HP is staying the same. How can I test/check this easily?
 
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