Main differences between restoration project and megamod?

Hyrulian

First time out of the vault
I've decided to replay the game with one of these mods installed, but I'm having trouble deciding which one, I don't think they would have enough new in to play both without getting bored (because if you know the main "root" story there's no surprise or interest in the ending [unless that is completely changed] or other things happening to certain major places)

Would anyone be kind enough to list a few differences? maybe someone who's played both say why they preferred one to the other?
 
usually reading the first post of either one of those thread gives one enough of an understanding of what's in each of those mods, but if you're too lazy to even do that then good luck to you
 
If you want more new stuff try the Megamod. In the RP these are also a lot of new features, but Killap had implemented them so well that it is hard so say if they were in the original game or not(as intended).

By reading your post maybe you'll like the Megamod better - it has some bugs, but it differs the original Fallout 2 even from the beginning. You can even mine for metal in Modoc, have a Gauss Gatling Gun - a weapon that bursts 120 bullets with 5-10 damage, have a Wanamingo as NPC, go to Craptown(from the Fallout Demo) and much more.

It's hard to tell what of them do I like more.
 
Glovz said:
usually reading the first post of either one of those thread gives one enough of an understanding of what's in each of those mods, but if you're too lazy to even do that then good luck to you

I KNEW some obnoxious sod would say something like that... I've looked over the restoration project topic and it reads like a bug fix list more than anything, and the megamod one doesnt say anything much other than various people asking questions (which suggests YOU havent looked at it yourself).

Blackened said:
If you want more new stuff try the Megamod. In the RP these are also a lot of new features, but Killap had implemented them so well that it is hard so say if they were in the original game or not(as intended).

By reading your post maybe you'll like the Megamod better - it has some bugs, but it differs the original Fallout 2 even from the beginning. You can even mine for metal in Modoc, have a Gauss Gatling Gun - a weapon that bursts 120 bullets with 5-10 damage, have a Wanamingo as NPC, go to Craptown(from the Fallout Demo) and much more.

It's hard to tell what of them do I like more.
Thanks for the helpful post
 
Megamod's got more content, Killap project is like the ultimate bug fix.
There both good, you should really play both :P
 
I was, in fact, going to do a similar post like this just last night. After spending quite a few hours pouring over readme's and forum posts (I, myself, have not played through the Killap's Restoration Project nor mib88's Megamod, so whatever I say is possibly negligible,) I have come to the conclusion that for a "new" play through of Fallout 2, Megamod is your best bet.

Since this post is similar to what I wanted to post, I shall hijack it temporarily.


Hello, I am SleeperJack. I am a longtime Fallout fan (recently dusted off my Fallout discs and finished both of them, restarting Fallout 2 twice after running into game-breaking bugs and entering the fanciful world of F2 modding; retrieving Bear Dude's patch in the process,) and I feel that with all the new content being created (and/or repaired from the original) it would be a shame to pass it up.

So here is my question: As I understand it, some but not the most recent and sizable of Killap's bug fixes are integrated into mib88's Megamod, can I expect for future versions of the Megamod to contain Killap's recent fixes? I am a patient person, so I can wait if that is so. For I wish to have the "best of both worlds" so to speak, new content with as little bugs as possible to distract me from the gameplay.

(Perhaps I can expect cooperation between the two modders? Being respectable modders in their own rights, it would be extremely pleasing to see the Restoration Project integrated into the Megamod, though it wouldn't surprise me in the least if it was improbable and/or impossible to execute.)

If this question has been covered already, I apologize. I sincerely spent a sizable amount of time sifting through this forum.
 
sleeperjack, megamod contains seraphs patch as well as an earlier version of killaps, I have heard MIB88 say important bug fixes _will_ always be implemented
 
More collaboration could only be a good thing! It would be cool for people to put their differences aside and work together to make Fallout 2 even better!


another thing is at the moment it's really not accessible to new (or returning) players so much, perhaps along with the article on installing the game on windows xp there should be a section on the patches, the resolution patch etc so people don't have to trawl through forums before they can play the game - not for me, I've already found the stuff, but I can see that as it is a lot of people are probably passing up the opportunity due to simply not knowing about the cool stuff available.
 
Hyrulian said:
More collaboration could only be a good thing! It would be cool for people to put their differences aside and work together to make Fallout 2 even better!

There are no quarrels between modders though (or at least not me and MIB88 - megamod author) The Restoration Project is and always will be intended restored content. MegaMod is just more content.
 
I never intended to imply that there was any sort of enmity between Killap and MIB88.

I was simply hoping that, if MIB88 wished to integrate the Restoration Project into the Megamod (note: if it would even be possible, considering compatibility issues,) that communication would occur to make the process enjoyable for everyone involved.

Of course, this was my way of stealthily trying to elicit a response concerning the RP and the Megamod.
 
SleeperJack said:
I never intended to imply that there was any sort of enmity between Killap and MIB88.
I understand this and never accused you of such. I just wanted that information to be known since cooperation among Fallout modders is indeed lacking.

SleeperJack said:
I was simply hoping that, if MIB88 wished to integrate the Restoration Project into the Megamod (note: if it would even be possible, considering compatibility issues,) that communication would occur to make the process enjoyable for everyone involved.
I agree with this and when MIB88 is ready to being integrating, I will be happy to help.
 
For all newcomers who see this particular thread and are wondering "which one is better?" and "which one should they play":

They are totally different projects, with different goals. Comparing them is like comparing apples and... tables... (They are just that different in my mind).
I have gotten asked about some of this a number of times in private messages. As I said in those messages, on the wiki page, and a few messages in a number of threads, I have included a large number of killap's fixes so far. I do intend to add the RP. It is possible, but will take time. And I can't even begin to integrate it until maybe January or February due to some real world obligations.
For those wondering about collaboration: again, different projects. The reason you get so many different projects started, and little overall collaboration is because everyone wants to see their own ideas realized. And, nobody wants to work on a project that they either don't like, don't agree with, or just don't want to play. At least, I don't. But, killap (and Chris Parks) and I have helped each other out with modding issues a number of times. But, there are teams of people out there working on things (FMF, Mutants Rising, and I'm sure TeamX is up to something).
 
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