Megamod 2.3 technical issues and suggestions

...emm...sorry Message621, but i cant agree with you more...i dont really think we need Very Dificult Mod in MIB88 megamod, because not everybody like this idea...not me atleast...i dont like fallout to be very dificult, cause i kinda playing it just for fun, not for dificlulties, try to think about everyone's, but yourself's wishes, when you saying things like this...oh and please dont be too egoistic...peace and happy new year to everybody ! :wink:

...oh and in addition i'd like to say...not only you will play this mod Message621, so you like this Very Dificult thing, me not, but i dont want to keep away and forget about this mod only because it includes Very Dificult thing...my point is that atleast if you Mib88 are really planning to include Very Dificult mod in next version of this mod, please make it , so people atleast could have option as to turn it on/off , editing ddraw.ini file as an example of such choosing...so everyone would choose whatever he\she\IT!! LOL likes...you know what i'm saying people should have more freedom of choosing...also sorry for my bad english, but i'm trying my best :mrgreen:
 
if i am using the exe version 1.02d and newest sfall (v1.37) will i break anything in this mod?
 
that shouldnt happen, but it is clearly reccomended that you install sfall on clean, version 1.0 of Fallout 2...i used to install sfall on 1.03Y patch and experienced runtime problems...
 
You must use the .exe included with the mod. If you use the one that came with the original game, then your game will most likely crash, as it will not be able to access new locations.

The latest version of Timeslip's sfall (1.37) should still work with it, though. However, you may have to change some of the settings in it.
 
yup...you asked...i answered. i never experienced any problems running sfall with clean version of Fallout, but i surely did everytime i tried to run it with all other versions...i'm not sure what about 1.02d version though...
 
newest sfall says "your not using v1.02d fallout2 exe" when trying to use the exe that came with the mod

edit : just read change log of sFall,and using v1.29 sFall breaks alot of my perks,if not all of them(the custom ones)

edit : yea game crashes if i use my custom perk scripts,if number of cities is the only thing that the exe with the mod that is changed,sfall has a city limit fix for additional cities,game loads fine with v1.02 and this mod with sFall v1.37
 
Oops. Sorry, I misunderstood what you were referring to. The latest version of sfall should cause problems with the Megamod, actually. I forgot about all those extra perks that were added. The place where those new perks are added by sfall are actually in use already in the Megamod, I believe. I have not updated the version of sfall I have been using since version 1.29. I will have to go back and test the latest version and make some changes.

There is no other difference in the .exe other than the city limit patch. So, if sfall corrects that, then it really doesn't matter which .exe you use. Good luck.
 
cool,thnx

edit : as far as i can tell,this is what needs to be set in ddraw.ini for megamod,(i counted the buttons in WMTAB.FRM for number of cities)

Code:
;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
WorldMapSlots=36

;Setting this to 1 fixes the bug that can cause the locations list to become unresponsive
WorldMapCitiesListFix=1

should be it,ALL done(assume that from me,im wet as hell)
 
I am using the new sfalll and F2 res .ini's using them together took a little fiddling around, but I got the whole thing working, only problem is I seem to be able to raid merchants lockers as there accessible by the map now. this is with MIB88 2.34

Very difficult mod is the way to go, harder critters is needed with more exp per kill!
 
just as i said Message621, everyone on their own, i personaly i dont like very dificult mod, thus why i dont really like idea of it being implemented to next version
 
Message621 - i enjoy games that are hard as hell,i will eventually make a mod for mega that is similar(tho i will do it a little differently,ill double hp add 3 action points but i will not increase xp) ill add it to my site when i do it(all it is ,is the critter .pro files)
 
yeah...seperate dificult mod created exclusevly for megamod latest version is okay...be with it, but please dont touch megamod 2.35 itself...
 
Nirran said:
Message621 - i enjoy games that are hard as hell,i will eventually make a mod for mega that is similar(tho i will do it a little differently,ill double hp add 3 action points but i will not increase xp) ill add it to my site when i do it(all it is ,is the critter .pro files)

great, dont wanna sound like a kid getting an inch and taking a mile. but could it be possible to add the exp to, by like 25% as the exp is needed way later in the game, just taking that extra mile!
 
instead of changing exp in the critter files,take a look at the code in Custom Perks script on this site,Timeslip(sFall creator) added a function to sFall called set_xp_mod(int); or something similar that increases all exp that is gained,in my mod i made swift learner perk 10% each level but it can be whatever you set it to,i've played with it at 400%,easy stuff

www.nirran.com
 
I had this idea long time ago, because you need marvin, yet he stinks as a fighter, that a script could be made for him that made him use stimpacks on other npc's during combat. creating a combat medic like member of the party
 
Message621 said:
I had this idea long time ago, because you need marvin, yet he stinks as a fighter, that a script could be made for him that made him use stimpacks on other npc's during combat. creating a combat medic like member of the party

Oh, that is an interesting idea. I think I could add that to his script without any problems. Actually, I will work on the script, and have it only turned on through a dialog option if the player wants Myron to do it. I'll see what I can do.
 
what item editor did you guys use to add inven frm's to the items?or what do i need to be able to do that with mapper2.exe?mapper stops reading the frm's about 75 short of the end of .lst file,at least does for me

edit : added frm's with FIC,much easier heh
 
nope missed,it but thats cool,making some mods for megamod,include some all none if you would like,mainly doing them for myself but welcome to them
 
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