Is there a way to fix the Ending, so it shows all of the end vids, and allows play after the Enclave is destroyed?
The ending videos skipping is something addressed in almost all the MM readme files... I think. I think it has something to do with DirecX speed, but I can't recall. Check it out. But, the player should still be allowed to play after the Enclave is destroyed.
Hi MIB88 I adore your mod. Any plans/new features for the next update? Just curious
@_Pyran_ is absolutely correct. When my time will allow me, I will return to the mod. As it stands, my one job has me still working as if I'm working two full time jobs. It's tiring.
Here was the changelog before I had to stop due to the extra work:
Changes/Fixes made since version 2.47.5
-Numerous dialog and grammar fixes
-Minor corrections to various maps (especially with regards to walking through objects)
-Cleaned up code in many scripts
-Removed some more instances where killed enemies had two sets of armor
-Corrected a number of scripts which had incorrect/missing variables regarding
Sexpert, Gigolo and Virgin (Thanks to Muttie)
-added story/character enhancements from Endocore
-Asking Klint, Sulik, or Cassidy to wait will no longer corrupt saved games
-Orphans in the Den really need to be watched: they'll attempt to steal from party NPCs too!
-Corrected team issues with certain caravans
-Numerous corrections to NPCs/quests in Colly
-Can no longer repeat the Arroyo/Umbra pact repeatedly for experience
-Corrected Dipper's script
---will not mention Vic or GECK if not appropriate
---added dumb dialog
-Klint can still attempt to heal the PC, but only if he has plant components
-Andy in VC now heals more party NPCs
-Inclusion of Vault Village and related quests
But, I have so many things I want to add with regards to quests, locations, NPCs, skills, perks... you name it! I really do plan on working on the mod for a long time. This list will grow a lot more before I actually make another release. Here is something I was working on but it's not complete, yet: I have an idea for a perk or trait called Delusional. I've got some components worked out. I think it'll add some flavor to the game as far as things the character will experience. It'll also open up some new dialog with characters. Of course, I may not make it an option for the character to choose, but it may be forced upon the character in certain circumstances. Maybe overusing drugs. Or using certain drugs may cause a temporary status. Maybe significant psychological trauma (maybe from being captured or tortured... another one for later). Maybe a side effect of a medical experiment. I don't know yet.
But, I've been having difficulty coming up with a positive reason to choose the trait if I make it something the character can choose. One option I considered was maybe adding action points or getting a point in perception, since the character may be hyper-vigilant wherever s/he goes? Or maybe Perception should be lost, since it would be hard for the character to focus on what is going on if they are distracted by... other things. But, that's another negative. Or... maybe I'll make it a prerequisite for getting one of the other perks/traits I'm working on!
Anyway, I've gone on longer than I really planned. If anyone has some ideas for this particular perk or anything else for the mod, as always, feel free to post them her or message me privately.