MIB88 MegaMod - opinions, technical issues, etc.

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; This sets up the default values for data that is used by the worldmap
[Data]
; Encounter frequency percentages:
Forced=100% ; This shouldn't change
Frequent=85% ; Was 9/3d6
Common=75% ; Was 8/3d6
Uncommon=65% ; Was 6/3d6
Rare=55% ; Was 5/3d6
None=0% ; This shouldn't change

Are these the numbers I need to adjust? They seem to be the only differences I can find, as far as numbers go, between the two files.
With the Kaga encounters, is that considered Uncommon or Rare?
Should the values be higher to get the Kaga encounters properly
 
jack_of_shades said:
I took a glance at the fallout moding guide and I think that once my nose stops running and my head stops throbing I could acheive some small level of mastery in it, so.. could you use some help or do you have enough hands between yourself and Guyver8 to play this piano, MIB88 :?:

I'm singing the same song as you except i sortof lost the will to mod since the death of my main PC just before MIB88's last release.

to MIB88: Don't think I thanked you for the credit...cheers.
Sounds to me like you might end up heading up a team :D
I'd step forward.
 
I agree with Guyver8,mayble in some months you guys will have a full team, :), i hope that happens,lots of mods comming,i like that...
 
I looked through the description for the update new vision mod.
I noticed that a change was made to the super stimpack, no more HP loss, just perception loss. I really hope this will not be implemented into your next update. It will make some of the assassinations impossible to do. Example- the hubologist in NCR.
Not a good thing I must say.
 
I never lost time killing with stimpacks,just sneak behind the guy and punch him to death,left my npcs outside,locked the door,nobody can hear the poor bastard scream HUAHAUHUAHUHAHU(mad laught)
 
never lost time killing with stimpacks,just sneak behind the guy and punch him to death,left my npcs outside,locked the door,nobody can hear the poor bastard scream HUAHAUHUAHUHAHU(mad laught)

Yeah, I suppose that would do just fine. The New vision update seems to have some nice touches. The rarety of ammo and certain weapons will make it feel alot more like Fallout 1. I like that.
 
Never tested it.
I was reading the changes that killaps patch made throught the game,hw much of it was implemented on megamod?
 
heodien said:
Never tested it.
I was reading the changes that killaps patch made throught the game,hw much of it was implemented on megamod?

I used most of Killap's stuff. I am still putting in some of the things from his last release. And there is just so much that I might have missed some things here and there. I think I have at least 75 percent of his fixes when it comes to scripts and items. However, I don't have many of his map fixes.

To Ford: You are correct, those are the values to change. To tell you the truth, I don't know if Kaga is a uncommon or rare. The values don't have to be changed too much there. Further down, in the individual encounter tables, are more percentages that you can adjust, if you really want to play around with them and experiment.

And to Guyver8 and Heodien: Me, heading up a team? I don't know about that; sounds like it might start to be like work! :lol: For now, this is cool...I mean, I am not totally swamped. I really like doing this stuff - it keeps my mind sharp. Maybe if a whole bunch of stuff gets released at once. Thanks for the interest, I will definitely keep the offer in mind for those who have offered: you two, Assassin, and Dude101.
 
If you need some help,im not a modder but i can learn fast if you show me the way.
You are most capable of heading a team, and besides, you are the most active modder around.Thank You
 
Just a note for you all: Had plenty of time to work on this stuff the past few days and things are moving pretty quickly. I should have New Vision 2 completely added before next week is finished and will begin playtesting then.
 
I'm stuck in Klamath - quest for Sam the farmer. I wait until midnight (outside of the garden), but nobody's coming. what do I do? help!
EDIT: no need for help, I was circling around the garden and the kid finally showed up.
read you later, I'm busy enjoying the mod :D
 
MIB88 said:
Just a note for you all: Had plenty of time to work on this stuff the past few days and things are moving pretty quickly. I should have New Vision 2 completely added before next week is finished and will begin playtesting then.

Hi MIB, as usual good work. I just wanted to make sure you were aware of this:

Wastelandghost said:
am very sorry, but there was a serious bug with MrFixit items in NV1.2 distributive. Please, download and install it again. You don't need to start a new game and you can use your saved games from v1.2.
On Tue Jun 20, 2006 19:41.

I just wanted to make sure you are using this release and not the buggy one.
 
Dude101 said:
I just wanted to make sure your where aware

Surely you must have meant "you were", young Briton? Your spellchecker has cheated you.

Sorry for the nitpick.
 
Silencer said:
Dude101 said:
I just wanted to make sure your where aware

Surely you must have meant "you were", young Briton? Your spellchecker has cheated you.

Sorry for the nitpick.

:oops: oops thats actualy quite bad considering I proof read as my contribution. :oops:
 
Really like the mod. Great Job.

Had one question for you. I was looking over the fixed list for killap's final patch, and MIB88 mentioned in this thread earlier that most of the fixes were in (maybe 75%) but not the map fixes, etc.

MIB88 said:
heodien said:
Never tested it.
I was reading the changes that killaps patch made throught the game,hw much of it was implemented on megamod?

I used most of Killap's stuff. I am still putting in some of the things from his last release. And there is just so much that I might have missed some things here and there. I think I have at least 75 percent of his fixes when it comes to scripts and items. However, I don't have many of his map fixes.


I was just wondering if there was a plan to include the rest of the fixes and if you need help adding in some of the fixes, I am more than willing to help. Thanks
 
Maren said:
I was just wondering if there was a plan to include the rest of the fixes and if you need help adding in some of the fixes, I am more than willing to help. Thanks

Glad you like the mods. I do intend to put the rest of his fixes in. Wait a sec. Let me clarify: I intend to put in the rest of his scripting fixes. I don't really have a plan to fix the mapping issues, like being able to walk on a pot on a certain map. Those don't really bother me too much, and, really, I just don't like using the official mapper. That program really is a pain for me to use. If you are really good at using that program and want to help in adding in his corrections to the Megamod maps, then by all means, let me know. That goes for anybody.

Ran into a little snag regarding some of the scripts. I think I might have to push that completion time out another week.

And to Dude101: Thanks. I caught that change to Mr. Fixit. Minor issue. I think the only thing that was wrong was that the test0.msg was the file from Mr. Fixit and only included the original items. The NV2 version is much bigger.
 
Great mod

Just letting you know that I found an error.
When locking the farm gate in arroyo up by the Bramin, when I try
to lock the gate the game creshes, its not a big thing and I only do
it because it gives me 25xp each time I lock up something, just
thought Id let you know.

Also just a suggestion, I saw a great mod, of turning the car into an
Enzo Ferrari and would love to see this implamented fully so that the
back of the car fits in with the rest :)

Quintaglio
 
Quintaglio said:
Great mod

Just letting you know that I found an error.
When locking the farm gate in arroyo up by the Bramin, when I try
to lock the gate the game creshes, its not a big thing and I only do
it because it gives me 25xp each time I lock up something, just
thought Id let you know.

Also just a suggestion, I saw a great mod, of turning the car into an
Enzo Ferrari and would love to see this implamented fully so that the back of the car fits in with the rest :)

Quintaglio

I will check into the error. As for the car, what did you mean that the back of the car does not fit with the rest?

Now, for some bigger news for you all: update 4 is complete. I will be uploading it shortly. It weighs in at about 16 mb. It includes all the files from all the updates and the original, minus all but one music file. So, for those who don't have the original Megamod or other updates, this will be the only one you need. As always, please post your comments and questions about it here or e-mail me.

Edit: The mod has been uploaded and just needs to be approved by the moderators.
 
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