MIB88 MegaMod - opinions, technical issues, etc.

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MIB88 said:
Wait a sec. There was something I hadn't considered. In the saved games I used to test out those corrections, I had visited both Gecko and Modoc before. Are you saying that some remnant of the previous script might have been saved on the map before I replaced them with your new scripts? If so, that will definitely change how I test scripts out from now on. Thanks again for looking at these.

Well, only to a degree. Many scripts have settings that are set under the "map_first_run" command. If you have already been to a place and some code is changed after that statement then you will never see the new effects.

In the case of the two scripts I sent, it should not really matter but I did alter one thing with Miria that might not work unless you enter Modoc for the first time. Never hurts to try different things. 8)

EDIT: I caught another bug that was in the Miria script due to the implementation of the miria mod. Here is a new version. Again this script works as it should on my system and Miria does not disappear.

miria fix2
 
I have done everything that i could and still i cant get that lenny bastard...

I've found a lot of bugs in combats, like shooting someone in front of you and kill a guy that is on your back like 10 hexes from you, and without receiving the message that Oops, you shoot him, it was a normal shot...

Also a lot of bugs that you run in the middle of the walls and all...
 
heodien said:
I have done everything that i could and still i cant get that lenny bastard...

I've found a lot of bugs in combats, like shooting someone in front of you and kill a guy that is on your back like 10 hexes from you, and without receiving the message that Oops, you shoot him, it was a normal shot...

Also a lot of bugs that you run in the middle of the walls and all...

Still don't know what could be the deal with Lenny.

As for the bugs you refer to regarding running into the middle of walls: Are you referring to various map fixes that were fixed by Killap? I haven't included many of those. Those would require me to go into maps made for the various mods with the official mapper to include his fixes. I have not bothered to do that yet, mostly because I hate using the official mapper.

Also, just wanted to point something out to everyone about update 4 in case it was not clear. You do not need to download the Megamod, then update 4. Update 4 includes ALL required files for the megamod, updates 1-3, and more changes as update 4. The reason the download is so much smaller is just because the music files were removed. I should have another update in a few weeks. I haven't included any other mods yet. However, I am in the process of including the last of the fixes from Killap. I was almost done, but he just released another patch.

Thanks, heodien, for pointing out the problems that you find. Please, to anyone else using this mod, please let me know the problems you encounter (minus the map fixes for now) so that I can improve it.
 
MIB88,

Any luck using the newest miria fix I posted? Using it still works on my end, so I am not sure what could be wrong.
 
killap said:
MIB88,

Any luck using the newest miria fix I posted? Using it still works on my end, so I am not sure what could be wrong.

The game crashed the first time I tried it, but I am sure that is just one of the random ones, because in multiple tests after that it worked great. Thanks a lot.
 
Hi there pals,

I did apply MegaMod + Update 4 (without updates 1, 2 and 3, as the uptade 4 is supposed to do contain all that is in the previous ones), but the game crashes when I try to get into the Temple of Trials. Is there a problem with the update? I applied official patch 1.02 before applying Megamod, could this be the problem? I'd like to ask you guys to teach me how to put things to work fine, step-by-step, if it is not asking much ^^

Thanks 8)
 
Makenshi said:
Hi there pals,

I did apply MegaMod + Update 4 (without updates 1, 2 and 3, as the uptade 4 is supposed to do contain all that is in the previous ones), but the game crashes when I try to get into the Temple of Trials. Is there a problem with the update? I applied official patch 1.02 before applying Megamod, could this be the problem? I'd like to ask you guys to teach me how to put things to work fine, step-by-step, if it is not asking much ^^

Thanks 8)

That always makes me laugh. There have been a number of people who have posted here or e-mailed me and suggest that there is something wrong with the update because they couldn't get it to work. Anyway, to clarify for you and others: the latest file is the only one you need. It is not only update 4, but the original Megamod, the previous 3 updates, and new stuff combined.

Before I go through and restate what has been said in this topic a several times already regarding installation, first look at your main Fallout folder. If you see a patch000.dat file there, then delete it. That is one of the biggest reasons the mod won't work.
 
heodien said:
But the biggest problem is in killap, that bastard just doesnt lvl up...

Killap not leveling up!?!? :lol:
I am sure you meant Klint. I had to tinker with him to even get it to work even as it is is. I wonder if the fact that the main Klint and his follow on levels are not sequential in the critter list has anything to do with it? Suggestions anybody?
 
MIB88 said:
Makenshi said:
Hi there pals,

I did apply MegaMod + Update 4 (without updates 1, 2 and 3, as the uptade 4 is supposed to do contain all that is in the previous ones), but the game crashes when I try to get into the Temple of Trials. Is there a problem with the update? I applied official patch 1.02 before applying Megamod, could this be the problem? I'd like to ask you guys to teach me how to put things to work fine, step-by-step, if it is not asking much ^^

Thanks 8)

That always makes me laugh. There have been a number of people who have posted here or e-mailed me and suggest that there is something wrong with the update because they couldn't get it to work. Anyway, to clarify for you and others: the latest file is the only one you need. It is not only update 4, but the original Megamod, the previous 3 updates, and new stuff combined.

Before I go through and restate what has been said in this topic a several times already regarding installation, first look at your main Fallout folder. If you see a patch000.dat file there, then delete it. That is one of the biggest reasons the mod won't work.

What?! Megamod was a 80mb file, then you upgraded it 4x and it got smaller (16mb) instead of getting bigger?! Daaaaamn!!! You're THE guy! I'm gonna try it right away, thanks for the help!

Oh, and here's a sugestion: there's a mod around that I've seen, it's a file that brings back the good old BAM! sound of the .223 pistol. That would be a really nice addition to your Megamod.

heodien said:
But the biggest problem is in Killap, that bastard just doesn't lvl up...

Hey man, can I put this one in my sign? :lol:
 
Makenshi said:
What?! Megamod was a 80mb file, then you upgraded it 4x and it got smaller (16mb) instead of getting bigger?! Daaaaamn!!! You're THE guy! I'm gonna try it right away, thanks for the help!

Oh, and here's a sugestion: there's a mod around that I've seen, it's a file that brings back the good old BAM! sound of the .223 pistol. That would be a really nice addition to your Megamod.

heodien said:
But the biggest problem is in Killap, that bastard just doesn't lvl up...

Hey man, can I put this one in my sign? :lol:

Regarding that tag line, I think Killap is the best one to ask. :)

As for the difference in the Megamod files, I removed almost all of the the sound files. That is the only reason why it was so big. When I first submitted it, I didn't know that they didn't have to be there.

Also, I downloaded that sound effect for the gun. Easy to change.
 
I am sure you meant Klint. I had to tinker with him to even get it to work even as it is is. I wonder if the fact that the main Klint and his follow on levels are not sequential in the critter list has anything to do with it? Suggestions anybody?

Well Klint will not level up because of the way the armour changing is done. Each proto in this mod represent one type of armour worn by Klint. When He changes armour "old Klint" is destroyed and in his place is created completely new critter from "new armour"proto.
That's the reason why he will not level up, when you change his armour he will go back to his starting level.

So i did not bother to create levels for him.

BTW Ver 2.0 really added nothing new, only some cosmetic changes to msg file and proto.

Great work you made with your mod.
 
jargo said:
Well Klint will not level up because of the way the armour changing is done. Each proto in this mod represent one type of armour worn by Klint. When He changes armour "old Klint" is destroyed and in his place is created completely new critter from "new armour"proto.
That's the reason why he will not level up, when you change his armour he will go back to his starting level.

So i did not bother to create levels for him.

BTW Ver 2.0 really added nothing new, only some cosmetic changes to msg file and proto.

Of course. I should have known that, considering how much I have gone through the files. :oops: Still, I really like what you did. Do you have any other projects in the Fallout universe you are working on?
 
I dunno man, but I'd like to play Fallout 2 with all the system modifications that were put in the MIB88 Megamod (Boosted Miria, B-Team, Vertibird, Abbey addition, etc.), but not with the gameplay modifications (changes in Temple of Trials, in the dialogues - Hakunin without sound... what a mess... - and in the quests).

I didn't play much but sure will, for the game is almost a new one.

But I really would like quests, dialogues and looks of the places to remain intact. If there's an older version of Megamod in the way I'm asking for, let me know, please.
 
Like the man said:
If you don't like all the mods I included, well, you'll just have to get over it. I really just went with the mods I wanted to see. I think all the creators of these mods and patches did an awesome job. I am sure there are some things in it I missed. There are bound to be some errors. A few that I am aware of are

This mod makes fallout fresh again, I have played the game to death; as I am sure everyone has on here.

I am still very bored with the random encounters in F2, Like I mentioned before thats why I love Fallout XP. But it is so bugged it cant be included in this mod :(
 
Dude101 said:
I am still very bored with the random encounters in F2, Like I mentioned before thats why I love Fallout XP. But it is so bugged it cant be included in this mod :(

Give me a little time. I have started to take that one apart to see what I can do with it. I have some high hopes for what is included in there.
 
Hey guys, sorry for the Killap thing.
As for Klint, but when i used the Klint mod alone he was leveling up when he used new armors, it was like, give him a new armor and he will raise his strenght, hp, dmg, ap and all. And if im not wrong, he was levelling up too, at least i was receiving the messages...

And as for Lenny, i just got mad and killed evebody in Gecko,.that idiot dont wanna come with me then die
 
Need some help for this mod. Does anyone know how many items and locations can be added (to a patched FO2) before the game will stop working?

Also, should have another small update sometime late next week. I only have 48 more files to review, and I should have all of Killap's fixes included (scripting fixes only).

And to heodien, when this part of the project is done, I will look into the Lenny issue.

Edit: The EPA mod has just been posted. I guess I will wait until I have that incorporated before I release update 5 (maybe 3 weeks).
 
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