MIB88 MegaMod - opinions, technical issues, etc.

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Great. Thanks for the help. And hope i helped you too.

Another obscure error: again with the New Vision part of the mod: There's a man named Jim Horton in Redding now whose looking for his son, and his son can be found dead in a new special encounter "Ruined City" that involves a tribal bandit with a trained deathclaw. Somehow you can't tell Jim his son's dead after finding him, although i know it should be possible from the dialog file.

But who cares about stuff like that. Just posted for completeness's sake.
 
WilsonC said:
Great. Thanks for the help. And hope i helped you too.

Another obscure error: again with the New Vision part of the mod: There's a man named Jim Horton in Redding now whose looking for his son, and his son can be found dead in a new special encounter "Ruined City" that involves a tribal bandit with a trained deathclaw. Somehow you can't tell Jim his son's dead after finding him, although i know it should be possible from the dialog file.

But who cares about stuff like that. Just posted for completeness's sake.

You know, for the longest time, I had the same problem. However, did you really find his son? I mean, did you look at him closely enough to make a positive identification? (Hint, hint.)
 
Well, i'd used binoculars on him, raised my perception to 10 and used binoculars on him, tried using all the skills on him, but still "You see nothing unusual". So either thats not him, its a bug, or i'm a tool.
 
WilsonC said:
Well, i'd used binoculars on him, raised my perception to 10 and used binoculars on him, tried using all the skills on him, but still "You see nothing unusual". So either thats not him, its a bug, or i'm a tool.

Let me look into this too, then. When you use the binoculars on him (the right body) it will say you have definitely found Horton. And then there is no problem relating this info back to his father.

And yes, it does help to have people point out where I messed up or forgot something. Thanks.
 
I'm needing help again. How the hell do you drive the car into the vertibird cargo hold?

Edit: Your update 3 has the same casaer.int and casaer.msg as the one in update 4, meaning you didn't include 1.042 in update 3 as well. Strangely, you included the 1.042 readme :P
 
Should you give a list of all the mod that are included in your compilation ?

So far i can only find the readme of :
  • A new vision 1.2
  • Abbey Mod
  • Armor Mod 2.1 (Npc aspect changer)
  • Cult of Personality 1.0005
  • Fallout 2 patch 1.04U
  • Fallout 2 patch 1.3
  • Friendly Klint
  • Killaps Bugs Fixed (parts of the Killap's patch final i guess ?)
  • Lootable Armor 1.0
  • Megamod 1.4
  • Miria 1.2
  • Vertibird 1.01

But in the megamod 1.4 Readme ive compiled using the note gived in the 2 & 3 megamod patch its also speaked about :
  • MrFixit
  • Davin Enhancement

Another things i cant understand is the statement ive read at the start of the readme :
- You will still get stuck in Vault City if you fly there more than 4 times. On the fifth trip you won't be able to move at all.

On another path in the megamod patch 2 readme i found :
- The improved Vertibird mod by 'I Must be Crazy 2' (no more getting stuck in Vault City, trunk accessible in Redding, and altered fuel usages)

...

Can you help please ?

(Thanks for the great job, its a very util work you have done there !)
 
Seden said:
Should you give a list of all the mod that are included in your compilation ? (list follows)...

But in the megamod 1.4 Readme ive compiled using the note gived in the 2 & 3 megamod patch its also speaked about :
  • MrFixit
  • Davin Enhancement

Those mods you mentioned are the only ones included. Every time I add a specific mod, I make sure to include its readme file. Mr. Fixit, once a standalone mod, is now a part of the New Vision 2 mod, and is mentioned in that readme file (as well as a link to further information). As for Davin, it was only a very small piece of a much larger mod created by Lisac2k (and so many are aware of the Enhanced Miria that further description didn't seem necessary.

Seden said:
Another things i cant understand is the statement ive read at the start of the readme :
- You will still get stuck in Vault City if you fly there more than 4 times. On the fifth trip you won't be able to move at all.

On another path in the megamod patch 2 readme i found :
- The improved Vertibird mod by 'I Must be Crazy 2' (no more getting stuck in Vault City, trunk accessible in Redding, and altered fuel usages)

The reason for the differences is that this is a continuing work in progress. When some feature is added or corrected from an earlier release, then I make sure to comment on it in my 'update' readme file. So, as far as those are concerned, the ones written by me, read them in order. If you see something is corrected in update 3, then just ignore the problem that was mentioned from the first release, for example.

Enjoy the game.
 
Also i just started a new game with your work installed.

Its a french version of Fallout 2, patch with the 1.04 us official patch.

Ive renamed the patch000.dat and the game start without worry.

But now i'm inside the temple of Trials.
There ive found some new things, like a stell bar, some junk can, something who look like a case, all the new things are labelled "error", doesnt have any information and sound like unusable.

But the worry is for the last door (the one you normally need to explode using the explosive found in the vase just prior to the door.

But there the vase didnt contain the explosive and the door is labbelled "error" to.

What should I do now ? Sound like i'm blocked there :'(
 
Seden said:
Also i just started a new game with your work installed.

Its a french version of Fallout 2, patch with the 1.04 us official patch.

Ive renamed the patch000.dat and the game start without worry.

But now i'm inside the temple of Trials.
There ive found some new things, like a stell bar, some junk can, something who look like a case, all the new things are labelled "error", doesnt have any information and sound like unusable.

But the worry is for the last door (the one you normally need to explode using the explosive found in the vase just prior to the door.

But there the vase didnt contain the explosive and the door is labbelled "error" to.

What should I do now ? Sound like i'm blocked there :'(

You didn't read everything in the readme files or here. You renamed the patch000.dat file. Good. But, you can't run this mod with another patch. If you installed your patch and then this mod, fine, no problem. But you will have problems if you installed the Megamod and then that patch. One final thing: make sure all the scripts and proto files are set to read only. You might have to reinstall my mod, because modded files have a tendency to disappear if they are not set to read only.

As for the "new" Temple of Trials - I am not going to help you figure that out. That is part of the fun! :)
 
All the files are set to read only in the Proto & Critters folders and the official patch as been installed first.

I have found how to open the door, thanks.

But now the guardian is bugged with lots of error in his dialog, sound like i will need to save before i speak to any npc ;)

Tryed the 5 choices (who are in french) but the results arent right and i cant start the fight.
 
I would like some help from someone who speaks/reads Russian a whole lot better than me. This site has a mod which seems to include Sulik's sister. I don't know if the mod is fully functional, though. There is a map of a Primitive Tribe, some new scripts (including one for a Manota, Sulik's sister), a partial location for what appears to be a BOS location, and the Abbey (pretty much the one already in this mod, with only a couple of minor changes. Could someone please look at this and let me know if this is something I should ask for a translation of and incorporate (perhaps Wasteland Ghost, since I saw her name on the site)? I think it is only fair, considering as how they seem to be talking of incorporating aspects of the Megamod! 8)

http://forums.ag.ru/?board=fl_fallout&action=display&s=0&num=1122705707&start=300
 
Ive installed Fallout 1 in order to see if the worry was not caused by the version of my game (a french one).

The first npc modified in F1 as also some error in his dialogue, so I think the worry isnt due to the mod but to the version of the game, sad thing, can someone confirm ?
 
Hi, I would like to play again (for 20th time) Fallout 2, but this time I would like to try this mod and I have one question:

Does this mod changes the location of items? Because I had played fallout 2 for so many times that i can find the items even if i was blind.

Thx (sorry for my english... :roll: )
 
I have hit a serious snag, people. I have incorporated all scripts. I have made changes to all proto files (except for one scenery file). All other files (dialog, game messages, data, etc.) have been incorporated. But I can't do anything with the maps. Dims' mapper is what I usually use to make most of my changes (like reassigning scripts or adding new scenery), but that, for some reason, only open the main map, not the warehouse or epax map. And I can only get the official mapper to work partially on the warehouse map (meaning I can view the map, but not make any changes). The other 2 maps just causes the program to crash. If it helps, sometimes I get an error like Assertion failed: pid !=0 ... proto.c. Any help would be appreciated.
 
Hi,

I think I may know what the problem is here. You say you've altered all the proto files except for one scenery file? If this file isn't included, chances are the map won't open. It may be searching for the information from the proto file that isn't there. Has there been a problem putting this one in for some reason?
 
Chris Parks said:
Hi,

I think I may know what the problem is here. You say you've altered all the proto files except for one scenery file? If this file isn't included, chances are the map won't open. It may be searching for the information from the proto file that isn't there. Has there been a problem putting this one in for some reason?

Oops. I was wrong about that. I thought I had to change one of the items for scenery because it overlapped with an existing number, but I was wrong. But, on the bright side, i think i have found a work-around to this problem. The biggest thing I needed to do was reassign the scripts. I have found a solution that works for the warehouse map and the main map...still can't get it to work for epax.

I do have another question thoughm since it has been so long since I have done this. I have changed the map numbers for the elevators' scripts. But I think I have to change the map numbers in the actual maps too (fairly certain, in fact). Can anybody remind me how to do that? Is it just under the option to edit the proto for a certain elevator?
 
Just read your last post...

Just to let you know, the elevators don't work as they normally would for fallout 2. I did them via a script and dialogue window. I had read somewhere that elevators were hardcoded and couldn't be added to so I did it this way instead.
 
Chris Parks said:
Just read your last post...

Just to let you know, the elevators don't work as they normally would for fallout 2. I did them via a script and dialogue window. I had read somewhere that elevators were hardcoded and couldn't be added to so I did it this way instead.

Awesome! That is good to know. I have already changed those codes, then. And the thing I couldn't remember was for the ladders. Just got that worked out. Ok. No problem. I think I can move on some more. Thanks for clarifying that for me.
 
MIB88 said:
I would like some help from someone who speaks/reads Russian a whole lot better than me. This site has a mod which seems to include Sulik's sister. I don't know if the mod is fully functional, though. There is a map of a Primitive Tribe, some new scripts (including one for a Manota, Sulik's sister), a partial location for what appears to be a BOS location, and the Abbey (pretty much the one already in this mod, with only a couple of minor changes. Could someone please look at this and let me know if this is something I should ask for a translation of and incorporate (perhaps Wasteland Ghost, since I saw her name on the site)? I think it is only fair, considering as how they seem to be talking of incorporating aspects of the Megamod! 8)

http://forums.ag.ru/?board=fl_fallout&action=display&s=0&num=1122705707&start=300

This was actually the first release of AL content by Avega, he was none to happy when I announced it in the patch thread either.

This being part of AL will take forever to materialize, Killap or someone else will probably have made the quest and map before AL is translated: just like EPA and Abbey have been. Its a real shame there is not so much inter-team co-operation on these things.

edit

Also as mentioned before, there are two SMALL Russian mod we would love a translation of:

Колливеб: Sokil Mod - Russian
http://obfuscate.boom.ru/

A letter from the past
(I have the files)

There are quite a few little known mods being made right now with some serious potential, I love this screen:

http://bge.bbaron.sk/artworks/scr11.jpg
FALLOUT: Between Good & Evil

hahaha

About 2 seconds after I posted this Chris Parks announced the primitive tribe and Sister of Sulik addon. AL will be redundant by the time it gets here, except maybe Carson city and the other small encounters.
 
You pretty much missed(or ignored) my previous post, so i'm posting again to let you know that after much investigation, and screwing with files, that you had not included Vertibird 1.042 in any of your updates, not update 3, nor 4.

The files casear.msg and casear.int in both update 3 and update 4 are both the same, that of vertibird 1.03. I have checked, and i have tested it in game. You had vertibird 1.04 readme in update 3, indicating that vertibird 1.04 was in update 3, but functionally, the vertibird mod in update 3 is that of 1.03.

Posting just to let you know. In order to know if your update has included vertibird 1.042, the vertibird should be able to airlift your car while it is flying.
 
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