MIB88 MegaMod - opinions, technical issues, etc.

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Just downloaded and installed update 5, only to realize that none of my previous saves worked, they all crash the game with an "application error" when i try to load the save. That's kinda sad. Any help? Those saves were made with update 4 installed FYI.
 
WilsonC said:
Just downloaded and installed update 5, only to realize that none of my previous saves worked, they all crash the game with an "application error" when i try to load the save. That's kinda sad. Any help? Those saves were made with update 4 installed FYI.

Update 5 has a lot of new things due to the addition of the EPA. While a number of new things were added, there were a lot of changes to existing files (maps, data files, variables, citters, etc.). Some protos and scripts were renumbered. There is no way that existing games should work. I made a mistake when I said you would not need to start a new game.
 
Well, starting all over again almost every time a new update is released is quite the bother, if fallout 2 weren't such a fun game. On the other hand, because future updates have high probabilities to invalidate existing saves as well, people might just wait till future updates before starting new games, but since we have no way of telling when it stops, it might end up being a game we'd never play in anticipation of it being better "when the next update comes".

Now, i know that you guys who make mods don't get paid for it and aren't obligated to listen to anyone at all because you're the ones putting in the effort and time, but isn't there a way to prevent this? Looking at Chris Park's EPA thread, it seems he's making a whole bunch of changes and improvements to the EPA mod; if your next update were to incorporate that, it would surely invalidate existing saves as well. More importantly, it would probably make your task that much harder, because every time a new update comes out, you'll have to look through all new scripts.
I think you guys should really work together: We're all Fallout fans here.
 
WilsonC said:
Looking at Chris Park's EPA thread, it seems he's making a whole bunch of changes and improvements to the EPA mod; if your next update were to incorporate that, it would surely invalidate existing saves as well. More importantly, it would probably make your task that much harder, because every time a new update comes out, you'll have to look through all new scripts.
I think you guys should really work together: We're all Fallout fans here.

Later updates do not always invalidate previously saved games. It depends on the nature of the changes. If my first attempt to add in the EPA had worked, I am almost certain that your saved games would have worked. However, I reordered some scripts and protos in my second attempt, because it would have been faster for me to start over than to look through those files, experiment, and try to find the problem. This really is not a problem for me. I have learned a lot and have gotten a lot better and faster at incorporating these mods compared to where I was when I started in January 05.

Some changes you would have to start over for anyway, though. For example, if someone adds a new character to Vault City, who gives you a new quest, but you have already entered Vault City before, that new critter won't be there. The game will use your saved map. You would have to revert to an earlier saved game, or start over if you didn't have one before entering Vault City.

Working together on these projects sounds great in theory. I truly appreciate the work these guys do. I know how difficult it is and sometimes would not mind someone helping me out with my work. But, what about those people who don't want to use the Megamod? Or those who want to use the EPA with their own mods? Or completely unmodded except for the EPA? Unfortunately, it isn't really feasible.
 
Praise heaven for 5th update.Vertibird is working now!!!.I thought it's impossible, but miracle occured today.Great job , keep it up.
 
Update 5 bug reports:

Pipboy status screen has "Error" above Arroyo on it.

e.g.

Error
Arroyo

Upon clicking on the Error it shows

Error status

1.Error(crossed out)


Also, Slik in Arroyo has no stocks whatsoever.

The staircase into the rat-infested Klamath underground now takes you to one of the EPA maps.

After the previous happens, loading any saved games crashes the game.
 
WilsonC said:
Update 5 bug reports:

Pipboy status screen has "Error" above Arroyo on it.

e.g.

Error
Arroyo

Upon clicking on the Error it shows

Error status

1.Error(crossed out)


Also, Slik in Arroyo has no stocks whatsoever.

The staircase into the rat-infested Klamath underground now takes you to one of the EPA maps.

After the previous happens, loading any saved games crashes the game.

I have not tried this update yet but it definitely sounds like you did not install/update it correctly. Try a fresh install and a new game. Also make sure patch000.dat is gone from your Fallout2 directory.
 
killap said:
I have not tried this update yet but it definitely sounds like you did not install/update it correctly. Try a fresh install and a new game. Also make sure patch000.dat is gone from your Fallout2 directory.

If you'd read a few slightly earlier posts on this very thread you'd know i already know to do that. :P but thanks anyway. Appreciate your work on this game much.
 
WilsonC said:
killap said:
I have not tried this update yet but it definitely sounds like you did not install/update it correctly. Try a fresh install and a new game. Also make sure patch000.dat is gone from your Fallout2 directory.

If you'd read a few slightly earlier posts on this very thread you'd know i already know to do that. :P but thanks anyway. Appreciate your work on this game much.

Dangit. No, I know you installed it properly. The thing with Slik is due to a last minute change of the maps. I forgot to add his inventory chest. I also saw the deal with the Arroyo message. Not sure what that is...still working on it. As for the wrong map being loaded, I have a good guess about why that is happening. Just to be clear, though: are you refering to the small rat infested area (the rusty ladder) or the main sewer area? Either way, I have fixed a couple of other things, and will have a minor update in the next day or two. Thanks for letting me know what you found.
 
The staircase under the rocks that you have to blow up to get to. That leads to the underground level of the EPA Warehouse map. Your party ends up in the cavern walls. Not in the building, in the solid rock. Your character can even run around a little in the rock lol.

The green exit area at the west side of the klaratcaves.map map also leads to that same EPA Warehouse map underground: I tested it out using CTRL R at main menu.
 
WilsonC said:
The staircase under the rocks that you have to blow up to get to. That leads to the underground level of the EPA Warehouse map. Your party ends up in the cavern walls. Not in the building, in the solid rock. Your character can even run around a little in the rock lol.

The green exit area at the west side of the klaratcaves.map map also leads to that same EPA Warehouse map underground: I tested it out using CTRL R at main menu.

As for the rusty ladder, i haven't tried that out yet because i couldn't find any rope.

Yeah, just found the problem. In my second attempt at adding in the EPA, I forgot to change a map number. I just fixed the thing with Slik. Those maps will be fixed in the next 30 minutes. That rusty ladder area should work fine.
 
As for the rusty ladder, i tried using the rope on it, and although it said you could climb down on it, it never worked that you could actually climb down it. I assume it works that way, as thats the original, unmodded entrance for the original, unmodded Klamath underground: the new entrance is under the rocks.

So its supposed to work in that you could climb down the rope?
 
WilsonC said:
As for the rusty ladder, i tried using the rope on it, and although it said you could climb down on it, it never worked that you could actually climb down it. I assume it works that way, as thats the original, unmodded entrance for the original, unmodded Klamath underground: the new entrance is under the rocks.

So its supposed to work in that you could climb down the rope?

Yeah, and I got that to work fine. Let me retest, though. Got those other maps fixed, I think. I can test them out now, got some real world stuff to do. If you send me your e-mail, could I send you these maps to test for me?
 
MIB88 said:
Yeah, and I got that to work fine. Let me retest, though. Got those other maps fixed, I think. I can test them out now, got some real world stuff to do. If you send me your e-mail, could I send you these maps to test for me?

Dropped you a PM with my email in it. You're always welcome to send me stuff you might need tested, for the next couple of weeks or so, as i'm currently on leave and pretty much have alot of free time for this period.
 
Slik and the stairwell work now.

However, the green exit area west of the Klamath underground map, specifically klartcv.map still takes you to the EPA warehouse underground.

Also, in a back room in Buckner's place, there are anomalous popup messages....specifically "We have to destroy this place!"
"Without destroying the old we cannot build a new world order"
There is no npc there speaking these lines.

Oh, and my hotmail junk filter classified your email as junk. :P
 
WilsonC said:
Slik and the stairwell work now.

However, the green exit area west of the Klamath underground map, specifically klartcv.map still takes you to the EPA warehouse underground.

Also, in a back room in Buckner's place, there are anomalous popup messages....specifically "We have to destroy this place!"
"Without destroying the old we cannot build a new world order"
There is no npc there speaking these lines.

Oh, and my hotmail junk filter classified your email as junk. :P

Stupid hotmail. Ok, I sent you another file. Also, I got those floats taken care of. It was a script attached to a container...a container that I had been looking all over for. Cool, one more thing to take off the list!
 
WilsonC said:
Nope it didn't work.

The problem lies with klaratcv.map, but you sent me klacvent.map.

If the problem is on the map that you enter as soon as you go down the stairs, then no, I sent the right map. Klacvent is the entrance to the new rat caves. It is the link between klamall and klaratcv. It just means what I sent didn't work.

Edit: Or, did you mean that the problem is when you are in the caves, and heading west back to the entrance? Actually, that makes sense now. Checking it now.

Edit 2: OK. Finally got it. Tested it and it works fine now. A mini-update (5.1) has been uploaded.
 
Edit:

As of 5.1, the stairs and exits between the entrance of the caves and the caves itself work now. The "rotten ladder" still doesn't work though: You can use a rope on it, but when you click on it after that, it says "The rope is tied to the ladder. It looks like you can climb down it." However, there's no real way you can actually climb down, unless i'm missing something.
 
I would like to add, that to my suprise, Gecko's best ending is possible with this mod. Killap, was that your handywork?
 
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