MIB88 MegaMod - opinions, technical issues, etc.

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Thanx.
I will try a difrent approach of this matter and I will let you know what I'm find out.
 
One last thing: you don't have a patch000.dat file in the folder, do you? If so, make sure to delete or rename it.
 
I don't have the patch, I instaled the mod following the steps discribed by Guyver8 wich I thanx for that.
But, I think you need to write in the Readme how to install the mod.
What is the program I need to open the .int files?
I found a references about ackkklint.int in Scrname.msg wich I don't find in Script folder were it's should be.
BTW in Data folder is an proto folder and a "protos" folder I asking you if the protos folder can be placed in proto folder.
 
im having a similar problem with klint, if i give him armor, he will loose hp, action points and carry weight, and if i keep him like a tribal, he wont level up, does he level up after i give him the armor the 1st time?(im level 9 and he still has the same stats)

i also wanted to report a bug i already reported i the newvision thread, in klamath, when i use the rope to go down the tunnel behind the empty guns shop(i think it goes to the old distillery?) i cant go down, if i click on it i just get a description, and there is no use button in the menu, i am also unable to get the distillery quest(use firewood) from whiskey bob.

oh, and where is that install guide from guyver8 located, i d really like to see if i installed everything correctly before asking...

btw, where's update 6? wasn't it already finished? :?
 
elotrocoso said:
im having a similar problem with klint, if i give him armor, he will loose hp, action points and carry weight, and if i keep him like a tribal, he wont level up, does he level up after i give him the armor the 1st time?(im level 9 and he still has the same stats)

i also wanted to report a bug i already reported i the newvision thread, in klamath, when i use the rope to go down the tunnel behind the empty guns shop(i think it goes to the old distillery?) i cant go down, if i click on it i just get a description, and there is no use button in the menu, i am also unable to get the distillery quest(use firewood) from whiskey bob.

oh, and where is that install guide from guyver8 located, i d really like to see if i installed everything correctly before asking...

btw, where's update 6? wasn't it already finished? :?

You know, a lot of these issues really are addressed here in this very thread, if everyone would just look back through it.

The ladder was mentioned at the very beginning. Honestly, I never got it too work 'as is' from the TeamX group. That problem was in the New Vision mod even before I started toying with this. I already said that I fixed it, and it is included in the 5.2 update (uploaded, but still not released by the moderators).

The installation of this thing is mentioned in part in the readme files. Very clear step-by-step instructions are also mentioned at least twice in this thread.

As for Klint, again: I never changed his stats. But, I am looking into this. Maybe this is what its author intended.

Update 6 has been uploaded to this site. However, it takes a little while for the moderators to clear it to be downloaded. When it is released, though, there will be no need to get update 5.2.
 
elotrocoso said:
i had another question

will the saved games from 5.1 work n the 5.2 and 6 versions?

Are you trying to irritate me?! Go back just one page.

heodien said:
At least for me(didnt tested 5.1 yet) but when he was in his tribal form the combat controls didnt work...(installed everything like it should be, uninstalled, deleted the folder, installed again and then installed the patch)

Question for you heodien and IAR80 (and anybody else interested in the Freindly Klint mod): does Klint work perfectly for you when you use that mod alone? Try it, please, and let me know what issues you come across. I am willing to bet most of those issues are still there.
 
IAR80 said:
BTW in Data folder is an proto folder and a "protos" folder I asking you if the protos folder can be placed in proto folder.

I just noticed this bit. This was something from the very first release only...and was addressed way earlier in this thread. This might explain some of your issues you are having. You obviously downloaded the original Megamod file. Are you sure you have all of the updates installed? The alternative is to reinstall from the beginning. However, you don't need the original Megamod, or updates 1, 2, or 3. Install only updates 4, 5, and 5.1.
 
First time yes, I installed org Megamod plus update, then I use only update 4, 5, 5.1, without first release of Mod, and it's still don't work.
I used Friendly Klint mod standalone and it's working just fine !!!
I will talk to you Saturday because I have acces to the Net only in weekend.
BTW I have a modified UK version of the Fallout 2, maybe that is the problem, how knows!
 
Now I am very confuse!
I installed the New Vision Mod v.1.2, and on top of that I applied the Friendly Klint2 (dat) with Mod Runner.
Attention! Both Mods require patch oooo.dat.
I began the game and I take the Klint with me on the entrance to the Temple of Trial (first map in game)
I beat the hell of the critters in the temple, and when I arrive in Arroyo village surprise...
Klint (another Klint !!!) guard the village exit to the North-Est, and when I approach him she voluntarily offer to be part of my team. Now I have two of them.
But the second (the last one) have no option combat!!! Just like in your Mod.... The other one is working just fine.
So... in the Friendly Klint 2 Mod you can take Klint in the firs map, right? But that it's not posible in New Vision Mod because Klint have a little chat with Chosen One after the Temple of Trial, so it is normal to take him in Arroyo.
When you change to do that something it's not working well (my opinion).(I tried to take him with me on the Entrance of the Temple, but is no dialog option to do that)
Sad thing is I don't figure what is wrong, and believe me I tried every possible variants to install the Mod.
But I don't give up...
 
IAR80 said:
Now I am very confuse!
I installed the New Vision Mod v.1.2, and on top of that I applied the Friendly Klint2 (dat) with Mod Runner.
Attention! Both Mods require patch oooo.dat.
I began the game and I take the Klint with me on the entrance to the Temple of Trial (first map in game)
I beat the hell of the critters in the temple, and when I arrive in Arroyo village surprise...
Klint (another Klint !!!) guard the village exit to the North-Est, and when I approach him she voluntarily offer to be part of my team. Now I have two of them.
But the second (the last one) have no option combat!!! Just like in your Mod.... The other one is working just fine.
So... in the Friendly Klint 2 Mod you can take Klint in the firs map, right? But that it's not posible in New Vision Mod because Klint have a little chat with Chosen One after the Temple of Trial, so it is normal to take him in Arroyo.
When you change to do that something it's not working well (my opinion).(I tried to take him with me on the Entrance of the Temple, but is no dialog option to do that)
Sad thing is I don't figure what is wrong, and believe me I tried every possible variants to install the Mod.
But I don't give up...

Of course there are differences in this. I had to make some changes just to get it to work right. I set it so that "Friendly" Klint wasn't available until after you completed the Temple...unless you are a woman. I put "Friendly" Klint on the Arroyo village map only. That dialog from New Vision is no longer there in my mod, because I did not work it into the New Vision changes.
And I rechecked the files that were part of the update. They are the same ones I am using now. And my Klint works as well as he ever did. The whole trading issue was there since the beginning (where he has to appear as a Tribal). But the combat settings all work fine.
 
Are you trying to irritate me?! Go back just one page.

sorry, i was just a bit frustrated because of the length of the thread, its kind of heavy to browse through it all looking through it all, and small keywords like 5.1 do not work in the search option.

i wanted to ask you something, and i suppose you probably have reasons not to do so, since it would probably be done by now if not, i just wanted to ask the reaons not to.
wouldnt it be possible to get a rapidshare upload of uppdate 6(supposing its ready) while they put on the site? i say this because I(and probably many others) am eager to play with your mod, and it would probably be a lot better to wait until update 6 if you are just beginning.
 
elotrocoso said:
Are you trying to irritate me?! Go back just one page.
i wanted to ask you something, and i suppose you probably have reasons not to do so, since it would probably be done by now if not, i just wanted to ask the reaons not to.
wouldnt it be possible to get a rapidshare upload of uppdate 6(supposing its ready) while they put on the site? i say this because I(and probably many others) am eager to play with your mod, and it would probably be a lot better to wait until update 6 if you are just beggining.

It turns out that the file I uploaded to the site actually wasn't there. But I sent it again to Silencer yesterday and he assures me that he has it. It should be posted soon. As for using other sites, Many of them have expirations on them. I don't want to have to upload the same file every few weeks. Anyway, you should have this soon.
 
MIB88 said:
It turns out that the file I uploaded to the site actually wasn't there. But I sent it again to Silencer yesterday and he assures me that he has it. It should be posted soon. As for using other sites, Many of them have expirations on them. I don't want to have to upload the same file every few weeks. Anyway, you should have this soon.

And i was wondering why it took so long to appear. Anyway, expiration on sites like rapidshare are moot, because you'd upload the mods here anyway. So by the time the file expires on rapidshare, your uploaded file would be approved here and have a permanent home.
 
'ello, just a stupid question if I may.

Installed the MegaMod, following the instructions on page three, treating update 4 as the megamod itself and I see new stuff, but on the other hand, it looks like the prices for ammunition of all shapes and sizes skyrocketed; AT 7 charisma and 35% barter, ten rounds of 10mm JHP cost over $400, while twenty rounds of power cells go for over half a dozen grand. Is this to be expected, or did I screw up the installation somewhere? And if it is expected, what file do I need to mangle to change it to more manageable levels?

Actually, a couple more stupid questions; does the mod in any way rely on registry keys?

Is the car supposed to not have a trunk in some locations anymore? {some places, like Broken Hills and Den, it looks like a sporty model}.

TIA,

Quinch
 
TheQuinch said:
'ello, just a stupid question if I may.

Installed the MegaMod, following the instructions on page three, treating update 4 as the megamod itself and I see new stuff, but on the other hand, it looks like the prices for ammunition of all shapes and sizes skyrocketed; AT 7 charisma and 35% barter, ten rounds of 10mm JHP cost over $400, while twenty rounds of power cells go for over half a dozen grand. Is this to be expected, or did I screw up the installation somewhere? And if it is expected, what file do I need to mangle to change it to more manageable levels?

Actually, a couple more stupid questions; does the mod in any way rely on registry keys?

Is the car supposed to not have a trunk in some locations anymore? {some places, like Broken Hills and Den, it looks like a sporty model}.

TIA,

Quinch

You'd need to find out which proto's correspond to the ammo types and change them accordingly. These are in data/proto. Check sticky at top of this forum for proto modifying guides.

Mod doesn't rely on registry keys.

Car thing is probably a bug. Do you have other mods installed?
 
TheQuinch said:
'ello, just a stupid question if I may.

Installed the MegaMod, following the instructions on page three, treating update 4 as the megamod itself and I see new stuff, but on the other hand, it looks like the prices for ammunition of all shapes and sizes skyrocketed; AT 7 charisma and 35% barter, ten rounds of 10mm JHP cost over $400, while twenty rounds of power cells go for over half a dozen grand. Is this to be expected, or did I screw up the installation somewhere? And if it is expected, what file do I need to mangle to change it to more manageable levels?

Actually, a couple more stupid questions; does the mod in any way rely on registry keys?

Is the car supposed to not have a trunk in some locations anymore? {some places, like Broken Hills and Den, it looks like a sporty model}.

TIA,

Quinch

The changes with the ammo are supposed to be there. That was a part of the New Year Mod (added to New Vision 1.2) by TeamX. Ammo is more expenive, less likely to be respawned in shops, and less abundant. This is mentioned in one of the readme files included (readmeTX.txt).

The trunk is not supposed to disappear. This was very common under some circumstances, but I think Killap got all of those. Maybe just a random bug. And you said it looks like a sports model. Do you mean the whole car has changed appearance? Or that it just looks like that because of this missing trunk?

I don't know about the registry key issue. I mean, there probably isn't anything that a computer does that doesn't change something in the registry. Of course changes are made when you install the game. But I have no idea what else it needs to do to the registry to run. This mod, however, does not do anything special with regards to the registry.
 
Car thing is probably a bug. Do you have other mods installed?

Nope. Just that. Poorly, probably.

In fact, just to make sure I hadn't screwed that up, here's what I did {again. I think.}.

Install Fallout 2 {fresh, unpatched}.
Extract Update 4 to an unrelated directory.
Extract Update 5 into Update4\Data. So now the Data folder has a Data subfolder, which strikes me as a bit odd, but that's what the instructions say, as well as not seeing any difference if I overwrite Up5 over Up4 {Klint doesn't give new dialog, no TeamX logo}.
Extracted the 5.1 patch to Update4\Data, overwriting if necessary.
Update4\Proto files and subdirectories set to Read Only.
Copied the entirety of Update4 into the Fallout 2 folder. Only Fallout2.exe got replaced.
------------------Post-instruction messing around
At this point, the Fallout 2 folder looks something like this.

G:\Temp\Fallout2\Art
G:\Temp\Fallout2\data
G:\Temp\Fallout2\ereg
G:\Temp\Fallout2\maps
G:\Temp\Fallout2\pcx
G:\Temp\Fallout2\PREMADE
G:\Temp\Fallout2\Proto
G:\Temp\Fallout2\readme files
G:\Temp\Fallout2\Scripts
G:\Temp\Fallout2\sound
G:\Temp\Fallout2\text
G:\Temp\Fallout2\Art\critters
G:\Temp\Fallout2\Art\CUTS
G:\Temp\Fallout2\Art\intrface
G:\Temp\Fallout2\Art\INVEN
G:\Temp\Fallout2\Art\ITEMS
G:\Temp\Fallout2\Art\SKILLDEX
G:\Temp\Fallout2\Art\SPLASH
G:\Temp\Fallout2\data\Art
G:\Temp\Fallout2\data\Data
G:\Temp\Fallout2\data\maps
G:\Temp\Fallout2\data\Proto
G:\Temp\Fallout2\data\readme files
G:\Temp\Fallout2\data\SAVEGAME
G:\Temp\Fallout2\data\Scripts
G:\Temp\Fallout2\data\sound
G:\Temp\Fallout2\data\text
G:\Temp\Fallout2\data\Art\critters
G:\Temp\Fallout2\data\Art\intrface
G:\Temp\Fallout2\data\Art\INVEN
G:\Temp\Fallout2\data\Art\ITEMS
G:\Temp\Fallout2\data\Art\scenery
G:\Temp\Fallout2\data\Proto\Critters
G:\Temp\Fallout2\data\Proto\Items
G:\Temp\Fallout2\data\Proto\SCENERY
G:\Temp\Fallout2\data\sound\music
G:\Temp\Fallout2\data\text\english
G:\Temp\Fallout2\data\text\english\dialog
G:\Temp\Fallout2\data\text\english\Game
G:\Temp\Fallout2\pcx\items
G:\Temp\Fallout2\Proto\Critters
G:\Temp\Fallout2\Proto\Items
G:\Temp\Fallout2\Proto\SCENERY
G:\Temp\Fallout2\sound\music
G:\Temp\Fallout2\sound\sfx
G:\Temp\Fallout2\sound\Speech
G:\Temp\Fallout2\sound\Speech\POWER
G:\Temp\Fallout2\text\english
G:\Temp\Fallout2\text\english\cuts
G:\Temp\Fallout2\text\english\dialog
G:\Temp\Fallout2\text\english\Game

Lots of redundancy between folders in the Fallout root and Data folders, but then again, that might be intentional; the .exe, afterall, got changed too.

Something defintely got modded, as I see the TeamX logo on new game start. On the downside, upon entering the Arroyo temple, the map draws a complete blank.

Backup of the entire Fallout2 folder and moving of Art, Maps, PCX, Premade, Proto {ROed too}, Readme Files, Scripts, Sounds and Text folders into the Data folder.

Actually, in hindsight, doesn't that overwrite Up5 right over with Up4 again? That might explain the other problems I've been having.

How the flaming heck do I install this mod correctly?
{impending edit on the results of extracting Up4, moving all the folders in it into the Up4\Data and overwriting the contents with Up5 and fix}
Edit: Oh, for heaven's... how the hell do I install this? I'm really stuck for ideas at this point.
 
For people who decide not to look through this thread, here's a little hint: read page 3 of this thread for installation instructions. I don't plan on addressing it anymore.

For everybody else, I was just looking through files and think I found the problem with Klint. It was a minor change I made to the party file when trying to incorporate Klint the first time. Unfortunately, after I changed my plan for including him, I did not change the code back. I need to start a fresh game to test this, but I think update 7 should have the Klint that will properly level up(but still have that armor/trading issue).
 
The problem is that the page 3 instructions don't apply in some parts if you're installing the mod from Update 4 {which, according to the file description, includes the original as well}. For example, ignoring the 5.1 patch;

--1: Clean install FO2 (uninstall, delete fallout dir, install)--
::Me: Install Fallout 2 {fresh, unpatched}::

--2: Extract the megamod & the megamod update to two separate folders.
3: Move all the folders from the megamod update into the data folder of the megamod--
::Me: Extract Update 4 to an unrelated directory. Extract Update 5 into Update4\Data::

--4: Move the fallout2.exe from the update to the megamod folder
5: go into the sound\music folder of the megamod and delete all the music files (*.acm) except 25sewer.acm (all the others are already in FO2) --
:: Me: Does not apply, Up5 does not have the .exe, nor do Up4 and Up5 have .ACMs other than 25sewer :: {edited, typoed in the original}

--6: In the megamod proto folder set all the files to read-only--
:: Me: Update4\Proto files and subdirectories set to Read Only.::

--7: The megamod folder should contain fallout2.exe and a data folder. --
:: Me: It does, along with folders Art, Maps, PCX, Premade, Proto, Readme Files, Scripts, Sound and Text::

--8: In the fallout2 folder, delete or rename the patch000.dat file (if it exists). --
:: Me: Does not apply; FO2 installation is unpatched, hence no patch000.dat ::

--9: Final part, To install just copy the fallout2.exe and the data folder to where you installed the game.--
:: Me: Copied the entirety of Update4 into the Fallout 2 folder. Only Fallout2.exe got replaced. :: I also copied the other folders from the MegaMod folder because presumably they were there for a reason other than taking up space.

So yes, I did bother to read the instructions beforehand.
 
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