MIB88 MegaMod - opinions, technical issues, etc.

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

You did read the instructions, but either didn't read them completely enough or failed to understand. Im going to list some really concise instructions for you now. If you follow them to the letter, i swear that everything will work fine.

1. I think you'd know to do this, but anyway, uninstall fallout 2. Delete the entire fallout 2 folder.

2. Extract update 4 into a folder: e.g. C:\update4. Inside this folder, you should now have: fallout2.exe, and the folders: Art, Data, maps, Proto, etc. etc.

3. Extract update 5 into another folder e.g. C:\update5. Copy the entire CONTENTS of C:\update5 into C:\update4. THE CONTENTS, not the folder. DO NOT copy the whole C:\update5 into C:\update4. Just the CONTENTS. Everything inside C:\update5, not C:\update5 itself. Overwrite YES on everything.

4: Go to your root fallout2 installation folder. Just stick to the default of C:\Program Files\BlackIsle\Fallout2 because it makes life easier. Open the Data folder inside. If there's none, create it.

5: Copy fallout2.exe from C:\update4 into C:\Program Files\BlackIsle\Fallout2. Overwrite YES.

6:Copy the entire CONTENTS, EXCEPT FALLOUT2.exe of C:\update4 into the Data folder. The CONTENTS. i think you should get it by now.

If you did all the above correctly, you should end up with a working mod. C:\Program Files\BlackIsle\Fallout2 should only have 2 subdirectories: Data, and EREG. C:\Program Files\BlackIsle\Fallout2\Data should have Art, Proto, Maps, Data, text, scripts, pcx, folders. If it DOESN'T have any of these, you screwed up again.

Good luck.
 
"1. I think you'd know to do this, but anyway, uninstall fallout 2. Delete the entire fallout 2 folder."

Check.

"2. Extract update 4 into a folder: e.g. C:\update4. Inside this folder, you should now have: fallout2.exe, and the folders: Art, Data, maps, Proto, etc. etc."

Check. File G:\GetRight Download\MIB88_MegaMod_update4.zip extracted into G:\GetRight Download\MM4. Since I *am* doing this on the machine I'm supposed to be doing work I'm paid to do, I steer clear of installing extracurricular software in C:\, just in case.

"3. Extract update 5 into another folder e.g. C:\update5. Copy the entire CONTENTS of C:\update5 into C:\update4. THE CONTENTS, not the folder. DO NOT copy the whole C:\update5 into C:\update4. Just the CONTENTS. Everything inside C:\update5, not C:\update5 itself. Overwrite YES on everything."

Alright, this deviates from the original instructions {tried this too, by the way, before asking for help, but oddly, the game didn't seem to differ from the unmodded version}. Anyway, copied and overwritten.

"4: Go to your root fallout2 installation folder. Just stick to the default of C:\Program Files\BlackIsle\Fallout2 because it makes life easier. Open the Data folder inside. If there's none, create it."

Game copied into G:\Temp\Fallout2. {see the work computer note above; also, the installaion consisted of installing Fallout 2, making a copy of the installation folder and contents and uninstalling it; that was the reason I asked about whether registry values were relevant a few posts back}

"5: Copy fallout2.exe from C:\update4 into C:\Program Files\BlackIsle\Fallout2. Overwrite YES."

Overwritten.

"6:Copy the entire CONTENTS, EXCEPT FALLOUT2.exe of C:\update4 into the Data folder. The CONTENTS. i think you should get it by now"

That particular mistake wasn't one I ever made as far as I can remember. Also, deviates from the original instructions, saying the contents should be copied to the Fallout root. Anyway, done.

"If you did all the above correctly, you should end up with a working mod. C:\Program Files\BlackIsle\Fallout2 should only have 2 subdirectories: Data, and EREG. C:\Program Files\BlackIsle\Fallout2\Data should have Art, Proto, Maps, Data, text, scripts, pcx, folders. If it DOESN'T have any of these, you screwed up again.

Good luck."

Well, yes and no. It DOES have those folders; the folder tree reads:

G:\Temp\Fallout2\data
G:\Temp\Fallout2\ereg
G:\Temp\Fallout2\data\Art
G:\Temp\Fallout2\data\Data
G:\Temp\Fallout2\data\maps
G:\Temp\Fallout2\data\pcx
G:\Temp\Fallout2\data\PREMADE
G:\Temp\Fallout2\data\proto
G:\Temp\Fallout2\data\readme files
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\CUTS
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\Art\SKILLDEX
G:\Temp\Fallout2\data\Art\SPLASH
G:\Temp\Fallout2\data\pcx\items
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\sound\sfx
G:\Temp\Fallout2\data\sound\Speech
G:\Temp\Fallout2\data\sound\Speech\POWER
G:\Temp\Fallout2\data\text\english
G:\Temp\Fallout2\data\text\english\cuts
G:\Temp\Fallout2\data\text\english\dialog
G:\Temp\Fallout2\data\text\english\Game

However, when I start a new game and enter the Arroyo temple, the map is blank; no tiles, just blackness with the animated sprites {PC and the cursor} leaving trails over it.

Is it possible that the game is looking for the maps in the wrong folder {\Data\Maps is populated, with filenames corresponding to the new areas I've seen mentioned} and, failing to find them, draws the proverbial blank? If so, where are the map file locations defined? Are the registry values relevant afterall?
 
TheQuinch said:
If so, where are the map file locations defined? Are the registry values relevant afterall?

Your directory structure looks perfectly fine now. It should work, barring corrupt files or some other problems.

See a fallout2.cfg file in your directory?

There are entries in there that refer to where the game reads data from. Make sure they are all right in your case.

All this talk about registry from you makes me think: Did you install the game in a normal sense? It makes me think you installed the game and then moved the game files. That's a surefire way to make most games malfunction. The mod doesn't add or change any registry values, but the game itself does.

Anyway if you need more help you can PM me. Because any more posts on this gets on everyone's nerves because these questions have been asked over and over again.
 
I haven't actually played the Megamod through yet. Could anybody tell me if the car works in the EPA or not? It has been coded to do so, but I was just checking.
 
The car disapear whenever you enter EPA location.I don't know why but maybe plants should be placed few meters to the west.They might collide with car script.I'm using megamod with 5.1 update.
btw there are also others errors(see my previous post)but I think you already know them.
 
roshan said:
What are the changes in update 6? Will it be stand alone?

You'll see this when it is posted in the readme file:

-Environmental Protection Agency version 1.01 by Chris Parks.
-A number of small fixes including:
No more random missed encounters on the worldmap
No more getting stuck in dialog with Myron
Being able to use the broken ladder in Klamath
No more problems seeing all of Slik's goods
A few other small map fixes

As for it being a standalone: no. You will need to install this over update 5. And previous saves will not work.

Update 7 will be a larger one. I will upload something so that only one download will be necessary, and the original Megamod and updates 1 through 6 can be retired.

And just a note to everyone who is concerned about whether previous saved games will work with later updates. I honestly don't always know. It depends on which files are changed. For example, adding global variables invalidates previous games. However, with update 6 I added something so that in future version that will not be an issue. There is room for growth. However, I just learned yesterday that changing the party.txt file also invalidates previous saves. In that case I changed only two numbers (a number ending in 17 to 00). There are other examples of this.

As for the car, I think you might be right, Smok. I noticed that when the character walks, there is this empty area that he walks around, as if there is an invisible object there. Or, it could be due to something I did to the mod. Those other errors you mentioned are all taken care of with update 6, since it includes Chris Park's EPA 1.01.
 
So, it was a problem with the Party.txt files afterall.
And update 6 will fix the Klint?
 
MIB88 said:
Update 7 will be a larger one. I will upload something so that only one download will be necessary, and the original Megamod and updates 1 through 6 can be retired.

Might i suggest a slight rename for this...if you call it Megamod v2.0 (full) then any subsequent add-on can be v2.x (update). hopefully avoiding all the installation questions.

MIB88 said:
As for the car, I think you might be right, Smok. I noticed that when the character walks, there is this empty area that he walks around, as if there is an invisible object there. Or, it could be due to something I did to the mod.

That old chestnut again...I'm just finishing loading up my new pc, after i've got all my fallout stuff/tools on i'll look at this for you, if the problem still exist.
 
I found a... something, I'm not sure if it's a mod glitch or not. I was selling some stuff in San Fran, to the item merchant to the left of the city gate. I tried to sell a backpack with some stuff in it, it was the only thing I was selling, and the game crashed. I loaded the game up again, emptied the pack, and sold everything off singly. That worked fine. As I said, I don't know if this was the mod or not, as this is the first time I can ever remember trying to sell a full backpack. Or it might even just be my game/system. Just thought I'd post this, so if someone thinks it might be a problem they can look into it.
 
MIB, would it be posible to get the changes needed to fix klint in the party.txt so he will level up correctly? or is this included in the update 6(its not in the readme....).
 
elotrocoso said:
MIB, would it be posible to get the changes needed to fix klint in the party.txt so he will level up correctly? or is this included in the update 6(its not in the readme....).

MIB88 said:
For people who decide not to look through this thread,....

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).

:roll:
I had already uploaded update 6 and this is gonna require some testing. I think there is another issue I need to fix.
 
:roll:

I had already uploaded update 6 and this is gonna require some testing. I think there is another issue I need to fix.

but does the v6 klint level up(like v4 and before) or is he unable to do so like in v5?

BTW, thanks for your support these days(and for Up6), really appreciate it[/quote]

PD: Klint isnt even present in the party.txt in V6! have you erased it completely from v6 or am i doing something wrong?(i was comparing both party.txt from friendly klint2 and your mod), and if so, will the game work if i run the FK2 mod with the modrunner?
 
elotrocoso said:
:roll:

I had already uploaded update 6 and this is gonna require some testing. I think there is another issue I need to fix.

but does the v6 klint level up(like v4 and before) or is he unable to do so like in v5?

BTW, thanks for your support these days(and for Up6), really appreciate it

PD: Klint isnt even present in the party.txt in V6! have you erased it completely from v6 or am i doing something wrong?(i was comparing both party.txt from friendly klint2 and your mod), and if so, will the game work if i run the FK2 mod with the modrunner? and if not, could you tell us the required changes so he will level up(like last vers), i dont mind minor bugs with, but not leveling up s pretty bad and im supposing that U7 will take a while
 
elotrocoso said:
Klint isnt even present in the party.txt in V6! have you erased it completely from v6 or am i doing something wrong?(i was comparing both party.txt from friendly klint2 and your mod), and if so, will the game work if i run the FK2 mod with the modrunner? and if not, could you tell us the required changes so he will level up(like last vers), i dont mind minor bugs with, but not leveling up s pretty bad and im supposing that U7 will take a while

Well I'll be a monkey's bare-assed uncle! I never caught that! He is party member 7, replacing the 'Doc'. Ok, gotta change something else. Maybe this will clear up his issues. I have also renumbered the protos, so that the Klint levels are in sequence. I didn't think that would matter, but just in case. Thank you very much for finding this. Update 6 Klint will be running just like in update 5. Like I said, I have a few things to straighten out.
As for using modrunner, I really don't know if it would work. You may just end up overwriting some protos or scripts that have the same numbers as those already in the Megamod. For example, Friendly Klint 2 adds on 4 new critters immediately after Horrigan to represent his stages. But in the Megamod, the next 4 critters after Horrigan are holograms from the EPA. You might have some unexpected problems there. You would need to reorder these scripts and protos for those holograms and place them at the end, thereby giving them new numbers. This is what a lot of my work has entailed: going through these mods and reordering scripts and protos so that they have their own numbers.
As for update 7, or what will be known as Megamod 2.0, I don't know how long it will take. I am trying to get Scrapheap to work, and am also waiting for something else to add to it. If nothing is forthcoming, though, I will have something out by the end of the month.

Edit: Alright. The above is fixed. But, looking back through the files, I finally see that I left out several very important protos. (Or, I included them when I first incorporated Klint, forgot to set those files to read only, and they got erased.) So, for those of you who want to play with Friendly Klint and my work, without waiting for my next update, do the following:

1. Extract the files from the acklint2.zip file.
2. Place all files EXCEPT 00000484.pro and critters.lst from proto\critters into the data\proto\critters folder in your Megamod game. Do not use any other files from the acklint.zip file.

I just checked Klint out and he works fine. There are some other smaller changes to make to this thing, but I am not going into those here, as I will have them fixed in the Megamod 2.0. However, this will get you a working Klint who has abilities which change with the armor worn, HP which change, and who also trade now regardless of the armor worn.

Edit 2: Oops. Those 'zip' extensions above should be 'dat' extensions.

Edit 3: To Guyver8: Thanks for looking at the vehicle stuff when you get all set up. I appreciate your help.
 
MIB88 said:
So, for those of you who want to play with Friendly Klint and my work, without waiting for my next update, do the following:

1. Extract the files from the acklint2.zip file.
2. Place all files EXCEPT 00000484.pro and critters.lst from proto\critters into the data\proto\critters folder in your Megamod game. Do not use any other files from the acklint.zip file.

I just checked Klint out and he works fine. There are some other smaller changes to make to this thing, but I am not going into those here, as I will have them fixed in the Megamod 2.0. However, this will get you a working Klint who has abilities which change with the armor worn, HP which change, and who also trade now regardless of the armor worn.


hi! just new here. i just wanna ask coz when i extract the acklint2.zip all i get is acklint2.dat and read me. how can i extract the files in the dat file?

thanks alot!! and btw great mod!! :)

edit: nevermind my question. i already solved it. :D
 
just checked Klint out and he works fine. There are some other smaller changes to make to this thing, but I am not going into those here, as I will have them fixed in the Megamod 2.0. However, this will get you a working Klint who has abilities which change with the armor worn, HP which change, and who also trade now regardless of the armor worn.

most importantly, will he be able to level up?
BTW, are you planing to add the primitive tribes mod in V2? i saw it in the quest.msg file.
i also wanted to report a couple of quest issues in klamath, i m currently unable to get the refuelt the still and get rid of the rat god questand another quest i saw in quest.msg involving the barman of the goldeng gecko(hunting expedition i think), is this normal?
 
elotrocoso said:
i also wanted to report a couple of quest issues in klamath, i m currently unable to get the refuelt the still and get rid of the rat god questand another quest i saw in quest.msg involving the barman of the goldeng gecko(hunting expedition i think), is this normal?

1. I don't think refuel the still is part of New Vision. I might be wrong, but I never got it either. There are other old quests that were left out or just changed altogether. Rather than looking at the quest.msg file, you would have to go through the text files and character scripts to see what really is and is not included. I can tell you this, though: I changed very, very little when it came to Klamath, so whatever you see and whatever quests you can get is what Team X intended.

2. What do you mean you can't get rid of the Rat God quest? You mean it never crosses out?
 
MIB88 said:
1. I don't think refuel the still is part of New Vision. I might be wrong, but I never got it either. There are other old quests that were left out or just changed altogether. Rather than looking at the quest.msg file, you would have to go through the text files and character scripts to see what really is and is not included. I can tell you this, though: I changed very, very little when it came to Klamath, so whatever you see and whatever quests you can get is what Team X intended.

2. What do you mean you can't get rid of the Rat God quest? You mean it never crosses out?


1. Im also not getting the torr brahmin quests, i supposed it was possible that newvision removed them, but i was asking so if someone just played through klamath, or remembers getting the quests, told me if they were actually there, yet there s one quest(the one regarding the golden gecko s barman) which i dont remember being there in the original game, so it eemed kind of odd that it was there without followthrough

2. no, I mean i cant get it at all, i can kill the rat god, and get it crossed out(i think) but no one asks me to do so, and hence i get no reward or extra xp
 
Error! partyMemberItemSave: Cannot find script

This is a new error message for me. Can anyone tell me what the problem might be? I'm using megamod 6. thanks
 
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