MIB88 MegaMod - opinions, technical issues, etc.

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IAR80 said:
Because so many people ask the same thing over and over again namely "how I install this?" I give up, and I will not post any bug I encounter, because you are distracted and forget to reply!!!
Vic and Klint have big problem, and I have enough trying to solve them by myself.
Now it's worse after I install update 6.
Klint don't level up and Vic forget his level and reset. I don't think it's our fault, the Mod have problem, evean with corupted files or not having protos files, wich is your fault.
Question. You have deleted and reinstall your game after every update you make? Or try to istall the Mod on another computer, to see if it's working?
I don't wanna be missunderstod but I have enough.
BTW The lader in Klamath it's working with update 6.

I didn't forget what you said about Vic. Go back just one page: I said I would look into it. Do you want a daily report of me saying something like "Nope, still haven't figured it out yet"!?
And read through this thread. There isn't always the same type of problem. Everyone seems to have their own set of bugs. Some people have elevator problems. Some people can't enter the Klamath basement. And on and on. If there was something just wrong with my work, then everybody would be having the same problems. Why is it that different problems come up sporadically with different people? And others report things are fixed while others still have problems? Of course there are problems with the files I put together. It is a work in progress. But contrary to what you might think, working on this thing is not my job!
And to answer your question, I reinstall the game each time I make a bunch of changes, and then add in the Megamod from my work folder. Maybe the type of computer system does play a part. I don't know. But there is nothing I can do about that anyway.
As for my final comments here, don't write them off as me not being able to take any sort of criticism. That isn't the case at all. It is through critiquing things that they become better. That said: You seem to forget that I make this mod for me. And I share it with others, not because I think I am being oh-so gracious. I just thought they might like to see it. And they can help me spot problems that I miss. But if you have "had enogh" - fine. Great. No need for you to download any more of my work.Or you could learn to do this stuff yourself and you can fix it.
 
I was wondering about the music files from the original megamod. Are they all the normal fallout 2 music files, or are there additional tracks created by modders as well?
 
Yes, you have the right to be upset, but when I repaire something in update 5.1 and it's working almost good (those proto files) you come along with update 6 wich is ruined all my work.
Now I need to started again from the scratch.
I don't wanna upset you because you make a very good work with the mod and I'm happy to played, I just have enough for that question over and over how I install this, not for your work.
Maybe my english it's not that good and missunderstood me.
In my instalation of the Mod everything it's working because I repairing it, I just told you what it's wrong from my point of view.
I don't wanna criticism you, anyway who I am to do that. (maybe nobody)
 
IAR80 said:
Yes, you have the right to be upset, but when I repaire something in update 5.1 and it's working almost good (those proto files) you come along with update 6 wich is ruined all my work.
Now I need to started again from the scratch.
I don't wanna upset you because you make a very good work with the mod and I'm happy to played, I just have enough for that question over and over how I install this, not for your work.
Maybe my english it's not that good and missunderstood me.
In my instalation of the Mod everything it's working because I repairing it, I just told you what it's wrong from my point of view.
I don't wanna criticism you, anyway who I am to do that. (maybe nobody)

I find the above kind of funny: Like I made youinstall update 6. (Just a note from now on though: keep a backup of your work, that's what I do.) Anyway, you keep talking about bad proto files. The only thing that was wrong was the missing Klint proto files. There weren't any corrupted ones sent in any of the Megamod updates. The corrupted files that I mentioned earlier were ONLY ON MY COMPUTER. They became corrupted during a playtest. You didn't get any of those. But if it makes you feel better to believe I sent you something destroying your work, so be it.
I honestly don't understand how installing this mod is so difficult. Copy the files to the data folder of the Fallout directory: all files from the Megamod go into the Fallout2/data folder, with the exception of the modified executable. Some people don't get that.
As for you fixing stuff that you see broken or want to improve upon, that is a good thing. You will not hear me complaining about that. And I welcome actual criticism from you. Who are you to do that? A fan of Fallout. I told you that is how things get better.

And to roshan, all those music files were from Fallout 2 originally. I didn't know it when I first put the Megamod together (I have come a long way since then). The only new music is the one called sewers.
 
Yeah, a fan of Fallout!!! That's sound very good.
Tanx to remind me that.
I see what can I do to fix what is wrong with my download, maybe I need a little more patience.
I will not bother you until after you release MegaMod v.2
 
Dont be scared by the scary comments MIB88; to many great modders leave they mods cause of some dumb people who cant thinks about the effect of freely negative comments on people motivation.

Your mod is a must have so I'll be following the pogress, since I've received my version of the White Label F1/F2/Fo:T I will be able to play a game using your mod (at last I hope so)..
 
Seden said:
Dont be scared by the scary comments MIB88; to many great modders leave they mods cause of some dumb people who cant thinks about the effect of freely negative comments on people motivation.

Your mod is a must have so I'll be following the pogress, since I've received my version of the White Label F1/F2/Fo:T I will be able to play a game using your mod (at last I hope so)..

There are probably some issues that come up just due to the difference in languages, but I wouldn't call them dumb. Negative comments about this don't bother me. I need to hear some of it to try to find potential problems with the work. And I might appear harsh to get people to do some things themselves, as they can be more rewarding that way. Anyway, I will continue to work on this as long as there are mods to include and I am having fun doing this. Don't worry. ;)
 
a small question, isnt lifegiver supposed to act retroactively(ading + 4 per level already gained when u get the perk)? is this a modification from the mod, or is this usually like this?


NOTE: nevermind, i already found out it is only retroactive for the level in which you get the perk, sorry to bother

Here s a real issue, when i have sex with either davin or miria, i get a black screen, it doesnt crash, and i can hear the ocasional gun movement and ambient sounds, but i cant do much, also, the "mayor s" shop at modoc never gets anything, before or after the ghost farm solution
 
great work, but I personally think the New Visions mod spoils it. It just changes too much of the storyline and does so in a very rough way.
 
elotrocoso said:
Here s a real issue, when i have sex with either davin or miria, i get a black screen, it doesnt crash, and i can hear the ocasional gun movement and ambient sounds, but i cant do much, also, the "mayor s" shop at modoc never gets anything, before or after the ghost farm solution

Yeah, I already found that. It was a problem with the mcgrisha.int file (the father's script). This has already been corrected in 2.0. I will look into the restocking issue.
 
God Morning everybody.
Iinstalled version 6.0 after 4.0, 5.0, and 5.1 and New Vision works good. But they're bugs in rest of the game:
1) I had levelup bug including: Myron, Cassidy, Vic and Sulik (after his second lup)
2) Joe has not any wares in his inventory
3) After intercouses with Miria and Dave the screen went Black but
game doesn't crash
4) Myron after teaching me the stimpack and superstim production cannot make them any longer.
I hope this will be helphull for tou and thanks for your work and time. :) R.
 
Requete said:
1) I had levelup bug including: Myron, Cassidy, Vic and Sulik (after his second lup)
2) Joe has not any wares in his inventory
3) After intercouses with Miria and Dave the screen went Black but
game doesn't crash
4) Myron after teaching me the stimpack and superstim production cannot make them any longer.
I hope this will be helphull for tou and thanks for your work and time. :) R.

1. Read a little earlier (just a couple of pages) about Vic. Is that what you are referring to? Or have you found something else? And is it the same for all characters?
2. Addressed just above. I'll look into it.
3. Also addressed above. Fixed.
4. I haven't tried this out. I don't know if the creators of New Vision 1.2 intended for Myron to still be able to make stimpacks after he teaches you. However, I think that he should, and I can fix this rather easily.
 
I tried to level up Cassidy and Sulik without wearing armour and weapons and that worked, but not in case of Vic, his HPs and skills are still reseting after loading the save and/or leaving location so he has 103/70HP for example. BTW I wish they would not level up randomly. Its a bit frustarting to keep thein shape. :wink:
 
found a small bug in VC vault, on the second floor when you try to open the jammed door(where the strength module is) wih 7 strength and a crowbar, it will say its open, but it will stay closed, when you tried to open manually after that, it it says its jammed and cant be closed.

i also wanted to ask about skeeter s upgrades, and i do not know what mod changed this, so ill ask here, what are the components to be used with the improved and extended capacitator battery? and what new recipes where introduced in the mod(s)

and one more thing, can you do something with the barette M82?

sorry for asking walkthrough-like questions, but i dont really enjoy travelin with 35+ pounds useless trash with my low str char
 
elotrocoso said:
found a small bug in VC vault, on the second floor when you try to open the jammed door(where the strength module is) wih 7 strength and a crowbar, it will say its open, but it will stay closed, when you tried to open manually after that, it it says its jammed and cant be closed.

i also wanted to ask about skeeter s upgrades, and i do not know what mod changed this, so ill ask here, what are the components to be used with the improved and extended capacitator battery? and what new recipes where introduced in the mod(s)

and one more thing, can you do something with the barette M82?

sorry for asking walkthrough-like questions, but i dont really enjoy travelin with 35+ pounds useless trash with my low str char

I remember that error with the vault doors. Killap fixed that, and I thought that I properly included that. Ok, I will fix this.
As for Skeeter and the upgrades, that was changed with New Vision 2. That is all I plan on saying of the matter. Don't feel sorry about asking those walk-through questions. I personally, don't like answering them, preferring to let people discover things on their own. But, there are a bunch of people here who I am sure don't mind answering this for you. But I will tell you this: the old vault dweller's weapon (M82), I have never been able to do anything with it.
Thanks, and please let me know what other errors you find.

And to Requete: Thanks for the info. I really don't know what could be causing this. Just one more thing to add to the list!

Edit: The deal with the vault doors should be corrected in the next release (which will be uploaded very soon). I went back and checked some files. It turns out that I hadn't included the latest script that controlled those doors.
 
small question avout V2, have you managed not to change any global variables since up6? i really dont want to start from scratch....again

and thanx for the answers
 
elotrocoso said:
small question avout V2, have you managed not to change any global variables since up6? i really dont want to start from scratch....again

and thanx for the answers

I think I said this before: It isn't just a matter of global variables that invalidates a game. I left room in there for growth, so if a new mod comes out that introduces new global variables, I would not have to add new variables, just use the space I had set aside. However, what about the party.txt file? That is one file that if changed also invalidates games. And I had to chage that for the modified Skynet. No amount of pre-planning will help if that file is changed for any reason. I changed just two numbers in that one time and invalidated my games. But there are several other files that, if changed, invalidate previous games. Previously saved games will not work with the 2.0 game. There are just too many changes betweeen the versions. If you don't want to start over, then don't bother installing 2.0 until you have finished playing. If you do want to play using version 2.0, then you will have to start from scratch...again.
 
Holy crap this thread got big rather quick.

Anyways, I uninstalled my Megamod, and now since I'm in the mood for some Fallout again, I plan to re-install the Mod. Do I just install them in the regular 1, 2 ,3 ,4 ,5 ,6 order? Or is there a catch somewhere around there?

>.>
 
MasterHan said:
Holy crap this thread got big rather quick.

Anyways, I uninstalled my Megamod, and now since I'm in the mood for some Fallout again, I plan to re-install the Mod. Do I just install them in the regular 1, 2 ,3 ,4 ,5 ,6 order? Or is there a catch somewhere around there?

>.>

The catch would be to read this thread. But I would recommend waiting for the 2.0 release, which will be uploaded to the site very soon.
 
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