MIB88 MegaMod - opinions, technical issues, etc.

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Demonslayer said:
A bit offtopic but it's something i would like to see in those BOS houses in FO2: was the tactics power armor already taken to any mod? Or is it impossible to do?

Would be a great add as the horrigan armor isn't 100% functional :(

What do you mean? You didn't get it to work? Granted, the way you get it isn't right, as Horrigan's corpse isn't lootable (yet), but the armor does work. Or did you mean that it isn't 100% in that all the weapons look the same on that one sprite? If that is what you mean, then I hope you are not waiting on me to do something with that. I am definitely not a graphics person. And even if I were, I still wouldn't be the one to redraw all those different sprites with various weapons and other animation.

As for the BOS armor, it isn't impossible. I am pretty sure it has already been converted for FO2 use and is part of the tactics critter packs available from this site.
 
The problem with dead kids standing around like nothing happened is a problem with Fallout, not the mod.

I suppose they're missing some animations.
 
1) I have dellete all Kaga entries from worldmap.txt and it help.

2) About Frank's armour - It's not a good idea to give his armour for player, You must remember that Secret Service Agent F was a big mutant and his armour was made specialy (something like live support system) for him not player or any normal NPC. I'saw somewhere mod that made possible to wear his siut and it doesn't look good for me.
 
ZigZag said:
1) I have dellete all Kaga entries from worldmap.txt and it help.

2) About Frank's armour - It's not a good idea to give his armour for player, You must remember that Secret Service Agent F was a big mutant and his armour was made specialy (something like live support system) for him not player or any normal NPC. I'saw somewhere mod that made possible to wear his siut and it doesn't look good for me.

Cool, glad you got the worldmap working, even though that does suck that you now won't have the encounters with your archnemesis anymore. As for Horrigan's armor, you have to know that it is staying in. If you don't like the idea of wearing his armor, then don't take it when you kill him.


elotrocoso said:
also, the "mayor s" shop at modoc never gets anything, before or after the ghost farm solution

I checked into this. It isn't a bug. Jo's inventory will not generate new equipment unless Modoc becomes a successful, thriving community. Look at it like this: If Modoc stays a poor community, who would go there and trade? And if no one is going there to trade, then Jo's will not have new items in his inventory. You said nothing is generated after the solution. I have not found that to be the case. Did you complete the good solution?
 
MIB88 said:
Demonslayer said:
A bit offtopic but it's something i would like to see in those BOS houses in FO2: was the tactics power armor already taken to any mod? Or is it impossible to do?

Would be a great add as the horrigan armor isn't 100% functional :(

What do you mean? You didn't get it to work? Granted, the way you get it isn't right, as Horrigan's corpse isn't lootable (yet), but the armor does work. Or did you mean that it isn't 100% in that all the weapons look the same on that one sprite? If that is what you mean, then I hope you are not waiting on me to do something with that. I am definitely not a graphics person. And even if I were, I still wouldn't be the one to redraw all those different sprites with various weapons and other animation.

As for the BOS armor, it isn't impossible. I am pretty sure it has already been converted for FO2 use and is part of the tactics critter packs available from this site.

I was trying to say that i would like to see both armors (FOT power armor and horrigan armor) in FO2.

I know that horrigans armor is usable but the last time i checked it, it would only let use 2 weapons. I dunno if that has been changed since then. A way to go over that problem would be to lock the active weapon slots with horrigan weapons. Like this if you wanted to use horrigan armor you would have to use one of his 2 weapons.

About the Tactics armor maybe Sirren67 will be able to import it has he did a awesome job with Andy critter.

Well, but this can wait. :?

ZigZag said:
2) About Frank's armour - It's not a good idea to give his armour for player, You must remember that Secret Service Agent F was a big mutant and his armour was made specialy (something like live support system) for him not player or any normal NPC. I'saw somewhere mod that made possible to wear his siut and it doesn't look good for me.

As a last resort it could only be used by marcus or maybe do it like this:

Makenshi said:
1. Marcus, the super mutant

How about changing his look depending on the type of armor he is wearing, just like the look of other party members in B-Team MOD/MIBB 88 Megamod/Patch 1.05? His look could be the 'naked mutie' when without armor, his standard look when using Leather Jacket, the look of the lieutenant of Fallout 1 when wearing Metal Armor, and Horrigan's look when using PA. Its possible to scavenge the lieutenant's sprite from Fallout 1 and use it in Fallout 2, isn't it?
 
Hasn't wild_qwerty already done all the heavy work for the tactics stuff?

I thought he'd already converted all the sprites for use in Fallout 2? If so, then putting tactics armour into the mod would be very simple indeed! Just a case of moving things over.
 
Chris Parks said:
Hasn't wild_qwerty already done all the heavy work for the tactics stuff?

I thought he'd already converted all the sprites for use in Fallout 2? If so, then putting tactics armour into the mod would be very simple indeed! Just a case of moving things over.

Yes, he has already done the work. Now where to put that armor?...

Anyway, it will have to wait for some other time. I just sent Silencer version 2.0 about 10 minutes ago. The whole thing weighs in at about 27 mb when zipped.
 
MIB88 said:
Chris Parks said:
Yes, he has already done the work. Now where to put that armor?...

Possibility one:
Inside the BOS house in den or other one.

Possibility two:
Make a new "portal", as in entrance to another level/location, on this house like basement one, two or three.

Possibility three:
Make a completely new location reveled after do some quests for the BOS in san fran (maybe only reachable by vertibird?).

But if you already sent the file, that have to wait. I'm playing FO again now but i think i'll have time to finish it off before the file is available to download.


Another question i have:
Is possible to enlarge the world map?
(if it's possible this opens a new horizon 8))
 
Demonslayer said:
Another question i have:
Is possible to enlarge the world map?
(if it's possible this opens a new horizon 8))

I think Fallout XP mod enlarged the map. I am pretty sure, anyway. Unfortunately, I couldn't get the map to display correctly. But, enlarging the world is possible.
 
Demonslayer said:
So it's possible to add the maps of FO, in the same location they were, in FO2 :-o

Maybe if someone got it it working completely right. But that also means redoing those city maps as well.

On another note, I see that 2.0 has been made available for download. I just realized something the other day: I left the location called Scraptown in the on state, just to the east of the Den. I meant to turn this off (as mentioned in the readme). Keep in mind, it works overall, and will not crash your game, but I am still working on this. There are some things that need to be fixed or changed completely.
 
Hey MIB88, nice work integrating these mods together. But, um, is there anywhere in the pack that stops you from saving at the beginning of the game? After installing the megamod it just doesn't let me save.
 
RangerKarl said:
Hey MIB88, nice work integrating these mods together. But, um, is there anywhere in the pack that stops you from saving at the beginning of the game? After installing the megamod it just doesn't let me save.

Now, why in the world would I put in a feature like that!? What exactly is it that does happen?

To Demonslayer: Going back to the map question, not all of the maps need to be redone completely. But every one of those maps requires some work. Some art in F1 was not used in F2. So some things would need to be replaced or redrawn. All of the critter scripts would have to be replaced. I was just looking at a bunch of maps from F1. About half of them loaded with no foreseeable problems except those mentioned above. The other half just crashed the mapper.
 
It's right after installing the mod. I made a fresh FO2 install, no patches or anything, then straight plugged the data folder from the mod into the game's data folder.

I started a new game using a premade, to test. The Elder anim and the TeamX anim comes up fine, but when I get into the game and attempt to save it just fails after typing a savegame name in. Funny thing is the savegame/slot** folder still gets created.

Also after entering the temple the gameworld just goes black and doesn't refresh right (get ghost images everywhere). It's just weird.

EDIT: Nix the savegame being created thing, that was an old one from the fresh install test.
 
Check your main folder. Do you have something called patch000.dat?

Remember to replace the .exe file?
 
Nope, just critter and master.dat, the cfg file and the exe. Oh, and the data and ereg folders as well.

EXE was replaced too. It was modded in December 27 2005 right? At least that's what the file properties say.
 
RangerKarl said:
Nope, just critter and master.dat, the cfg file and the exe. Oh, and the data and ereg folders as well.

EXE was replaced too. It was modded in December 27 2005 right? At least that's what the file properties say.

Yeah, that is the right version. What you described I only got when there were misnumbered maps. I don't know what could be causing this for you if there is no patch000.dat file, you have the right .exe, and the data folder has the proper subdirectories (data\data, data\proto, data\maps, etc.) Are you playing with a US version?
 
I believe so, the same copy worked with killap's unofficial patch, and previously the original 1.02. It's gone and stuck a steering wheel in my drawers, if you catch my drift here.
 
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