MIB88 MegaMod - opinions, technical issues, etc.

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Yes, i figured it just a minute ago, but thanks!

Oh, and when i picked up a sniper rifle from Bunker 21, i couldn't reload it.
 
zachary said:
Oh, and when i picked up a sniper rifle from Bunker 21, i couldn't reload it.

I experienced that too. I had the bullets but couldn't reload it. Not even drag and drop the bullets.
 
Yah, the sniper thing is pretty damn annoying. I tried giving it to Vic the moment I found it, gave him the ammo and told him to use his best gun, but he equipped some hunting rifle instead. So I tried giving it to Klint and he would rather equip an envenomed spear. So yeah theres a problem with the ammo association on the sniper rifle. Why oh why did it have to be that gun? :shock:
 
The sniper rifle now uses 7.62 ammo, so just find some of that stuff and load it in. It should work, asssuming you've been trying to load the gun with the .223 it came with.
 
Hm. That's odd. For some strange reason, when I was going to Klamath from Arroyo, whenever I got into an encounter, the game would just quit itself/shut down. It stopped now, but I'm just wondering if it was my game or the mod.

>.>
 
Alright, when I'm in the Navarro, after talking with Chris, the screen fades to black. I can still hear music playing, but I don't see anything. I tried to attack him, but it fades too, and I see his red outline.
 
i saved the game before i started a fight with metzger. then i got killed and tried to load the game, but i got that "unable to load" message. it's the third time i get this. first at primitive tribe, then the truck location. and then this.. did it ever happen to anyone else? it was the third time i started a new game :(
 
I just needed a few days. I see I didn't miss anything really important. The following is a list of recent changes and corrections that will be in the next update:

-bodies now decay at the EPA
-You can't walk through the walls of the cryo section of the EPA
-NPCs can't go behind elevators and end up in the cave walls
-changed the script for the Doctor's serum...it no longer counts as the gain agility perk, just as a stat increase, thereby allowing you to still choose the Gain Agility Perk if you want it
-Can no longer enter all sublevels at the EPA from the town map
-Corrected numerous misspellings in EPA dialogs
-NPCs will no longer walk through locked doors in the EPA
-Corrected the 'Error' that appears When you fix Marion's leg with the doctor skill by adding dialog
-Mr. Chemmie! can create heart pills for Cassidy
-You can once again get Lenny in your party
-NPCs will no longer run through locked Brotherhood base doors
-The sniper rifle at Bunker 21 has been changed, and should now use the correct ammo at the beginning
-Replaced the files for Kaga's first and second levels; you should encounter level 1 Kaga as well as have no more crashes or other problems resulting from the level 2 Kaga encounter

So, if you see errors in the game and you see on the list above that it is corrected, no need to post about it.

to H-K: Wasteland Ghost is looking into the issue about learning the gecko skinning perk as a bad character.

to all:She is also looking into the crash resulting from looking at Phil in Klamath.

to Chris: I sent you some code for the stealing issue

to Heodien: I forgot to tell you, there are still requirements to get Lenny. I know you said that you edited the character and said you had max stats. Does a hacked character always operate as it should? Just so you know, you need a minimum charisma of 8 or Cult of Personality and a good rep in Gecko, and the thread will appear the second or third time you talk to him.
 
zachary said:
With this update, will we need to start a new game?

The things I have changed so far don't require starting over. Who knows about any other changes/fixes I have yet to make. Map fixes do require that you go to an earlier point in the game where you have not entered that location though. However, I am not releasing this for a while. There is still so much I could be adding and changing. I am not going to release an update every week.
 
I have uploaded a new version of Megamod2, with the sound sfiles that might have been missing.
 
Perhaps, I missed the last bacth Mark mailed me, so it might be it.

It's gotten 1/3 larger *sigh*
 
Yeah, those sound files just don't compress any. As for what is in there, it should include the sounds for the cockroaches and gila monster, sounds for the vertibird, sounds for the Klamath sewers, and one fix regarding a talking head for a guard in power armor. Thanks, Silencer.
 
It is possible to post another link for megamod, other than 3ddownloads, because 3ddownloads isn't supporting resuming or download accelerators. It's a big download and i have low internet speed(dial-up) and really like to play this mod.

Thanks. :)
 
MIB, thanks a lot for all the work done and all that is still to come, i just love playing this mod since it started.
As for the Kaga, i figered out a way to get him but just coudnt lvl up him, thanks for fixing that too.

As for Lenny, i dont know if Falche2 works, but i was playing with the Godess char(10 in all stats) and had the cult of personality, i just used the falche to burst the doctor and healing skills, because i tought that it would allow me to get him, but no problem.

Thanks for all you've done, and if i find more problems i will let you know.

Just one question, it was Chris who did scraphead?Nice location.
 
heodien said:
Just one question, it was Chris who did scraphead?Nice location.

No, that was XavierBlazer, I believe, who did all the original work with porting that location over. Then I just needed to go back and redo some critters and scripts.
 
As scraphead = junktown, i would rather have a world map expansion and add some of the good developed maps from FO1. But that would make modders make new town persons and new quests for that places.

Too much to ask i believe, but glow in FO2 <3
:oops:
 
Demonslayer said:
As scraphead = junktown, i would rather have a world map expansion and add some of the good developed maps from FO1. But that would make modders make new town persons and new quests for that places.

Too much to ask i believe, but glow in FO2 <3
:oops:

We'll see. But all that depends on whether or not all the bugs can be worked out of the expanded worldmap. And Scrapheap (which I was forced to rename, and is now Scraptown), was just a demo town, and really can be placed anywhere. But you are right: seeing the glow after all this time would be pretty cool.
 
Heya i have a problem with Megamod v2. Everything works fine except the Abbey - when i enter it from the worldmap, it just goes back to the map i was last on but everything leaves trails. The hex thing leaves trails everywhere. Yes i have proto set to read only (the WHOLE FOLDER), no patch000, i've tried installing to a completely different location, i'm only running this mod. I can access the Abbey map from the main menu by pressing Ctrl R but not from the game. I'm sure i've seen this problem in another thread but i searched for like an hour and couldn't find it. Primitive Tribe works... If you could help me with this i would be very grateful.
 
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