MIB88 MegaMod - opinions, technical issues, etc.

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BrotherMaynard said:
MIB88, I'm having a similar problem to RangerKarls in which no interior Temple of Trials appears, instead all that happens is trails where ever the character moves. I've tried several fresh installs, but I'll try installing to a folder other than Black Isle and will get back to you.

edit: i am also unable to save into any slot, and i've reinstalled FO2 and reapplied the mod several times, but still no dice.

further edit: i've found that almost ALL of the files and folders within the mod are read-only, including the saved game folder which may be the root of that particular problem. Trouble is that I have tried several times to make these files accessable, both trying to unapply read-only as a whole with all files selected, and via attempting this with each file individually (man was that ever a trial) However each time i try to enter the temple of trials in the game, i get the same blank screen result. And when i check the files and folders again, they have reverted to being read-only. I am at a total loss how to deal with this. Any help would be much appreciated.

I am afraid I don't have any advice for you. Never even heard of this. I have seen the map error a number of times, and is always the result of either:
1. a patch000.dat
2. corrupted files in the proto folder
3. maps having been moved/renamed by me

The only files that definitely need to be set to read only are those in the proto folder (mainly critters and items). However, as a general rule I also set scripts to read only. But I just checked my game, and it appears as though my save game folders are set to read only. Whatever the case, that sounds like you have something peculiar to your computer. Sorry, but it doesn't look like I can help you.
 
BrotherMaynard said:
How do I determine if the protos are corrupt?

I absolutely can't believe you just asked me that. From now on, I will not be helping you...I get tired of repeating myself. I just spoke of this on the previous page.
 
Well excuse me for not stating that I HAVE checked previous posts to try and solve this and that I HAVE checked the dates that the files were created, with the newest critter file having the latest date being the 2nd. I was only curious as to know how I could tell whether or not the files were corrupted other than in this mannor, and if the fact that I really don't know too much about how these files are created and utilized and only wished for some help in the right direction in order that I can actually enjoy your project then I appologize.
 
Yeah i know how Myron's meant to tell you about EPA (I checked the dialogue files on The Vault [Fallout Wiki]) but when i tell him to wait, he just talks of the Mordino Stash on Golgotha a.k.a Trash Grave. So step by step of dialogue:
I Say: Myron, wait here till i come back
He says: Rararara gets all angry
I say: No wait here you pest
He says: {990}{myn139}{Wha-a-a-are you fucking serious? Whoa, whoa, hey, hey...you keep me around, I'll do you a favor. Huh? Wh-Whadda ya say?}
I say: What kind of a favour?
He says: 1021}{myn142b}{Could be I know one of Mordino's little stashes in Golgotha outside of Reno. Lotsa chips. Lotsa drugs. Just gotta keep me around.}
^ This is the spot where he's meant to say
{1020}{myn142a}{I've heard of a secret building with lots of strange vegetation around it. If I'm with you, I can point it out on a map.}
But he doesn't, just keeps telling me about Golgotha. Any help on this would be much appreciated. And it's nothing to do with my files... unless of course changing the map.txt for that Abbey fix, somehow changed the EPA settings or something.
 
BrotherMaynard said:
Well excuse me for not stating that I HAVE checked previous posts to try and solve this and that I HAVE checked the dates that the files were created, with the newest critter file having the latest date being the 2nd. I was only curious as to know how I could tell whether or not the files were corrupted other than in this mannor, and if the fact that I really don't know too much about how these files are created and utilized and only wished for some help in the right direction in order that I can actually enjoy your project then I appologize.

Then I misunderstood your question. I don't know why the game does it. And I don't know what is corrupt about them, only that these files hurt the mod. Sometimes you can tell by the size of the file. Sometimes the corrupt files may only be about half the size as uncorrupted files (about 200 b for critters, and about 70 bytes for items).


DoomKill2020 said:
Yeah i know how Myron's meant to tell you about EPA (I checked the dialogue files on The Vault [Fallout Wiki]) but when i tell him to wait, he just talks of the Mordino Stash on Golgotha a.k.a Trash Grave. So step by step of dialogue:
I Say: Myron, wait here till i come back
He says: Rararara gets all angry
I say: No wait here you pest
He says: {990}{myn139}{Wha-a-a-are you fucking serious? Whoa, whoa, hey, hey...you keep me around, I'll do you a favor. Huh? Wh-Whadda ya say?}
I say: What kind of a favour?
He says: 1021}{myn142b}{Could be I know one of Mordino's little stashes in Golgotha outside of Reno. Lotsa chips. Lotsa drugs. Just gotta keep me around.}
^ This is the spot where he's meant to say
{1020}{myn142a}{I've heard of a secret building with lots of strange vegetation around it. If I'm with you, I can point it out on a map.}
But he doesn't, just keeps telling me about Golgotha. Any help on this would be much appreciated. And it's nothing to do with my files... unless of course changing the map.txt for that Abbey fix, somehow changed the EPA settings or something.

Um, ok. I see now. That is kinda funny, the part where you say what is supposed to happen. You are incorrect. That dialog about the secret building was not used in place of line 1021. The code is in addition to 1021. And since it's gameplay related, not a bug, I am not giving out any answers. You have to figure this out on your own. I will tell you this, though: I can tell by his reaction that you haven't been to Golgotha...
 
Oh man... i suck.... trash grave and tha mordino stash are completely different... wheres that delete post button....
Well, thanks for looking into it anyway... sorry man.
 
Sorry I kinda freaked out on you there MIB88. This is extrememly frustrating, I litteraly spent half a day trying to get the mod working, doing everything I could think of to get it to work, hell I've tried it on two different computers, reinstalling FO2 (both of which had and ran perfectly with update 5.1) and used seperate downloads of the megamod. If I could I'd just reinstall update 5.1, but it seems that all the files are no longer hosted here, so I guess I'll just have to wait for the next installment, and keep my fingers crossed. :wink:

Cheers MIB88.
 
BrotherMaynard said:
Sorry I kinda freaked out on you there MIB88. This is extrememly frustrating, I litteraly spent half a day trying to get the mod working, doing everything I could think of to get it to work, hell I've tried it on two different computers, reinstalling FO2 (both of which had and ran perfectly with update 5.1) and used seperate downloads of the megamod. If I could I'd just reinstall update 5.1, but it seems that all the files are no longer hosted here, so I guess I'll just have to wait for the next installment, and keep my fingers crossed. :wink:

Cheers MIB88.

Try this. You say that you tied this on two computers. But, did this other computer also have FO2 installed at some point, too? I want you to install the game again, brand new, not just to a different location, but to another partition altogether. Place the game in your D: drive (or other location if your computer has several partitions). Let me know what happens.

And to Doomkill2020: Let me know when you have resolved that. You don't have to post exactly what you did. In fact, it is bad enough that you already posted that it is Myron who can tell you about the EPA. :P
 
Hello, I just made an account to be able to post. Grrr, I had to make a new e-mail account since yahoo/hotmail are banned. Anyway:

@Mib
I quote from your readme: "As always, post any problems you encounter with this mod on the NMA website or send them to my e-mail address"


I do have problems, and I followed your directions step by step - fresh install, no other mods, overwritting data with your mod data, overwritting fallout.exe, all files set to read only at the begining of the game (to not "read-only' the saves). I also checked the files by date as I saw in previous posts, all look ok, but...

  • » 1 -st of all, the "error" message on pipboy is present (at least in my game)
    » if I try to lockpick certain doors, the game crashes (eg Klamath, the locked door in the room behind Sulik)
    » the hunting rifles sold in Den by the "thieves patron" merchant (forgot the name, is in the middle of east side, the one with lots of addicts sleeping inside the building) are not working
    » the nuka-cola machines are not working either
    » some random encounters with caves are giving me empty caves - there is nothing inside, are only the caves but no creatures inside.
    » sound seems to be messed up, I have to play with the volume adjustment all the time
    » even Sulik is supposed to be the brainless-beserker-fighter, the newly aquired friendly Klint makes him as useful as a 5-th wheel at a car. Compared to Klint, Sulik is lazy and coward, even they have exactly the same equipment and custom settings. I tried to look in AI.txt and party.txt but I wasn't able to figure out a way to make Sulik more active.
    » I know is part of NewVision mod, but the most logical step would be to buy corn from Sam in Klamath for the village, like in Fallout 1 you bought water for Vault13, not to find a solution applicable at the next harvest.
    » Bunker 21 is too easy to reach, too close of Arroyo (you get good weapons too soon in game) and have way too much equipment available.
    » according to readme's, this mod was supposed to make the game harder. At present time, on "tough" dificulty and "rough" combat, only with Klint and Sulik in party, there is nothing that can beat me on the map, and I'm level 14. I did not reached SF yet, hell, I did not even reached Reno. I'm not bragging, but I don't think is ok to wipe floors with enclave soldiers at that level. Maybe there is a way to increase the difficulty a bit? (but not by pumping the initiative of the enemies so they can shot you 1-st no matter what or by giving them all area_attack weapons)

Don't get me wrong, I like the mod, I'm not here to troll or bash or screw your image or something, I believe you have the right to know the bugs and/or to correct them and this post is supposed to be constructive not distructive. My english is still bad, escuse me for it.

PS There is any way to have only: Klint, Killap & Seraph patches, Armor Changing, Fixed Worldmap, Mr. Fixist mods?
Because I LOVE the NewVision mod, but when you leave/finish it and return to the normal game you feel like you lost something. I mean now are lots of quests in the begining thanks to TeamX , and very less after. Frustrating. You keep looking for them, even you know are not there.
Thanks in advance,
N.
 
Nemiah said:
Hello, II do have problems, and I followed your directions step by step - fresh install, no other mods, overwritting data with your mod data, overwritting fallout.exe, all files set to read only at the begining of the game (to not "read-only' the saves). I also checked the files by date as I saw in previous posts, all look ok, but....

You only have to mark the Protos as read only... you say you did not install any other mods, what about patches? I think this is where people may be going wrong. I messed around as an experiment and managed to duplicate "unable to load" errors doing this.
 
For installation of the Megamod:

1. Perform a fresh install of Fallout 2.
2. Overwrite the Fallout2.exe in the main Fallout 2 directory with the one contained in this mod.
3. Copy all other folders into the Data folder of your main Fallout 2
directory. When installed correctly, you will have inside your Fallout 2 directory a Data\data folder, data\maps, data\proto, et cetera, while the main Fallout directory contains the executable, critter.dat, master.dat, and the first Data folder mentioned above. If you have a patch000.dat file, either delete it or rename it. The folder 'readme files' can go in any location.
4. Ensure that the Data/proto FOLDER (and all subfolders and contents) are set to read only. This is a change to setting only the individual item and critter .pro files to read only in earlier versions. If you do this, then you won't have any weird occurrences with your NPC's hit points.

Is exacly what I've done.
And that's the mod I've downloaded and installed: http://www.nma-fallout.com/forum/dload.php?action=file&file_id=847
 
@Dude101: The deal with making the whole proto folder was something I added as a result of the strange hit points with NPCs and other random crashes. When those protos only were set to read only, files were still being created inside those folders, and they were screwing with the mod. As soon as I set the whole thing to read-only, those random files were no longer created, and my game ran a lot smoother.

@ Nemiah: You can't bash or screw my image...I am not worried about that. I welcome bug reports. And never apologize for your English. So, that said:

Nemiah said:
1 -st of all, the "error" message on pipboy is present (at least in my game)

Yes, someone else already reported this. I thought I had found the source and corrected it (it is a carryover from the EPA mod). I am still looking into this.

Nemiah said:
» if I try to lockpick certain doors, the game crashes (eg Klamath, the locked door in the room behind Sulik)

You said 'doors'...which other doors are doing this?

Nemiah said:
» » the hunting rifles sold in Den by the "thieves patron" merchant (forgot the name, is in the middle of east side, the one with lots of addicts sleeping inside the building) are not working

I need you to be more specific. What about them doesn't work?

Nemiah said:
» » the nuka-cola machines are not working either

Again, which ones? There are a lot of these.

Nemiah said:
» some random encounters with caves are giving me empty caves - there is nothing inside, are only the caves but no creatures inside.

I don't know if this is even a bug. Can anyone else confirm this? Are there some locations where there are caves to enter, but no critters inside? It makes sense that not every cave has critters...


Nemiah said:
» sound seems to be messed up, I have to play with the volume adjustment all the time

That sounds like a personal problem to me. Seriously, you need to check out your own system. There is nothing in the mod which isn't already in the unmodded game that would mess with your sound.

Nemiah said:
» » even Sulik is supposed to be the brainless-beserker-fighter, the newly aquired friendly Klint makes him as useful as a 5-th wheel at a car. Compared to Klint, Sulik is lazy and coward, even they have exactly the same equipment and custom settings. I tried to look in AI.txt and party.txt but I wasn't able to figure out a way to make Sulik more active.

Not a bug, obviously. Klint is modeled after Sulik. However, feel free to mod these characters however you want. I never changed Sulik. And Klint is the model created by Dodger. I don't know what to tell you here, other than if you find one character more useful than the other, then only take the one you like.

Nemiah said:
» I know is part of NewVision mod, but the most logical step would be to buy corn from Sam in Klamath for the village, like in Fallout 1 you bought water for Vault13, not to find a solution applicable at the next harvest.

Not a bug. Take this up with TeamX.

Nemiah said:
» Bunker 21 is too easy to reach, too close of Arroyo (you get good weapons too soon in game) and have way too much equipment available.

This was a location mod created by Lich. I thought of changing this stuff around at some point and making it more relevant. And Chris Parks and I have discussed this location as well. However, I haven't had that chance yet to do anything with this. But, the really easy fix is for you just not to go there until later in the game.

Nemiah said:
» according to readme's, this mod was supposed to make the game harder. At present time, on "tough" dificulty and "rough" combat, only with Klint and Sulik in party, there is nothing that can beat me on the map, and I'm level 14. I did not reached SF yet, hell, I did not even reached Reno. I'm not bragging, but I don't think is ok to wipe floors with enclave soldiers at that level. Maybe there is a way to increase the difficulty a bit? (but not by pumping the initiative of the enemies so they can shot you 1-st no matter what or by giving them all area_attack weapons)

Also not a bug. The only mod that even said anything about making the game harder is the New Vision 2 mod, because it now includes the New Year mod. That mod changed the amount of ammo in the game, changed some of the special encounters, and changed the sniper rifle. Nothing really major. And those other mods definitely weren't added to make the game harder. I will consider this, but there are other things I intend to do first way before I get to this one. However, if you are finding the enemies to easy, then I suggest you do what I said above, and stop going to Bunker 21 to load up on heavy equipment.

Nemiah said:
» PS There is any way to have only: Klint, Killap & Seraph patches, Armor Changing, Fixed Worldmap, Mr. Fixist mods?
Because I LOVE the NewVision mod, but when you leave/finish it and return to the normal game you feel like you lost something. I mean now are lots of quests in the begining thanks to TeamX , and very less after. Frustrating. You keep looking for them, even you know are not there.

I don't understand this. Are you saying that you want New Vision 2 along with those things you mentioned above? Or just those items above without New Vision 2? I suppose it doesn't matter, because the answer is the same. There is a way to do this. Ready? Learn to mod! That's what I did! :P
Seriously, this started off as a huge undertaking for me, something that was just for me originally. It isn't easy to just go through and take out this piece or that piece. I wasn't making this for others. However, you have given me an idea. You know, maybe I could take requests and make custom mods. Of course, such an undertaking would be time consuming. And might require some sort of...compensation. Hmmm...
 
Yeah i can confirm the "some caves not having critters in them 'bug' ". I'm pretty sure that even in the original (un-modded) F2, some caves in random encounters didn't have critters in them. The computer rolls to see whats in the caves (i think it's low rolls = nothing in the caves and high rolls can result in stuff like the bandits with special weapons and loot that you sometimes encounter). So uh yeah, don't worry about this.
And also, yeah i just steered clear of Bunker 21 because... well... it's far too much incredibly powerful equipment too early in the game... it's more of a cheat to be honest, seeing as you don't have to do anything special to get in there and it doesn't have any quests....
Keep on trucking MIB88
 
Hello again :)

Hmm... "learn to mod"... My modding skills are close to nill, first because I don't have any knowledge in this matter (i'm a graphic designer) and second because I don't posses the pacience to write 1000 lines of program to see a minor change in a game. More than that, when you mod, you spoil your game. You know what is supposed to happen, when is supposed to happen and what triggers the event. That screws 90% from fun imo, but I suppose the enjoyment comes from the fact that you can alter a world and see us, the regular people, staring at you, the modder, with big eyes waiting for the next change. Digital god-power I dare say. :>

Anyway, back to the track, aka buglist:


  • » Doors. So far I tried only the ones in Klamath, there is the one at Buckners, the one in the most western house (there is a room north of the house with two locked doors, I'm talking about the one from the eastern wall) each time I try to lockpick it after I jam the lock due to lack of skills the game spits me on desktop saing something about "runtime error"
    » Hunting rifle. It acts like my toon have a crippled arm. The gun have ammo, can be loaded or unloaded in inventory screen but not in hand slot. Also lacks the "single" description in upper right corner and 4 AP (im using fast shoot trait) in bottom left. Vic - the only one in party able to use it - ignores it, he prefers sharpened spear or combat knife or a messy shotgun, or zip gun or wanderer rifle.
    » Sniper Rifle. The "new" one, available in Bunker 21 can't be reloaded. It takes a huge amount of APs to fire with (8 !!) and after you finish the ammo, is unusable. The increased range does not justify the increased amount of APs imo.
    » Nuka-Cola machines. None of them is working. Until now - even I play F2 from the beginning, i think are 7 or 8 years - I never knew that those machines are able to distribute Nuka-Cola, so I was very interested to check them.
    » Sounds. I will check if is a personal problem, but afik I never had problems with sound on a unmodded F2. Also there is something else. At Shack location, after you kill the dog, if you visit the location again, there are still barking sounds. Maybe this sound can be linked of the presence of the critter somehow.
    » Klint. I simply love him. His presence makes the other party members useless. Hell, he competes with my toon when it comes to count the kills. My personal favorite was Cassidy followed very close by Robo-brain, then the cyberdog (the one from Navarro, not the one from NCR). Now is Klint :) I use the others just as mules. But even I enjoy Klint tremendously, I can't stop to think what kind of killing machine he's going to become when he'll reach his 5-th level.
    » Leveling up. I know Klint levels up, because his HP/AP are increasing. But he does not say a word when this happens. Maybe he does and I did not noticed?
    » Bunker 21. A most appropiate location for it would be somewhere between NCR and Broken Hills imo. That kind of heavy equipment is supposed to be in south-east of the map.
    » Difficulty. I'm not using Bunker 21 weapons, even I have them. .223 ammo is too hard to find in stores to afford to waste it on enclave rookies. But even with a Bozar or Turbo Plasma Rifle or Gauss Rifle would be at least weird to take'em out at such a low level.
    » Difficulty again. You are just a "tribal" leaving his village for the 1-st time. You - even as vault dweller descendant - are supposed to be a whimp almost all the time, to fear for your life, to be on edge, not to become king of wasteland in no time. I know is very hard to acomplish that without rough methods but is just what I think.
    » Character creation. When you start a new game and you are in "chose character" screen, the image does not show the name (e.g. Narg) but some ascii letters. I suppose is the name of the character with russian letters.
    » Kaga. I understand the guy is the competition, and I keep having encounters with him. But when he flees, he only flees a couple of steps then stands there waiting to be shot.


NewVision mod. I know I was not very clear, I'm sorry about this. Let me explain.
Original game have 1 mandatory and 4 alternative quests in Arroyo. In Klamath were 4 alternative quests and in Den 1 mandatory and like 8 alternatives. NewVision makes 3 mandatory and 12 alts in Arroyo, in Klamath 3 mands and like 12 alts (I did not explored all the opportunities yet, is just a rough estimation). It makes sense, the number of quests to increase as you develop your character. But after you finish the NewVision expansion, you have to go back to game and see that from Klamath you go to Den where you have to pay 1000 bucks for Vic, then to Vault City to get NCR location, in NCR to find Vault 15, in Vault 15 to find Vault 13, in Vault 13 to get the GECK and trigger Arroyo destruction and Navarro. In Navarro you find about SanFrancisco... then is game over. See what I mean?
NewVision mod makes the rest of the game to look bigger because of number of quests. Following that line, you should have like 25-30 quests in Den, like 40 in Vault City, like 50 in NewReno, etc. You KNOW are not there, but you keep thinking at them. Is not about brutal modding (eg Bozar with 100 range, 990 ammo, 100-200 damage, single-shot and burst and 1 AP, lol), is about game immersion. When I played NewVision part, I felt THERE. After I finished it, was just a game on the screen. A great game, but just a game. In this light I'd rather have NewVision mod removed from Mega-Mod than to keep looking for more plot ramifications - wich I know I'm not going to find.

Custom modding. I can't pay you, mate, even I wish to be able to. But hey... send me a PM and we might work on something :)
Why I asked what I asked? Because with Killap/Seraph/worldmap patches, Armor changes and Klint, F2 would be the game was supposed to be in the beginning, with only a small addition. Fallout 2 without bugs.

edit: spellcheck
 
Hello, Mib88, I found a easy way to modify the name of those premade characters.(Narg. Chitsa, and Mingan)
Open the "PREMADE" folder(Program Files/BlackIsle/Fallout2/Data)and there is 3 files, COMBAT.GCD is Narg, Stealth.GCD is Mingan and Diplomat. GCD is Chitsa.
Copy this files(only the ones with .GCD) in Fallout2 main directory where Fallout2.exe is.
Start the Game and hit New Game then pick "Create characters". In Character Creation window hit "Option" and then "Load".
Pick Combat.GCD and press "Done".
When the character attributes appear change "ONLY" the name in Narg. Hit again "Option" and "Save"
Do the same with the 2 remaining characters Chitsa and Mingan, then close the game.
Open again Program Files/BlackIsle/Fallout2/Data and copy the new created files back to PREMADE folder overwritte if asked and that's it.
Start the game and now everything is like it should be.
I know I tolld you to don't bother you again, but now I don't have problem with the mod because I instaled the Fallout2 US version. The UK version (wich I haved) it's not working with your mod, so if someone have problem with this mod it is a good thing to look for the Fallout2 US version. That way a lot of troubles will be gone.
Regards !

Edit:
The new created Files are in Data folder not in the main Fallout2 main folder.
 
@Doomkill2020: Thanks for checking that stuff. Hey...you never told me what happened with Myron. Did you get that one issue resolved?

@IAR80: Thank you for that tip. I will do that, and so the next release will have that fix. Also, thanks for letting me know about the issue with the US and UK versions. I mentioned that before. I don't know what the deal is, though. Some people say they have gotten it working right with the UK version. Others haven't. And I don't know what effect other versions may have. At this point, all I can say to other people is that if they use some version other than the US version, then I can't guarantee it will work.

Nemiah said:
Hmm... "learn to mod"... My modding skills are close to nill, first because I don't have any knowledge in this matter (i'm a graphic designer) and second because I don't posses the pacience to write 1000 lines of program to see a minor change in a game. More than that, when you mod, you spoil your game. You know what is supposed to happen, when is supposed to happen and what triggers the event. That screws 90% from fun imo, but I suppose the enjoyment comes from the fact that you can alter a world and see us, the regular people, staring at you, the modder, with big eyes waiting for the next change. Digital god-power I dare say. :>

First, I don't want to hear about a lack of skill. I was a psychology major in school. And the job I had for the past 8 years has nothing at all to do with programming. And the job I am training for now has nothing to do with programming. I use to think modding would spoil my game, just as you said. But, I have gotten as much out of putting these mods together as playing. Not for the digital god thing. Like I said, I don't care if everyone came back and said they hated this compilation and would never play it. This is for me. As for writing 1000's of lines of code, nonsense! You see what I do. I am like the Borg, just assimilating other projects. Sure, I have made a few tweaks and fixes, but my actual programming skills are still rather weak, despite what some people around here might say.


» Doors. So far I tried only the ones in Klamath, there is the one at Buckners, the one in the most western house (there is a room north of the house with two locked doors, I'm talking about the one from the eastern wall) each time I try to lockpick it after I jam the lock due to lack of skills the game spits me on desktop saing something about "runtime error"

I will check these.

» Hunting rifle. It acts like my toon have a crippled arm. The gun have ammo, can be loaded or unloaded in inventory screen but not in hand slot. Also lacks the "single" description in upper right corner and 4 AP (im using fast shoot trait) in bottom left. Vic - the only one in party able to use it - ignores it, he prefers sharpened spear or combat knife or a messy shotgun, or zip gun or wanderer rifle.

I don't remember changing the hunting rifle, but I will check this.

Sniper Rifle. The "new" one, available in Bunker 21 can't be reloaded. It takes a huge amount of APs to fire with (8 !!) and after you finish the ammo, is unusable. The increased range does not justify the increased amount of APs imo.

This has already been addressed earlier in this thread. Another sniper rifle has been placed there to deal with that issue. As for the AP issue, take it up with TeamX.


Nuka-Cola machines. None of them is working. Until now - even I play F2 from the beginning, i think are 7 or 8 years - I never knew that those machines are able to distribute Nuka-Cola, so I was very interested to check them.

Um, you know you have to pay for them, right? I will make sure the scripts are assigned, though.

...At Shack location, after you kill the dog, if you visit the location again, there are still barking sounds. Maybe this sound can be linked of the presence of the critter somehow.

No, that barking dog is an ambient sound. It is way more work for such a small payoff to try to change that. Just imagine it as being a distant dog, or one just off screen.

Klint. I simply love him. His presence makes the other party members useless. Hell, he competes with my toon when it comes to count the kills. My personal favorite was Cassidy followed very close by Robo-brain, then the cyberdog (the one from Navarro, not the one from NCR). Now is Klint :) I use the others just as mules. But even I enjoy Klint tremendously, I can't stop to think what kind of killing machine he's going to become when he'll reach his 5-th level.

Klint is a a cool mod to make things easier for the player. But, he is by no means a great character. Sulik, Cassidy...those are CHARACTERS. It has nothing to do with combat skill.

Leveling up. I know Klint levels up, because his HP/AP are increasing. But he does not say a word when this happens. Maybe he does and I did not noticed?

Wrong. He levels when you change his armor. He says nothing when you change his armor.

» Kaga. I understand the guy is the competition, and I keep having encounters with him. But when he flees, he only flees a couple of steps then stands there waiting to be shot.

I have seen this. It doesn't happen all the time. But I have it on my list.

NewVision mod. I know I was not very clear, I'm sorry about this. Let me explain....

I am not removing New Vision for reasons I have said earlier in this thread. And others have already addressed the issue with things later in the game. There simply are no mods out there for those locations. However, feel free to come up with something yourself! :P

...Why I asked what I asked? Because with Killap/Seraph/worldmap patches, Armor changes and Klint, F2 would be the game was supposed to be in the beginning, with only a small addition. Fallout 2 without bugs.

I never heard that getting Klint was SUPPOSED to be part of the game. Nor the characters changing their appearance. I bet I could ask a number of people at this site what is supposed to be in, and everyone has a slightly different opinion. That is why I always focus on what I want. However, I think almost all of Seraph's fixes are in Killap's patch now. It sounds like Killap's patch is the version you want.
 
Hey there, MIB88. I'm a relative newbie to using your mod (so new, that I haven't even played it yet! :P ) and I accidentally broke my Fallout 2 install in the process of putting your mod in. As I don't want to take the time to reinstall it (note: I will reinstall if that's what it takes), I am going to ask for help in salvaging it, if nobody minds. Here is the sequence in which I have done things, up to now:

- Around 6 pm last night: Installed patch that came with my disk (you know, the GSP White Label ones)

- Around 10 pm last night: downloaded Megamod 2.0

- Waited to install Megamod 2.0 until today

- Didn't do a fresh install, figuring that was only if you have placed mods in the game previously*

- Placed Megamod contents in the proper folders

- Not fully remembering directions, I marked all the folders (+ contents) in Data as read-only, then, realizing my blunder, I changed all but proto back to normal*

- Started up game and proceeded to get a weird screen in the Temple of Trials where the cursor lagged and everything was black*

I marked the points of interest in my little timeline to show that I think this is where my blunder is, but I'm not sure which one caused the problem. One other thing about it: I had old saved games which were not usable, along with a little test game which was running the 1.02 patch. Were these possibly the problem, or could it be something I overlooked? Please, help a Midwest brother out. :)
 
Nemiah this mod is in a good track. New vision is also a good add. The only thing i think about it is that some texts are to heavy.

IMO new vision should be extended to all the cities making new quests for all of them. I mean, i don't like the fact of the original ones being removed, but..

I think later cities should be new visioned, i always missed something on san fran, dunno why, i felt some mystic there but there wasnt much to do there..

So IMO new vision is a fundamental stone on megamod.
 
Yeah the whole Myron thing was just me confusing the trash grave (which is related to the 8-ball) with the mordino stash:oops: . I found EPA etc and yeah it works fine.
Keep on keeping on man. Can't wait for the next release.
 
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