MIB88 MegaMod - opinions, technical issues, etc.

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Nemiah said:
the oldest: 08.03.2003
the newest: 12.1.2006 (sniper rifle modified by me to hold 2mm EC instead of 7.62... and to work with 5 APs :> ). The next is 30.11.2006.


Sierra: Skynet is not working quite ok.
1. He have the brain already installed (we are talkin about sentry bot here) so after you refill the gel, you are left with 1 cybernetic brain. He also have the motivator in working condition.
2. when I activated him 1-st time, he just disappeared from the screen, I reloaded the game and all went fine.... exept he become angry at me for some reason and opened combat. He has still the green glow, not the red one. He was saying something about "your utility is finished" or something like that.
3. if you are activating the robobrain, is the old skynet (wich I kept)
4. the database you get from Sierra misses some weapons upgrades (eg assault rifle)

EPA
On the ground are doors "locked" but your party members can pass them without opening them. If you try to lockpick, noting happens. When a party member passes a locked door, there is a message saying "this door is locked" but the party member is in room already.

You need to read through the last couple of pages of this thread. There is someone else who was having a number of critter problems, and it was due to extra files being created by the game that were interfering with the mod. The last file that you should have in the critter folder is from November 2, 2006. If you have any newer ones that weren't modified by you, you need to delete them, and reset your proto folder itself to read only. I don't want to see any more 'bug reports' from you until you have played through these areas after doing this. And check your game each time after playing. If you still get those files created, something still isn't right.

The deal with the NPCs and the doors has already been fixed and will be in the next release.
 
IAR80 said:
Hello MIB88, please do something with the Bozar, I can't reloaded!

Finally! You mentioned a while back that there was a problem with the bozar. And when I asked what the problem was, you never told me. I will look at this. Be sure to try all sorts of different ammo. I don't care what it was loaded with before. There are instances in the game where a proto was changed and it uses a new type of ammo, but the map wasn't changed, so it has the old ammo still in it until it is used up. I will open it up now...

Alright, I don't know what ammo was used before, or even if this is a change, but the latest version of the Megamod has the Bozar using 14 mm ammo.
 
IAR80 said:
!4mm AP ammo? Crap, now I need to find that ammo. Where I droped it...

I take it that it wasn't loaded with 14 mm before. Where did you find this bozar, and what was it loaded with?

H-K said:
By the way MIB88, any word on that bug with Sajag I encountered? I've reproduced it, kinda hoping I wouldn't because I wanted to play through the bad karma solutions in Klammath.

Finally found it. I changed the item number of Sajag's note to accomodate something in the EPA mod, yet didn't change it in Hughes's script. This has been changed, and you should have no problem completing this script the 'bad character' way with the next release.
 
It was loaded with 223 fmj and this is the org. ammo and I stealit from the guards on NCR.
But I think the Bozar from the Toxic Caves is loaded with the same ammo.
And it is a little problem with this weappon. my english is very limmited and I can't find the words to expllaining to you, but I will try.
When you are equiped with this weapon you can't fire until right clik on the hand slot to change to single fire mod, wich it is't normal.
Why sombody changed the ammo from this wepon?
I think the bozar was good how it was before.
I tryed it with the 14mm ammo and it's works but this ammo it's very rare and it's only AP ammo wich it's not doing great damage, only piercing.

Edit: I don't remember to tell you about bozar, it was Electrocaso I think, but nevermind...
The problem is my bozar don't have sound when it's fire I have instaled the second edition of the Megamod 2 the one wich includes sound (27Mgs +)
 
IAR80 said:
It was loaded with 223 fmj and this is the org. ammo and I stealit from the guards on NCR.
But I think the Bozar from the Toxic Caves is loaded with the same ammo.
...
When you are equiped with this weapon you can't fire until right clik on the hand slot to change to single fire mod, wich it is't normal.
Why sombody changed the ammo from this wepon?
I think the bozar was good how it was before.
I tryed it with the 14mm ammo and it's works but this ammo it's very rare and it's only AP ammo wich it's not doing great damage, only piercing.

Edit: I don't remember to tell you about bozar, it was Electrocaso I think, but nevermind...
The problem is my bozar don't have sound when it's fire I have instaled the second edition of the Megamod 2 the one wich includes sound (27Mgs +)

Ah, sorry about confusing you with elotrocoso. Well, I will change the maps for the NCR entrance and toxic caves, so the bozars there will use the same ammo from the start. Maybe this will correct the deal with it not firing until you right click on the weapon. I will have to go back and check on the sound problem. Also, why should ammo for such a powerful gun be plentiful? :P
 
But not very rare because it's worthless I don't wanna carry a weappon on me just to find few ammo here and there.
But maybe that's the point of this to used when you gatter enough ammo.
I liked when it's uses 223fmj because it's used the same ammo with 223 pistol, now I have to find a replacement of this pistol.
Nevertheless it's a MOD and I need to takit like it is with problems and good things and never to complain about it just to enjoy.
That it's fair to you and your work and your loots of time to do the job well done.
BTW Tankyou for continous updates for this great game. You diserved...
 
First of all, there is a pistol which uses 14mm ammo. A pretty good one. Next, I have changed the bozars in the toxic cave and with the guards at the NCR entrance. I also found the error with having to right click on the weapon. The burst mode was removed and replaced with nothing. I will change both modes to single shot, that way this error won't be there. Also, regarding Buster's guards, I was thinking of putting the wepons in their hands instead of in their inventory, making it a lot harder (or impossible) to steal them. :twisted:
 
Ah, you drive me crazy, I should'n tell you about bozar in NCR, because it was my favorite spot to take good weappons !!! Oh well...
And because I'm on NCR try to make stealing from the boockcase from the merchant in the tent also imposible. :-)
And do something with B21 (hide it somehow)
In San Fran are two merchant try to hide the money wich they have in his pockets :-)
And in some caves (encounters) are deathclaws wich have only 50HP and they give you 250 XP each... I let you figured what amount of XP it's giving when you encounter this in early level especially when you have 223pistol...
Also in this cave you found some robers wich is not fightng back... ? (it's a bug from the org. game)
And lower a bitt the strenght of the Vorpal Rat I don't like how he can kill the sir Lancelot, but this is up to you....
The merchant in Vault City (on the entrance) after you talk to him have in his inventory goodies...:-)
I telling you this because someone it's complainig about what easy the game is.
Now the sad part... Vic allways Vic . I don't have new proto files in proto folder trust me I checked over and over again there is no new or corupted files in critters folder I don't figured what is going on with him.
Also some special encounter (eg: pariah dog, mad brahmin) dissapering from the world map.
Finally I will try 14mm Pistol but if I remeber from the org game was not good enough, but will never know...
Regards
 
Um, MIB, about the Scrapheap area, is it completed, or is there something with my Fallout 2 install, or something? When I talk to the leader of the Fools, I get a lot of error options in the dialogue menu.

And, is the 'Bugmen' quest removed or something? I can't seem to access it.
 
Nology5890 said:
Um, MIB, about the Scrapheap area, is it completed, or is there something with my Fallout 2 install, or something? When I talk to the leader of the Fools, I get a lot of error options in the dialogue menu.

And, is the 'Bugmen' quest removed or something? I can't seem to access it.

The readme file is there for a reason. As for the bugmen quest, it was removed by TeamX. I have been thinking recently of going back in and adding those few quests that were removed as part of the New Vision mod (bugmen, guard brahmin, and rescue Torr), but that is going to take time.

and to IAR80: Thanks for the list. Some comments:
The bozars have now been placed in the guards' hands.
I will change that shelf to make it a little harder to steal from...that is an easy fix.
I haven't figured out what to do with Bunker 21. Eventually it will be quest related, or I might just have a wandering traveler tell you under certain circumstances. Til then...don't go there to you think your character should have found it.
I don't intned to change the money that the merchants in San Francisco have.
When the game was created, someone felt that 250 XP for a minor deathclaw was appropriate. I also don't intend to change this.
I will have to go through the worldmap file to find this error with robbers not attacking, and that could take a while. But I will find the error. It would help me, though, if you find this, to tell me exactly what their descriptions are when you look at them.
I am not going to change the strength of the vorpal rat.
I will modify the merchant in Vault City so that all of his inventory, not just some of it, goes to the container and does not stay on his person.
I still don't understand why you are getting this problem with NPCs. I am not having that bug.
What do you mean that "some special encounter (eg: pariah dog, mad brahmin) dissapering from the world map"? Do the critters disappear? or the little circle locations?
 
1. No, after you buy from merchants on San Fran you can steal the money back...
2. The circle location.

And I will try to found the robers cave.
Edit: Foundit "Robber" nothing else.
 
IAR80 said:
1. No, after you buy from merchants on San Fran you can steal the money back...
2. The circle location.

And I will try to found the robers cave.
Edit: Foundit "Robber" nothing else.

Alright, knowing that it is a robber helps. Also, it would help if you attacked them. I need to know also what it says when they hit/miss you (for example, does it call them an agile thug, big gun thug, mercenary, etc.). As for stealing the money back, it makes sense, doesn't it? Why shouldn't they still have the money? Or, why should you not be able to steal the money back but still be able to steal all the other stuff? The only thing I can really think of is to increase the difficulty of stealing from them and the other merchants. But that isn't for just money, but for all items.
 
What about elridge tell about bunker 21?
He could tell sometimes he sends people over there to gather guns from the dead corpses, after a quest or something.
 
Demonslayer said:
What about elridge tell about bunker 21?
He could tell sometimes he sends people over there to gather guns from the dead corpses, after a quest or something.

You ever seen Starship Troopers? There is this recurring line that goes: Ok, you can have the job, until you're dead or I find someone better.

So, until I can think of some other way to work it in, this will do. I will start changing a few things around now. Thanks for that idea.

Also, I took apart the robber script. And I looked at the worldmap regarding references to robbers. I can't find a reason for the cave with the robbers not to work...
 
I encountered robbers tha other day and it worked fine. They started attacking and stuff, with their crazy weapons (platde boxing gloves). Works fine for me. I'm pretty sure NPC's are working fine too.
 
Hey... I just tell you how to do the game a little bit harder, and were is a place to do some improvements. It's does a matter what I think about money in theyre pokets !!!
And the robbers don't attacking me, they just get in close to me and stay there. They are at least 3 types of them: In leather jacket, in leather armour, and in combat armour. The first two of them don't attack, the last one does attack. And if I remeber correctly they are in power armour to, but I'm not sure of that.
I play this game for a long time ago and I haved at list 4 variants of this game, and in each one of them the robbers don't attacking me, maybe because I press the A key on keyboard to enter in combat quickly, or how knows....
And when I shoot and kill them the game says "Robber was killed" nothing else.
And I know how to encounter each one of them in this cave, because like I said before I know this game very well.
Regards...
 
IAR80 said:
They are at least 3 types of them: In leather jacket, in leather armour, and in combat armour. The first two of them don't attack, the last one does attack

Do you have all stats maxed? Or did you use a char booster?
When you do foes usually don't attack the player.
 
They run away from player, when your stats are max. lol !
No I don't use such thing. I'm not a cheatter...
I handell the game without any "external" help.
 
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