MIB88 MegaMod - opinions, technical issues, etc.

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Ok, here's what I'm doing;

1. I re-install fallout 2 after uninstalling and deleting the game folder again to f:\fallout2 and do the humongous install.

Now when I check data folder it contains sound and maps folders.

2. Then I copy fallout2.exe from MIBB88_Megamod_2_For_Fallout_2\Data-folder and replace the one in fallout2-gamedirectory.

3. Now I copy the content of MIBB88_Megamod_2_For_Fallout_2\Data-folder to fallout2/data-folder and again click yes when I'm asked about rewriting files.

4. I check proto folder is read only.

5. I start the game and get the custom loading screen.

6. I click NEW GAME and take a pre-made character Narg, who's name is messed up to somethin like à£. I got Klint standing outside the temple of Arroyo and when I enter the temple there's a black screen with my character and the walk-cursor is leaving trail.

Obviously something is messed up, but I try saving anyway and it says it's unable to.

Btw, I tried doing a fresh install earlier with Fallout2: A New Vision-mod and it's working fine.
 
So, you get the black screen with the 'ghost images'. Didn't think that was worth mentioning in your first post? Slip your mind?! Obviously, saving/loading games is NOT THE PROBLEM! This thread has already mentioned this issue at least 3 times already (one even with a picture), with a couple of possible fixes. I'm not going into it again. Try reading the posts around pages 35-39...or do a search next time.
 
I recently went through 30 + pages of this thread, and wanted to say some things beforehand.

MIB, I haven't downloaded the mod, I am (still) waiting on the release, but I played with a very early version of the megamod, just around Arroyo and Klamath. It's good, but as you can see from this thread it tends to get people fustrated and *too* anxious.

So, with all due respect for you and your work at improoving this already superb game, I have made a little note to myself to make sure to remind you some things for the latest release, observed from the comunity trends:

1. Bugmen, Brahmin guarding and Torr rescue, you said at some point you're thinking of putting them back in after TeamX removed them.

2. A nice way to avoid all this "who do I talk to, where's the abbey, who's that, how do I upgrade weapons", maybe you can get a NPC in game to be like a guide, or maybe put into Vic's dialogue some explanatory things, "how to" things, since this will bode well with the story (Vic travels a lot, knows stuff). I feel strongly about this, kinda like he tells you about Ed and the v13 flask. (to this day I have no idea what Mr. Fixit is, I thought it was a perk, but I'm to embarassed to ask :oops: ). A Morte character from PS:T.

3. An easier way to install, more compatible with most PCs (and their users).

4. A three headed monkey.

5. Quests regarding Rangers and Raiders: in or out?

6. More diffrences between Sulik and Klint? They sound the same, and there are no characters that have the same main skill.Just a thought.

7. Vault 69.This is self explanatory.


OK, some were just for a lough, but seriously now...
 
@Smoke Jaguar- I had all sorts of other stuff written. However, I decided instead to only post my comments to your numbered questions. Don't worry: it wasn't anything bad directed at you.

Smoke_Jaguar said:
1. Bugmen, Brahmin guarding and Torr rescue, you said at some point you're thinking of putting them back in after TeamX removed them.

Yes, this is still on my "to do" list, which seems to just keep growing instead of shrinking. Keep in mind, my intent is not to just put the old quests back in and take the new ones out. I plan on merging them, so that all are possible. Just gotta figure out a way to do it...

Smoke_Jaguar said:
2. A nice way to avoid all this "who do I talk to, where's the abbey, who's that, how do I upgrade weapons", maybe you can get a NPC in game to be like a guide, or maybe put into Vic's dialogue some explanatory things, "how to" things, since this will bode well with the story (Vic travels a lot, knows stuff). I feel strongly about this, kinda like he tells you about Ed and the v13 flask. (to this day I have no idea what Mr. Fixit is, I thought it was a perk, but I'm to embarassed to ask :oops: ). A Morte character from PS:T.

Ah, Morte. One of my favorite characters. Anyway...
Many things that come up are gameplay issues. There is no character that tells you what to do when you play this game originally. Why should there be one now just because there is new content? However, there are many issues, at least in the beginning of this thread, that were addressed in the respective readme files. People just refused to read them.

And FYI: Mr. Fixit is a mod created by TeamX. Their site has info regarding this mod (something you would see if you downloaded the mod and read their readme file I included).

Smoke_Jaguar said:
3. An easier way to install, more compatible with most PCs (and their users).
There is no easier way that would work. I can't think of anything simpler than copying files from an archive to the main Fallout directory, whether that is as many files or a patch file. However, each of those has problems, too, as you might remember from my messages back and forth with IAR80. Compatibility is not an issue. These things that have come up, I have no idea why they do. You have seen some people's games work right after they say they did a fresh install or they ran a registry cleaner. There is nothing I can do on my side that will make the game easier to work when those seem to be the fixes that work.

Smoke_Jaguar said:
4. A three headed monkey.
How about new pictures of Marcus in armor, a different super-mutant, bull brahmin, and some other critters converted from Tactics instead?

Smoke_Jaguar said:
5. Quests regarding Rangers and Raiders: in or out?

I have discussed this with a couple of people. It is a long term project of mine to add quests for the Rangers and Slavers. As for the Raiders, I know killap is working on an element of that already, in regards to Shadow-Who-Walks.

Smoke_Jaguar said:
6. More diffrences between Sulik and Klint? They sound the same, and there are no characters that have the same main skill.Just a thought.

They aren't exactly the same, of course. Sulik has character...you can't replace him. But, as far as skills go, they are different. I mean, Klint can fight like Sulik in terms of melee weapons only. Also, half of his primary skills are medical: at different stages I know he has the First Aid skill or the Doctor skill.

Smoke_Jaguar said:
7. Vault 69.This is self explanatory.
Joking aside, more Vaults are being added. From other works I am adding/modifying Vault 14 and Vault 5.
 
@Smoke Jaguar- I had all sorts of other stuff written. However, I decided instead to only post my comments to your numbered questions. Don't worry: it wasn't anything bad directed at you personally.

I don't understand this...why should I feel bad? No sarcasm, just not getting it.


Thaks for taking the time to answer, as always. I will *bug* you later.
 
Smoke_Jaguar said:
@Smoke Jaguar- I had all sorts of other stuff written. However, I decided instead to only post my comments to your numbered questions. Don't worry: it wasn't anything bad directed at you personally.

I don't understand this...why should I feel bad? No sarcasm, just not getting it.

Did I say it was something you should feel bad about? I specifically said it wasn't bad. My point was that I only addressed part of your message in my response. Originally, I had some comments based on your intro (mostly dealing with people's anxiety you mentioned about the mod), but then decided not to include those comments.
 
aha well i found that armaggeddon tragic deck in the desk by the part requisition ghoul at the reactor in gecko :D .
MIB88, when i go to navaro i either exit diologue with the robe guy or kill him the screen fades to black and doesnt return. ive tried it a couple different times.
 
DarkstarTheeSlaymaker said:
aha well i found that armaggeddon tragic deck in the desk by the part requisition ghoul at the reactor in gecko :D .
MIB88, when i go to navaro i either exit diologue with the robe guy or kill him the screen fades to black and doesnt return. ive tried it a couple different times.

I checked out the map as soon as you said you couldn't find it and used the mapper to verify it was in the game. I knew where the Armageddon Tragic cards were already! :)

Did you download this mod after it was updated with the sound files? There is a sound file that plays during his script. Without the sound file, the game hangs.
 
Smoke_Jaguar said:
I'm really waiting on this update. Can I expect this week?

No. The 2.1 update is big. I have some final things to add to it from the Vault 14 mod. I also intend to release it with the Modoc Revisited mod (most of those files Chris Parks already sent me). I am also awaiting some files that are being translated. When these items (and a few others) are resolved, I will send it to this site.
 
This is mainly for those out there having trouble getting things to work.

1) I uninstalled Fallout. I had it currently installed with an older version of the Megamod.

2) After a reboot I ran a fresh, humungous install. (UK Version)

3) I copied that fresh install to have a clean backup.

2) I applied the Megamod V2.

3) I played for a bit and then remembered the absence of children.

4) I stoped playing and applied the Children patch.

5) I continued playing and I have been wholeheartedly enjoying everything.

As of now i have "finished" the New Vision areas and am set to leave The Den and head into the wide and wonderfull world. The only significant glitches and problems I have found have all been addressed in this thread allready. (Which btw i read in its entirey on Friday due to a boring day at work.)

To MIB88 and everyone else that has contibuted to this collection of mods. My hat is off to you. Thank you all for the hard work contributed to make a great game greater and offer an interesting new expierience for a game that never ceases to be fun to play.
 
After having a quick'ish play around on the current release of the MegaMod I can honestly say that I'm drooling in anticipation of the next release.

There is so much new content packed into this selection of Mods that its like having an entirely new ( and ridiculously massive! ) game.

The level of work that you've put into this is astounding MIB88.
Kudos to you sir..
 
@youngnutter and >origami<: Thank you for the comments. The next planned update after 2.1 is going to be huge too. Those changes, in addition to the upcoming 2.1 release, might warrant a renaming of the Megamod to version 3.0.

And that must really have been a boring day to go through the entire thread at one sitting! :)

I can always use help, though, so please, if you see any bugs that haven't been mentioned, please let me know.
 
Hey MIB88 i cant find the missing sound file patch in the thread or in downloads. could you give me the link? i could finish the game and report soon. thanks again!
 
DarkstarTheeSlaymaker said:
Hey MIB88 i cant find the missing sound file patch in the thread or in downloads. could you give me the link? i could finish the game and report soon. thanks again!

There was no seperate patch. The Megamod was updated on this site after I notified one of the admins that he forgot to include the sound files. It was updated about a week after it was first released(the first download was about 19 mb, and after the sound files were added it was about 27 mb). Just to make sure this is the problem, though: do you have a file called upflyver.acm in data\sound\sfx?
 
To DarkstarTheeSlaymaker

The downloaded section were you find the Megamod, have two files. The updated sound mod is in the second one.
 
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