MIB88 MegaMod - opinions, technical issues, etc.

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I can confirm the point two of jack_of_shades thread. Klamath manhole is not woking properly after using the rope on it. No hand symbol there.
You also get an error message when you manage to learn the trade from Slik character(you get the points though, but it says something like "error12error12".
The original F2 characters at the create or choose character screen
are displaying strange symbols... Font missing, maybe?
Using US version, not updated at v1.02,as I've seen that this megamod includes the 1.02 update also, as killaps and seraph's fixes.
 
1. When you ask Locus in Arroyo to give you melee training, he quits conversation, tells you to take some cudgel ( i couldn't find anything on the ground around him and it doesn't appear in your inventory either ) and then does nothing.

You get a sharpen wooden pole in your inventory so it is likely you already have one. Just equip it and you get yo ass kicked for a while and get the points.
 
Manhole is not the one thing that did't work. That pile of rocks blocking entrance to undergraund is unavailable to destroy. I used 2 TNT's and I'm hopeless. I can't complete quest with finding a cure for disease. Can't do anything about Arroyo Quest.

The funny thing is that I can't play old version of this mod couse my save's don't work. It will be hard to start from the begining (again and again). This mod is awsome and i want it all...

Lets pray to MIB88 that did good job for the new update (or small fix in Klamath :P)...

I'm with you MIB88.

PS. I also dreamed about one huge mod that will make from Fallout a new game... that is great that someone work on it. Something sweat for old school players.

BTW: Kaga Encounter still showing as an Error. With big outdorsman skill I can prevent some of encounters but when I see Error its quite interesting what is that. What a surprise when I see poor Kaga (I killed him few times and he still annoys me. Oh great spirit, show me stimpack that resurect him after fire dance)
 
My apologize. I'm embarased becouse I have chosen wrong pile of rocks and definiately that pile of rocks cant be blowed. Ekhm... I though that old antrance is still there where before. Now I know that is placed in hangar to the west of map. One TNT solved my roblem (to late. I did as you, Jack, said - used a map shortcut)

It's working. Just manhole is crashed. But there is nothing special (should be there a dinamite for thouse who run all desert to Modoc to get one)
 
Please help...i'm not good at this stuff

Heya, i just downloaded the Megamod + both updates.
When extracting the files into my Fallout 2 directory should i put all the map files under data\maps and same with text files etc. ? And what do i do with all the pcx files, should they be under data\something, aswell?
I know this probably sounds kinda dumb but i'm just not good at this stuff. When i tryed moving stuff around, i managed to make it so that i could play the game but couldn't save...
Any help would be appreciated...
Oh yeah, this is my 1st post so heya all.....
 
I've got a few questions MIB,we can take all the party members in game?All npcs change their appearence when they use another armor?(Because i think that sucks,like,where would be the bone in suliks nose if he wear a armor with helmet,how could Vic get the that muscles when wearing a combat armor,and how could lenny and Myron become that strong in other armors,i dont know for evebody,but i dont like that mod,cause u just have a lot of clones following you)I think thats all.Sorry for bothering
 
@heodien: The main problem is Fallout 2 allowed Sulik, Vic etc. wear full body armor so that not fair when you said that mod is *sucks*. Example for Marcus, Fallout not allowed him to wear armor so the Mod cant change his appearant ^_^.
*add: yeah, we can have all party member. My party now have 10 members

@DoomKill2020: hmm, this is my DATA folder structure after install MegaMod. I can play and save game well

-Data
---Art
---Data
---Maps
---more readme files
---pcx
---Premade
---Proto
---protos
---readme files
---Scripts
---Sound
---text

*Note: may be some folder can be deleted (ex. readme) if you want
 
Could you update the download section of your mod so people can download the full mod without the need for more updates.
 
Thanks Flynt,that was useful info,i've got another question,when i got flynt i cant tell him to become agressive,or berserk,or even custom,is that correct?Or my patch aint right?!

I think some of the files arent working for me,klint sux,he just attack 2 times per battle,then run,i cant configure his actions .Thanks
 
Ok i'm still having troubles.
When i open my Fallout 2 folder it looks like this:
-data
-sound
critter.dat
fallout2.cfg
fallout2.exe
master.dat
supermod readme

Then under data it looks tha same as yours but mine has a worldmap.dat file.

Help would be much appreciated from ANYONE
I mean, do i extract the mods to the Fallout 2 folder or data? Well i know that you don't install the .exe files to data but....
 
@DoomKill2020: yes, i had installed MegaMod 1, patch 2 and patch 3. When you install, try copy folders to their right location (ex. Data folder in patch 3 is Fallout2\Data\Data folder). And you must replace Fallout2\Fallout2.exe with Fallout2.exe file in patch 2.
* if you have Pacth000.dat in fallout2 folder, then remove or rename it.
* yes, worldmap.dat file is in Fallout2\Data folder.
* sound folder not in Fallout2 folder, it belong to Fallout2\Data folder

@mandala: uhm, this is my Fallout2 with MegaMod (not include critter.dat and master.dat ^_^ you have to buy Fallout2 disc to get those files). This file will expires in 7days ^_^
File link: http://www.yousendit.com/transfer.php?action=download&ufid=A67B218D43D5D386

*All the thanks send to MIB88 the author of MegaMod

@heodien: maybe you say about klint. Everything will be ok when you let him wear an armor. Remember:
-You only can trade with him, when he not wear any armor. If he's in armor you must ask him take it off after that quit the talk dialog and start talk with him again.
-Only when he's in armor, you can ask him to use big gun and set his Combat strategy. If he's not in armor, ask him to wear armor, after that quit talk dialog and start talk again.
->Solution: trade gun, armor and etc. to him when he's not in armor -> ask he wear armor -> quit talk dialog and start talk again -> ask him use gun.
*hmm, you can try to set Run Away = never in Custom strategy to prevent those guy run away in combat.

^_^ sorry for late in reply, upload that file take me too much time.
 
MIB88 and Guyver joined Jargo, Obj_dude and Corpse on the trip to an island where Celetrial welcomed them with open arm...

Its that or they are working on a ultra secret project..TOGETHER!!!...


nah....they probably had enough fallout modding for a while. So just wait and maybe you see them soon back again. I did wish they would inform us when they quit the modding or take some time off. Its a bummer to see them always disappearing into thin air. without being able to give them a quiittin' party. :)
 
I saw a light ahead, so bright...i started to move towards it, tentatively at first. Slowly images took shape, became solid.....


THE SUN's out and the women have short skirts on again :wink:

psssst: The secret project is codenamed 'get outside'.

Archangel....hmmm i like that

As for mr. fixit:
Once installed, your character has handyman abilities.
Right-click on your character and examine him.
A new menu should appear listing items that can be combined to make other/new items.
Some items require skills to be beyond certain levels and some require you to have in your possession certain tools and/or parts.
The config file is easy to change or add to.

Oracle have you been watching 'return of the king'?...very INTO THE WEST.

be lucky
 
Ok, ok, I have not gone into the West...yet. But soon. There is a big vacation in my future! The problem now is that at my current location, the internet is hard to get on and is painfully slow (the reason I don't update the download section so that only one download is necessary). So, I generally leave the game playing questions to the other players to address, and make notes of any technical issues to fix. But I have not abandoned the project. After all, update 3 was just completed a few weeks ago. So, just a note to let you all know I am here. I appreciate all the comments and suggestions, and welcome anybody to post others for me to consider.

Also, if you notice any bugs that were addressed by Killap that are not fixed, please let me know. There are so many files to go though, I sometimes leave things out. For example, flynt sent me a message about a number of forgotten scripts from the lootable armor mod. I will be fixing those as part of update 4. I know there are many map fixes I have not included...I am more concerned with the other fixes.

Speaking of fixes, Derek of the Den was brought a few posts ago. Killap's fix for that was included in update 3.

Anyway, thanks again for all the input and questions. I'll be around.
 
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