MIB88 MegaMod - opinions, technical issues, etc.

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Re: Quirky compy?

It definately has to be Your system. I am running Fallout2 HUGE installation with the Megamod on my 40Gig and Fallout2 unedited on 20Gig primary drive easily. I am on a Dell Intel Celeron 697 with 256mb Ram, G-force FX +5500, Soublaster Audigy, 20 gig primary HD, 40 gig secondary HD. And I am having no problems what so ever other than occassional crash on killin critters at random. Never reproducable as it is with random critters.
 
Ok, blame my poor oldy :( I've run many things which were beyond minimal system requirements.
Official 1.02 works fine, so back to good old thing....
 
I have the chemical order from Navarro for New Reno...I long ago killed Salvatore and Mordino and their whole crews, as well as the crew in the stables, are either of those two necessary for whatever this order is for? I don't need a tutorial on what to do with it (in fact I don't WANT one) but if they are necessary I wouldn't even know since they are, after all...dead.
 
After spending 2h on reading 20 page of posts i finaly found EPA and Abbey... ^^

1) SAD - Horrigans Body...


2) EPA Salvatore Encounter ??


3) Elevators Strub? in SAD, MB and V14



btw. Its hard to find Master's key... as a random encounter

After visiting V14 my game crash every time i try to exit inventory/pipboy or heal myself...
 
fazi said:
After spending 2h on reading 20 page of posts i finaly found EPA and Abbey... ^^

1) SAD - Horrigans Body...

2) EPA Salvatore Encounter ??

3) Elevators Strub? in SAD, MB and V14

btw. Its hard to find Master's key... as a random encounter

After visiting V14 my game crash every time i try to exit inventory/pipboy or heal myself...

Thanks for the report...and for not asking for something that has been asked several times before. Now:

1. Corrected.
2. Corrected (there were others, too).
3. Also in Navarro. Don't know why these appeared, but I'll fix them.
4. It's not supposed to be easy to get that random encounter. I do not plan on changing it.
5. Inventory crash: Not sure what this could be, as this is something no one else has reported. Check your game for those proto files that are not supposed to be there. It might be that that game is corrupted and you will need to use an earlier save.
 
Holy13 said:
Only bad thing about this mod is that it causes Falche2 to error.

Another thing I do not intend to deal with. I don't lose any sleep over this one.
 
Holy13 only use Falche2 when experimenting with different game styles, you will find the game much more rewarding.
 
Muff said:
Holy13 only use Falche2 when experimenting with different game styles, you will find the game much more rewarding.

Aye, I have played Fallout 2 about 12 times now (not counting the times where I did not end up finishing the game) the first 4-5 run throughs were without Falche2, the rest I used Falche2 just to buggerize around.
 
Minor update: I found out what I did wrong in creating the alternate Skynet body. This will be taken care of in the next release. It will fix the problem of Skynet forgetting combat settings. It should also prevent him from freaking out and deciding that you are no longer useful to him, causing him to attack (even though I still kinda like this...I might keep that in some way :twisted: ). Also, I am working on a way to add to his ammunition/rocket inventory.
 
Well, I honestly confess I have played so many shooters lately that almost all my RPG braincells got unemployed, failed to follow the rules for receiving and keeping financial support from the government (i.e. learn to perform the work of shooter braincells) and eventually starved. Therefor, I cannot find a way to solve the Arroyo harvest quest.

While I found out very quickly by myself that Sam the Farmer might help me, I can't figure out a way to stop this boy from stealing. Well, violence isn't possible since my game crashes if I talk the boy's stepfather into fighting and the first round is done.
So I tried to be friendly and offered him booze when he asked for it.

After I had found out he won the kid in a game of Black Jack, I would have accepted if the player was supposed to play a game against Ned and win the boy back from him. But I never got that option, so what am I to do? Now please help me out here, I really run out of ideas...

jettie
 
5. Inventory crash: Not sure what this could be, as this is something no one else has reported. Check your game for those proto files that are not supposed to be there. It might be that that game is corrupted and you will need to use an earlier save.

I used previous save game and i see that a have this "Inventory crash" always after 12.october.2242 no idea why.....

@jettie Just kill him.... ;) take a stone and show to framer...

Do something about the endings.

YES !!! this i forget that to mention can u fix "skiping ending bug" ?
 
fazi said:
Smoke_Jaguar said:
Do something about the endings.
YES !!! this i forget that to mention can u fix "skiping ending bug" ?

Since you appear to have some manners, fazi, I will look into this and keep you posted.

However, I need to know some things: did you play the first version of the Megamod? Did the same thing happen? Also, do all of the endings skip? If not, are you able to tell which ones skip? Finally, and probably the most important, can you tell me the endings that you get that are not supposed to play?
 
MIB, i installed the US version(last time was UK version), it happens the same problem= I start the game and there are no new proto files, but then when i save, they are generated, and then again when i exit game they disappear
Also, any leads from whats causing the bug in Klint armor?If i change his armor its ok, then i save, and if i try to load the saved game, it crashes

TY for all
 
Don't worry about those proto files that are being generated and deleted. No big deal. The game needs them to work. The game keeps a copy of some of them in the saved games slots.

As for Klint, this is another bug I am not experiencing, so can't test it. I can only guess. Look back on page 58. Someone else was having a problem with not being able to trade with Klint that I thought was linked to one of several proto files. Look at that list, and make sure that all of those were last modified on September 26, 2005 (except for .00000119, which was modified on April 12, 2006).
 
1) When entering Gecko settlement from Gecko junkyard, I get this text: You have entered a large plain just before Gecko. There are people here wearing some high-tech armor.

It doesn't affect gameplay, but it sounds like text from another (perhaps unimplemented) area.

2) Sometimes, when entering a new map, Klint will appear already running. He continues to run around the map, regardless of where I am. This happens in many towns and maps. It does not happen consistently. It is not always repeatable.

I can stop him by entering combat mode. When I exit combat, Klint returns to my side and acts completely normal. Again, not a serious problem, but I wonder if anyone else experiences this.

Still enjoying this collection of mods. Thanks.

P.S.

3) Klint seems to have trouble attacking greater mole rats. Every time I encounter one and enter combat mode (whether I initiate combat or the creature does), Klint doesn't attack the greater mole rat. If pig rats or regular rats are also in the battle, Klint will attack them. If only greater mole rats are in the battle, he will not do anything. This happens no matter what map we are on.l
 
Misteryo said:
1) When entering Gecko settlement from Gecko junkyard, I get this text: You have entered a large plain just before Gecko. There are people here wearing some high-tech armor.

It doesn't affect gameplay, but it sounds like text from another (perhaps unimplemented) area.

No, it is from something that is implemented for Gecko. However, it will only occur if you meet certain requirements. I think the code as written assumes that you have met this requirement upon returning to Gecko even if you have not, and that is why the text is displayed. I will go back and check this.

Misteryo said:
2) Sometimes, when entering a new map, Klint will appear already running...

3) Klint seems to have trouble attacking greater mole rats...

I have seen him running like that in my games, too. Not really sure what it is. I only notice it if he was running to catch up with me at the time I left the map. I'll add it to my list of things to look at, but it isn't high on the list.

As for the mole rats and the attack issue, I have no idea where to begin to try to correct that. However, think back to those occasions when it ocurred: was it always nighttime? A lot of the party NPCs have difficulty attacking things at night. By that I mean, they don't attack at all, even when they are being hit, unless they are standing within a couple of squares of you. Do you remember if this was the case?
 
MIB,

1) Thanks for the info regarding Gecko.

2) It won't bother me if you never fix the Klint-running-phenomenon.

3) As to Klint not fighting greater mole rats - No, it wasn't always at night. It wasn't even always underground. It happens with daytime random desert encounters, too. It's really strange. I've just gotten used to him not helping with that one creature. Oh well.

Thanks again.
 
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