MIB88 MegaMod - opinions, technical issues, etc.

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Did anyone find a way of resolving the Vault 13 Voice Module bug?
I tried changing the aforementionned script fille oscomp (or something similar) with one from the master.dat on the CD, but no joy. Or have I missed something?

I've seen several bugs but I think they've all been brought up (modoc maria/davin, missing forges, etc...). However I'm not sure I've seen the one about the dialogue at Navarro concerning the Vertibird plans. When you have to go pester the guy who has them, you're supposed to accuse Raul, but I had to accuse 'the other guy' which then get the guy started about Raul (simply put the Raul and other guy are inverted).

Again for modoc, I must be missing something obvious, at the hut with Shawdupp and Gareth, how do I get down the ladder? (PM me if you'd want to avoid spoilers please).
 
rynie said:
So the next release will have abbey quests, fixed scripts and bugs and more translateable mods?

No Abbey quests have been incorporated yet...I have an idea for one, but not done. There are some fixes. Another Vault may be there as well as an updated Vault 14, and elements from Alternative Life.

rynie said:
BTW since you bring up a lootable horrigan's body can you make it so that the end boss plasma gun and knife have actual pictures in the inventory rather than just worded captions.

These item don't really exist except for Horrigan. No one has made them, so there are no pictures to bring up.

rynie said:
Also about the armor ---> I killed Kaga in our final encounter and he had a advanced power armor mark II, but it wasn't present on his looted body. Same thing for the quarter master in Navarro.
Getting the mark II off Kaga will make it worthwhile for the player who lets him get stronger:)

There are lots of changes in store for the lootable armor aspect. Not the next version, but later you will not be able to get armor that people are wearing simply by killing them. A later version will take into account luck, repair/science skills, possible new perk/karmic titles, and also factor in how the critter was killed.

rynie said:
Another thing about the armor, I got horrigan's armor but it doesn't show up when your NPCs wear it - think about how cool it is to have a hulking person following in your party; fix this too maybe?

I coded it originally to work only on the player. Your party members for now do not change appearance, but their stats change. However, this is an easy fix.

stormcrow said:
Did anyone find a way of resolving the Vault 13 Voice Module bug?
I tried changing the aforementionned script fille oscomp (or something similar) with one from the master.dat on the CD, but no joy. Or have I missed something?

Yes, you missed it. I addressed this. Delete the file vault13.gam in the maps folder.

stormcrow said:
I've seen several bugs but I think they've all been brought up (modoc maria/davin, missing forges, etc...). However I'm not sure I've seen the one about the dialogue at Navarro concerning the Vertibird plans. When you have to go pester the guy who has them, you're supposed to accuse Raul, but I had to accuse 'the other guy' which then get the guy started about Raul (simply put the Raul and other guy are inverted).

This was also brought up earlier. I took apart the relevant files, but could not find the problem. It is still on my list.
 
stormcrow said:
Again for modoc, I must be missing something obvious, at the hut with Shawdupp and Gareth, how do I get down the ladder? (PM me if you'd want to avoid spoilers please).

You will kick your self for asking hehe. Will PM the answer.

edit

There is a gamplay help thread btw... its not realy a spolier, use the repair skill lol.
 
I forgot to mention something Stormcrow:

In order for that fix to work, you don't need to start over, but you do need to load a game you have that is from before you ever entered Vault 13.
 
MIB88 said:
WarriorSoul said:
Nope Ive checked through the pages and have done all the things mentioned above. You can flame me if you want I was only asking because I couldnt find answers anywhere else. Just wondered if the problem I was having was related to something directly. But I guess not.
I checked the readme files and it didnt mention anything about the crash I described haha but oh well.
Basically Ill just assume it just won't work for me!

So, your 'crash' wasn't mentioned, eh? It is in this thread several times, and I just got tired of answering the same thing.

From my 2.1 readme file:

"Here are a few things to keep in mind:

1. Install version of Fallout 2 that takes up the largest amount of space (Humongous).
2. Make sure you do not have a patch000.dat file in your main Fallout 2 directory. Either delete or rename it.
3. Make sure the entire proto folder is set to read-only
4. Make sure the individual items and critters inside the proto folder are set to read-only
5. Install the game and mod to a new location. Do not use the location you usually use. Pick a new folder entirely or, better yet, a different partition of your hard drive.
6. If you are going to uninstall a Fallout 2 game, you should also restart your computer after doing so, before reinstalling the game again and adding the Megamod.
7. If you have installed the game many times on your computer and removed them, it might be a good idea to also run a registry cleaner.

If you see something like a map that doesn't load up, i.e. a black screen in the Temple of Trials and just a bunch of 'ghosts' where the character and red hex move, I don't want to hear about it. It is not working. Uninstall that game, delete everything, and start over, following the tips above. If it still doesn't work, well then, I guess the Fates have decided that you just weren't meant to play this mod."

Final tip: Read in this thread what Dude101 said about unmarking/marking files as read-only.

Ah oh well. Missed that I guess! Cheers! haha
 
WarriorSoul said:
Ah oh well. Missed that I guess! Cheers! haha

But you read everything else, right? Whatever. Like Oracle pointed out, stuff like that (not reading/researching) doesn't make people anxious to want to help you. I probably won't do so again, anyway.
 
Re: Gratitude and question!

MIB88 said:
xf69fs said:
The Safe in redding gets an error in the dialog box when you do anything with it. I lock picked it, but it still said error.

Either another missing/mislabeled dialog file. Those regarding additions from Modoc Revisited will all be running right in the next version.

Okay so nothing I can do but wait for the next release? When do you think its coming... no pressure I'm just wondering...

Oh yea I encountered a minor snag in the EPA...
*spoiler*

When the lady hologram gives me the override code, I can initially use it for a few rooms but later my character seems to "forget" it because I don't get it as a choice when I encounter another locked room. And this happened to me twice, both times it wasn't particular rooms that always shut me out, its like the code has charges and once I use it some doors I can't use it any more on others.

Anyway you can incorporate (or are there even?) mods that alter the landscape accordingly to the ending you get, so that after you finish you have something else to play... ie. the tribal family rising in new reno taking over and deserted towns -> too massive an undertaking?

Also was anyone else able to get an army to follow them, because when I played 2.0, I got ALL possible NPCs to follow me (save for lenny), so I had 3 dogs, sulik, cassidy, vic, skynet, marcus, myron, klint = 10, a freaking ARMY... utterly destroyed everyone but appearing in small spaces made me crazy since I had to constantly push NPCs out of the way one by one :?

Hey MIB88 if I can get some suitable artwork for the end boss gun and knife will you put it in?
 
rynie ... I've encountered the same problem with the safe.
CAUTION SPOILER AHEAD:
Fortunetly there is a way to go around it, dont remember if someone mentioned it earlier. The safe can be blown out by placing dynamite or c4 right under it. Or at least thats how I've delt with the problem, allowing my PC to continue the quests for the cold hearts.
 
MIB88 said:
Eoz said:
Jack, at the cold hearts farm in Modoc, gives you a quest to scout Liz basement in Broken Hills, where she stocks weapons. After having done the following to enter the basement :
- Sneaking past Liz during the night
or
- Getting the permission by talking to her
Jack still doesn't recognize the quest as successful. The only way for him to do so is to wipe the mutants doing the evil quest with the narrowminded humans, as the reward is free passage in the basement.
Is resolving this quest only with evil means WAD or do I miss something ? Thats seems weird as Jack doesn't indicate which means precisely you must use. Sneaky ones would even be the most plausible as the cold hearts is a thief/assassin guild.

There are a few ways to get into the basement...check Per's guide. The mod will check only that the player has stepped on a certain location inside the basement, regardless of the means used to enter. That is completely up to you and won't affect whether the Cold Hearts view the mission as a success or failure.
Thanks for the insight. I went back and stepped on every hex just to be sure and it did it.

And thanks again for your work, I won't stress it enough, your mod is a blessing for replay value. I have the feeling to play a whole new game :D
 
MIB, i remanaged that Vault13.GAM file and my save files were corrupted (even the ones before i enter v13), then , when i put the archive back to the folder that it wasnt meant to be, the save games started to work again
 
Thanks for the kind words everyone and for pointing out the bugs. Now, on to the work. Rynie's quote has been slightly modified to make it easier to answer:

heodien said:
MIB, i remanaged that Vault13.GAM file and my save files were corrupted (even the ones before i enter v13), then , when i put the archive back to the folder that it wasnt meant to be, the save games started to work again

That doesn't make any sense to me. I mean, a lot of maps have a corresponding .gam file that tracks an extra set of variables. There already exists a vault13.gam file in the maps folder of the master. dat. The one that was in the Megamod 2.0 was the one that belonged in the data/data folder, the one containing ALL of the global variables. If that one is altered, then it does mess up previously saved games. Only the one in the maps folder needed to be deleted to force the game to use the original out of the master.dat.


rynie said:
MIB88 said:
xf69fs said:
The Safe in redding gets an error in the dialog box when you do anything with it. I lock picked it, but it still said error.

Either another missing/mislabeled dialog file. Those regarding additions from Modoc Revisited will all be running right in the next version.

1. Okay so nothing I can do but wait for the next release? When do you think its coming... no pressure I'm just wondering...

2. When the lady hologram gives me the override code, I can initially use it for a few rooms but later my character seems to "forget" it because I don't get it as a choice when I encounter another locked room. And this happened to me twice, both times it wasn't particular rooms that always shut me out, its like the code has charges and once I use it some doors I can't use it any more on others.

3. Anyway you can incorporate (or are there even?) mods that alter the landscape accordingly to the ending you get, so that after you finish you have something else to play... ie. the tribal family rising in new reno taking over and deserted towns -> too massive an undertaking?

4. Also was anyone else able to get an army to follow them, because when I played 2.0, I got ALL possible NPCs to follow me (save for lenny), so I had 3 dogs, sulik, cassidy, vic, skynet, marcus, myron, klint = 10, a freaking ARMY... utterly destroyed everyone but appearing in small spaces made me crazy since I had to constantly push NPCs out of the way one by one :?

5. Hey MIB88 if I can get some suitable artwork for the end boss gun and knife will you put it in?

1. Look for a file in the data/text folder called modoct31.msg. Change it to rcsafe.msg.

2. She doesn't give you a code for all the rooms. Try talking to someone else.

3. Well, keep in mind that those endings you see are the result of your actions years later. When you destroy the oil rig it is like you just got back off the boat. That new world you helped to create hasn't happened yet, and assumes no more interference by the Chosen One in their affairs. You want a mod that takes place say, 10-20 years after Fallout 2. There aren't any completed ones...yet.

4. Was there a question for me? You should have been able to get Lenny. Also, you didn't mention Goris. The only ones there is still a problem with are Miria and Davin.

5. Artwork is only part of the problem. I would also need to have the stats for those weapons as well...stats that make sense and don't make those weapons obscenely powerful.
 
Ah well too late :( No repairing the Vault for me then, I'm too far ahead. Same for Modoc, I went back to the trapdoor but I had allready blown it up and repairing didnt work.
Well at least I know what to do next time around ;)

Or...
Is it possible to solve my Vault13 and Modoc problems by getting a "working" copy of the map files?
 
Oh yea I had goris and miria too, I had 13 NPCs... but I couldn't do the same in the latest patch. Not a request or anything just a statement like my previous post was:shock:

I noticed klint doesn't level up really, but rather as you get him armor his stats increase accordingly... maybe it was in the readme but I didn't read about klint... with advanced power armor he had 325 hps, 15 AP, 600+ carry load, and energy weapons...some tribal huh?

About the EPA passcode situation --> I played through EPA twice because of the bug that wouldn't let the character get the 2nd doctor's quest if he refused it the first time (i know its getting fixed in next version, this bug was mentioned alr), the first time with the chick's passcode I could access certain rooms WHICH I could not the 2nd time I played through EPA hence I came to the conclusion of the passcode having "charges". i.e 1st time I went through rooms A, B, C and D, couldn't access E and F... 2nd time it was rooms B, E, F and couldn't go to C... the hero just doesn't have "abre" in his dialouge options when I went back to C...

@Boon

Thanks for the help I'll go and play finish those quests
 
Re: Another way around safe in Redding problem

rynie said:
MIB88 said:
xf69fs said:
The Safe in redding gets an error in the dialog box when you do anything with it. I lock picked it, but it still said error.

I went to the safe in Redding with high trap and locksmith skills. If you use your Trap skill (successfully), then use lockpick (successfully), you CAN then open the safe. The dialogue box still says, "Error" at every point, but the actions actually work. The safe opens; you get what's inside.

Hope this helps.

Misteryo
 
I have an old computer so in game worldmap is extremely slow and encounters are too frequent. What i need to do with original fallout2.exe v1.02 for make it work correctly with megamod? Or is there unslowed exe?
Unable to change combat settings of Klint if he not wearing any armor - will this fixed?
 
MegaMod2.1.1 problem

Hi, I'm sorry for asking, but I really don't know what I did wrong.
I did a reinstall of fallout (to a system that has never had fallout installed, well on this copy of Windows anyway)
I then continued to install the offical 1.02 patch
And then to install the MegaMod 2.0
Then 2.1
And then 2.1.1

At the first attempt, the game would not start at all, claiming something about missing cities. A restart of the system solved this.

I then continued to play the game again, and I was "YAY" when the game loaded, and I even got into the game itself (and I noticed the mod was working) I then decided to save the game, which sounds great, but all I got was an "unable to save game error"

I researched a bit, and I found this
http://appdb.winehq.org/appview.php?iVersionId=319
There is a note under "fanmade mods and patches, that unless the folders are correctly named, you will recieve the aforementioned error. I tried renaming the folders, and changing their permissions

In the savegame folder (among others) a grayish check box appears on "read only" attribute. Upon clicking it, I recieve a dialog asking weather I want to apply the "non-read only" attribute to subfolders as well.
No matter what I choose, no folder permissions are changed.

Does this have anything to do with the problem I'm facing?
I did rename the PATCH000 something
And I tried both, the f2 exe from the patch, mod and the original

Oh, to any mods who have their ban finger itching, I did try searching the forum, with little or no usable results. Also, 4 or 5 times I recieved strange errors from the search function. One was "Database has gone away" and the other time I got 20 pages of incomprehensible gibberish. A couple times it was OK.
 
Did you replace the fallout2.exe in the root by the one in data? (the one in data is the patched one).

The only folder you need to set to read only is "proto".
 
umm.. i got one big broblem with this mod pack.. I can't use any sort type rifle.. only melee and pistols.. :[
 
@ceptor: If you are using a really old computer, then follow these instructions:

1. Add all items from Megamod 2.0, then 2.1, then 2.1.1 except the .exe file.
2. Download the city limit patch from this site. Run that patch on your .exe file.

That's it. The speed should be normal for you. If you still feel that you are getting too many encounters, then:

1. open up the worldmap.txt file in your data/data folder.
2. lower the percentages of the frequent, common, uncommon, and rare (I can't tell you what to, just whatever you feel comfortable with)


botia said:
Hi, I'm sorry for asking, but I really don't know what I did wrong.
I did a reinstall of fallout (to a system that has never had fallout installed, well on this copy of Windows anyway)
I then continued to install the offical 1.02 patch
And then to install the MegaMod 2.0
Then 2.1
And then 2.1.1

At the first attempt, the game would not start at all, claiming something about missing cities. A restart of the system solved this.

I then continued to play the game again, and I was "YAY" when the game loaded, and I even got into the game itself (and I noticed the mod was working) I then decided to save the game, which sounds great, but all I got was an "unable to save game error"

I researched a bit, and I found this
...

In the savegame folder (among others) a grayish check box appears on "read only" attribute. Upon clicking it, I recieve a dialog asking weather I want to apply the "non-read only" attribute to subfolders as well.
No matter what I choose, no folder permissions are changed.
...

Well, I can tell you a number of things you did wrong.

1. This mod already has the 1.02 patch in it. When you install Fallout 2, don't patch it.
2. The first time you didn't have the .exe file from the mod in your game folder, but only the original one.
3. That research you did applies to the windowed mode for this game. Ignore that stuff.
4. Related to the above, since that is like another patcher, don't use it. The Megamod works fine by itself. You try adding other mods or patches to it, I don't want to hear about it if it doesn't work.
5. Don't mess with the savegame folder.
6. Make sure you have all the folders in the right place. Your data folder should have a number of folders: maps, text, data, etc. If you see a folder that has the name of this mod (either MIB88 or megamod or something like that) and it has similar contents inside, take those files out and put them in the main data folder, overwriting the previous contents.

The next two are notes that I have written into the next readme file that is taken from this thread as helpful hints.
7. If you are using Winrar, when you check your proto files to see if they are read only, they will say read only. Don't believe them. Uncheck all the read only boxes. Then, check them again.
8. You should not have any files in any folder that were modified after any other file from the Megamod. Another thing to check is their read-only status. I keep all necessary files on read only. If I see a file and I don't remember if I had intentionally modified it or not, I check this. If it is not read only, I assume it was made by the game and then delete it.

So, just start over, following the above.

@Marcus: There is nothing wrong with the weapons. Either you botched something during installation and are getting this weird side effect or your strength isn't high enough.
 
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