MIB88 MegaMod - opinions, technical issues, etc.

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i really enjoyed the beginning 2006 release of the megamod only thing what was bothing me alot, was that the merchants didn't had enough money, could''nt even buy a quarter of the items i got from a few encounters, was constantly overloaded.

but for rest i liked megamod alot, and planning to redownload soon
 
guidovl said:
i really enjoyed the beginning 2006 release of the megamod only thing what was bothing me alot, was that the merchants didn't had enough money, could''nt even buy a quarter of the items i got from a few encounters, was constantly overloaded.

but for rest i liked megamod alot, and planning to redownload soon

Glad you like it. Please remember any bugs you encounter and post them here, though, when you find them. There are plenty of them. As for the money that merchants generated, this is not a bug, and is not something I altered from the original game.

Misteryo said:
It is the advanced power armor on Klint that is causing it, not Xarn at all. And, saves previous to putting the armor on Klint load up fine. I guess the guy will just have to do with less.

The two quests with Xarn, though, should be mutually exclusive, don't you think?

I don't get this. Klint in Combat Armor causes problems. Klint in Advanced Power armor causes problems. Ugh! Yet the only thing that happens is that a new proto for him is supposed to be used when he switches armors. I don't understand why this should cause a saved game to become corrupted. If this was always the case, then any map in which you saved a game after your other NPCs leveled up would also fail to work. And the other question is why is it only on the Navarro map?

Would you mind testing this armor changing issue on a few other maps?

Because of the problem with Klint and loading games, I may have to remove the NPC Klint. He is extremely useful (a cheat really), but this bug is too irritating. The removal wouldn't be permanent...but it would be a while before I could remake his code like other party NPCs.
 
MIB88 said:
I don't get this. Klint in Combat Armor causes problems. Klint in Advanced Power armor causes problems.

Would you mind testing this armor changing issue on a few other maps?

He is extremely useful (a cheat really), but this bug is too irritating.

1) I guess I never noticed problems with Klint in Combat Armor. Perhaps that's because I thought he was just better in Leather Armor. I can test this with some savegames. Also, I had Klint in regular Power Armor for ages without any problems. I will also test Advanced power Armor on other maps.

2) As to him being a cheat - that's certainly true! I give him hundreds of pounds of stuff to carry, he has more hit points than just about anything in the game, and I give him a Light Machine Gun on Burst Always and Charge! He ends up taking out a baddy per turn AND he draws fire. With him around I was able to have a character with END 1 and CHA 1 and spend the points elsewhere!

Actually pretty handy for checking the mods for bugs - easy to get around without being killed, easy to keep lots of items on hand - but I wouldn't mind terribly if he was toned down. I would miss him, though. Only NPC I've ever had that survived Horrigan.

Misteryo
 
Oops. I forgot to address that part about the Xarn quest. I think you are correct. The methods for releasing him should be mutually exclusive: either sneak him out or have him join you and fight your way out. I will add this to my list of things to change.

And yes: Klint is useful for getting into advanced parts of the game without being a high level yourself. Still, I need to at least tone him down a little. He is a tank.
 
thanks for the quick response, okay is there any way to alter the merchants critter files ? so i can give them more money myself ? cause my char is always way overloaded even with pack rat and 10 strength and other inventory tricks. :P
 
MIB,

I did some armor/Klint tests.

*Advanced Power Armor, Combat Armor, and Brotherhood Armor all cause problems. The specific problem is that if you load a game saved while Klint is wearing any of these three armors, the game crashes. This happens on all maps, not just Navarro.

Other than the above, I have observed no other problems with Klint and armor (except for the Bridgekeeper Robes turning him into some dwarf in coveralls, but I think you addressed that ages ago).

I wish you luck figuring this one out.

Misteryo
 
guidovl said:
...okay is there any way to alter the merchants critter files ? so i can give them more money myself ?

If you want the merchants to just have more money one time, then you can use the official mapper to edit the maps that the merchants are on. If you edit the critter, say the bartender in the Golden Gecko, you can add as much money as you want to him to have. However, he will generate new money only at the rate determined in his script. In this case, you would have to decompile the scripts for whichever merchants you want to modify, and then change the formulas regarding adding item 41 (money). Using the mapper is definitely easier.

Misteryo said:
*Advanced Power Armor, Combat Armor, and Brotherhood Armor all cause problems. The specific problem is that if you load a game saved while Klint is wearing any of these three armors, the game crashes. This happens on all maps, not just Navarro.

Other than the above, I have observed no other problems with Klint and armor (except for the Bridgekeeper Robes turning him into some dwarf in coveralls, but I think you addressed that ages ago).

I wish you luck figuring this one out.

Yeah, I fixed the deal with the bridgekeeper's robes changing him into Phil or Lucky or whoever that character is. Maybe I left out some crucial files in the Megamod regarding Klint when I was packaging everything up for everyone else. Tell me, what are the dates you have regarding the following files in the proto/critter folder: .00000132.pro and .00000115.pro?

I ask because I never had any problems loading games when Klint had either Advanced power armor or combat armor (never tried Brotherhood armor).

Thanks for testing this out and getting back to me.
 
Misteryo said:
.00000132.pro
Thursday, March 22, 2007, 10:34:41 PM

.00000115.pro
Thursday, March 22, 2007, 10:34:41 PM

Misteryo

There you go, then. The ones that should be used - the ones that I have in my game - are each from September 2005. These are the right ones, as I never made any changes since I included them oh so long ago. The next version will have everything I am currently using. Those two newer files you have are most likely the protos created by the game from the master.dat file. And those protos were to be for the player, originally, I think. No wonder the game refuses to work right.
 
Yay! I am happy you figured it out.

I probably won't do any more playing of the megamod until the next release. Work and music are pressing.

Misteryo
 
I appreciate everything you have told me about and tested. Thanks. Also:

Misteryo said:
Some EPA issues...

2) The surface building (with a bathroom and an office, desks with pamphlets in them) has many walls that can be walked through.

3) On the Security sublevel (the one with the electric chair), there is a room of lockers and wall panels in the NW of the map. You can open and search the wall panels from the hall even if the door to that room is still locked.

Both corrected. However, I was only able to find one hole in that building with all the pamphlets. Maybe I got most of them earlier.
 
MIB88 said:
I appreciate everything you have told me about and tested. Thanks. Also:

Misteryo said:
Some EPA issues...

2) The surface building (with a bathroom and an office, desks with pamphlets in them) has many walls that can be walked through.

3) On the Security sublevel (the one with the electric chair), there is a room of lockers and wall panels in the NW of the map. You can open and search the wall panels from the hall even if the door to that room is still locked.

Both corrected. However, I was only able to find one hole in that building with all the pamphlets. Maybe I got most of them earlier.
Check the room inside by the entrance to the building, the room with nothing in it. There are 2-3 holes in the walls there.
 
Thanks, killap.

@Granite: Yes, I intend to add Timeslip's patcher. I really like the option to have a scroll through inventory feature.
 
I searched, but could not come up with anything. I figure I did something stupid upon installation, but cannot confirm it. I cannot save my games, but I can launch the mod.

I can see the area before the TOT, but when I enter it, it is black.
http://img453.imageshack.us/img453/934/fallout2200708020137411eu2.png

I used a fresh install, then copied the folders in the data folder of megamod into the fallout 2 data folder. Overwrote the files, and then overwrote the exe. I have the unpatched (fresh installation right?) english version.

I read the megamod readme, but I have been toying with any options I have. I've been a troll here for quite a while, but now I need to pop my head in for a little bit of advice.
 
loving this so far! The TeamX addons are really great.

I am very thankful this MegaMod is available. The extra locations, quests and even item crafting made fallout2 a joy to replay again.

Hope it gets more polish (not Polish :D) because the writing is great and the scripting is very inspirational.

Kudos!
 
Stg Granite said:
MIB88, will you add to your megamod Timeslip's engine tweaks?

Everybody talks about that, but isn't about the same as pressing down on the inventory? It fast scrolls in the inventory as far as i remember.
 
One tiny complaint, and not about the mod as I haven't even started it yet.

At the 3ddownloads site, this thread is linked to "read me".

I wanted to know what version it works with? do I need the 1.02d patch to run it? Should I delete everything and do a fresh install? I found this info in the first 3 pages of posts here, but this info/requirements should be stickied at the top (in my opinion) if this thread IS the download READ ME.

Just a petty bitch, so please forgive me.

I realise this is an un-official mod but looks very cool! Still having bugs worked out and that's cool too that persons are still working on it.

If you can sticky a thread inside a thread, you might post a list of fixed and to do things to make it more accessible. Searching does not always find an answer that may have already been posted. (Just another stupid suggestion.)
 
Download from this link and it shouldn't be so confusing. I've combined #2 and all of its updates in one file. I tried to upload it here a few times, but it never seems to work...
 
@ratsnack and Executioner: Thanks.

@Demonslayer: You're right...same thing. But some people like the option to just use the scroller. That windowed mode might also be good for some people, too. Since he (Timeslip) already tested it using the Megamod 2+ version, it really isn't a big deal to go ahead and include it (next version, though, as I am currently playtesting one version and want to get it out without making any more changes).

@veruca: This thread is huge and contains a lot of useful and historical info. However, the latest Megamod information is found starting around page 60 of this thread. Just make sure to read the real readme files in zipped files you download...especially those that have Megamod in the title. Your suggestions are not stupid. And it may be selfish of me, but it's true: I have my own system of tracking/correcting bugs and just generally working on the mod that works for my purposes. I let everyone else fend for themselves, hoping that they will read the readme files and do multiple searches.
 
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