MIB88 MegaMod - opinions, technical issues, etc.

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Oracle said:
I was wondering if you edit the armor dropmod...

And I was wondering about the future for your megamod. Do you have idea's for a next releas after this one? I don't know but aren't you reaching the limet even with the city patch? Maybe Timeslip will be able to exceed the limet again.

Thanks, Oracle. I have not yet altered the lootable armor aspect yet. That will be for the next release. While the code is easy to modify, there really are a lot of files to change.

As for future plans, of course it will include corrections of bugs. But other things to look into adding include elements of killap's expansion, the New Arroyo mod, (finish adding) the Colly mod, and a few more elements of Lich's work. Who knows? I may even one day add in the Fallout Dominion mod if it gets completed.

Also, there is still plenty of room left for more maps. I think I have room for about 40 or so new maps.
 
MIB88 said:
yghern said:
5. Also, opening the doors at Salvatore's Bar (2nd floor) causes my game to crash.
5. First, there is only one door at this location. Second, I can't reproduce this. If you try to open the door under normal circumstances, Mason stops you. Did you kill him and then get this crash?
It seems that it was one-time bug. But it happened after Mason's dialogue and after getting permission to chat with Mr. Salvatore. One of my Fall rules is "at first, ask questions; then, if that person turns to be a BBB (Big Bad Bastard) shoot him, then shoot him again and finally plant armed explosives into his dead body" - and just because there are so little dynamite in game, I am always playing diplomatic PC's :D
 
I've theres a problem with the south. I can't get there. I can't get near any cities in the south without the game crashing. Even just trying to go to south from broken hills or new reno the game crashes.
 
The only time I have ever seen this is when the game became corrupted. You might need to revert to an earlier save. Also, check through your data/proto/critter folder and possibly the data/proto/items folder. I am willing to bet that you have some proto files in there that you shouldn't have. Delete those files there that are not from my mod. You shouldn't have any files in there newer than March of this year...the last time I released an update.
 
Didn't work, so I'm going to try a clean install. It happened in with two different characters. The last one I was exploring down the coast and as soon I saw the san fran green disk it crashed. I've been wondering if the same thing happened over between NCR and Broken Hills, if there was anything new between there.

Also, I forgot to say something about getting trapped with Sulik's sister by the guard. You've probably heard about that by now but anyway, there you go.
 
Still, check the files that you have. As for this bug with Sulik's sister and his guard, I can't say that I've been told of this one. I know the roof appears over them as they are talking (Sulik and his sister), but this one you mentioned is new.
 
Q. It's possible to "implement" the way the NPC evolve like PC in the game?

--> in FT you can select where the skill points go and chose Perks for NPC's.
Is this possible for F2? Can it be added?
 
Touquet said:
Q. It's possible to "implement" the way the NPC evolve like PC in the game?

--> in FT you can select where the skill points go and chose Perks for NPC's.
Is this possible for F2? Can it be added?

Exactly like in Fallout Tactics...no. Individual levels for NPCs have a different proto file for each level. When the NPC levels up, the new proto is used. These stats can be modified with certain tools. I think it would be possible to add traits/skills/skill points to NPCs via a script at certain points in the game upon certain triggers. However, these skills would go away, I think, when the NPC goes up to the next level. Of course, this is mostly a theory, but it would explain something I heard regarding Marcus wearing armor (Vault 14 addition).
 
@MIB88

Not exactly like FT but if it was possible, the NPC could be more useful in game don't you think? Using script when the gain lvl; talk to then and adding skillpoints/perks. It could be a good addon.
For now I only Use Flint; AKA the Mule, Sulik and Cassidy.
Other like Vic, Myron, Lenny are too "stupid" in action to be useful. They get shot more than the shoot enemies. :P Even get killed by other NPC's because they are in the way. :roll:
 
Here we go. This is the same conversation I had with another person a while back. Not every NPC is supposed to be super-powerful and all-around useful. They are supposed to help the player. To that end, they are supposed to bring their own histories, motivations, and skills to the party. Being that they are separate characters and not just extensions of the player, why should you, the player, get to determine what they will get better at? That is why they each have their own abilities, and the player has to determine who to take into the party. Just something to think about, but know that I do not plan on including an addon like that. Now, gaining skills (or skill points) that enhance an NPCs existing attributes/development, that I would not mind. Just my personal feelings on the matter. When playing Tactics, this was fine. But, I just couldn't add this concept to Fallout 2.

Also, enjoy Klint as the mule while you can. He is on my list to modify significantly; if not this very next release (2.3), then definitely in the 2.4 release.
 
MIB88 said:
Here we go. This is the same conversation I had with another person a while back. Not every NPC is supposed to be super-powerful and all-around useful. They are supposed to help the player. To that end, they are supposed to bring their own histories, motivations, and skills to the party. Being that they are separate characters and not just extensions of the player, why should you, the player, get to determine what they will get better at? That is why they each have their own abilities, and the player has to determine who to take into the party. Just something to think about, but know that I do not plan on including an addon like that. Now, gaining skills (or skill points) that enhance an NPCs existing attributes/development, that I would not mind. Just my personal feelings on the matter. When playing Tactics, this was fine. But, I just couldn't add this concept to Fallout 2.

Also, enjoy Klint as the mule while you can. He is on my list to modify significantly; if not this very next release (2.3), then definitely in the 2.4 release.

I do not ask you to add it, I've though it will be an good addon. And if you already talk about it I'm sorry. And about super-powerful PC/NPC that no my "type". I prefer the hard way tha the easy.

Not my point/will to give you or other "V M" more job. What been done for now it's incredible and I can just thanks everyone who participate to this. It's a lot of very good work here and I don't want to waste your precious time with something that has been already speak of. :oops:
 
Nothing to be sorry or embarassed about. There is no way you could have known, because it was in a series of private conversations. I don't consider bringing ideas to me a waste of time. But, I do have a tendency to be blunt in what I think of them and realistic about how they could be implemented. That too, is nothing to be alarmed about. If there are other ideas you have, please feel free to post them here or pm me (others have). And don't think that anything I say about an idea is any reflection of what I think about the person presenting the idea. After all, there are some people I like in real life who sometimes have horrible ideas in my opinion...and really terrible people who have good ideas (from time to time)! :)
 
it has been some time since I play this mod on windows xp. I just get a new vista laptop, has anyone try this mod on windows vista? I would like to know any problem/workaround before I install it in the new vista laptop.
 
I started playing this mod and found a few new bugs:

- after a while I noticed that my character had the armor-stats of a metal-armor, when wearing no armor. I think this happened in Modoc when I asked the blacksmith to upgrade my metal armor, maybe there is a script missing that sets the stats back to zero when taking the metal armor away or something

- the new skynet spawns so much ammo in his inventory, that after a while he gets pretty much overloaded

- new skynet often attacks when changing maps (i´m free, your purpose is at its end)

- the Cold Hearts quest to attack Salvatore´s gun stash can´t be completed
 
skyser said:
- after a while I noticed that my character had the armor-stats of a metal-armor, when wearing no armor. I think this happened in Modoc when I asked the blacksmith to upgrade my metal armor, maybe there is a script missing that sets the stats back to zero when taking the metal armor away or something

This doesn't make any sense. Either it happened somewhere else, or you have some weird fluke in your game. The script for the blacksmith only removes your armor and gives you back new armor. The blacksmith doesn't change character stats. Did this happen only once, or can you repeat this?

skyser said:
- the new skynet spawns so much ammo in his inventory, that after a while he gets pretty much overloaded

You could always just get in more battles! :D

I'm just joking. This and the other two have been corrected already for the next release.
 
MIB88 said:
skyser said:
- after a while I noticed that my character had the armor-stats of a metal-armor, when wearing no armor. I think this happened in Modoc when I asked the blacksmith to upgrade my metal armor, maybe there is a script missing that sets the stats back to zero when taking the metal armor away or something

This doesn't make any sense. Either it happened somewhere else, or you have some weird fluke in your game. The script for the blacksmith only removes your armor and gives you back new armor. The blacksmith doesn't change character stats. Did this happen only once, or can you repeat this?

I tested it again, the armor goes but the resistances stay, even the metal armor look stayed untill I opened and closed inventory.

MIB88 said:
You could always just get in more battles! :D
I tried it. Unfortunately I found no enemys with enough Hitpoints to get Skynet´s Inventory empty ^^
 
skyser said:
I tested it again, the armor goes but the resistances stay, even the metal armor look stayed untill I opened and closed inventory.

MIB88 said:
You could always just get in more battles! :D
I tried it. Unfortunately I found no enemys with enough Hitpoints to get Skynet´s Inventory empty ^^

I'll look at the blacksmith's code then. I might just have to temporarily disable that feature for a bit.

As for Skynet, it really was a stupid error on my part. In your version, he was adding ammunition AND miniguns to his inventory with every new map he entered. This will no longer be an issue in the next release. You can trade bullets with him directly (still haven't gotten this worked out quite right for his rocket launcher, though).
 
@MIB88

When I go to Navarro, the guy at the gas station ask me questions... bla bla bla. I get the password an proceed to the base.
But when I return from the base to the gas station he ask me the same question; like the script does not remember me.
In the old F2 the guy was going into the gas station after talking to him.

Is this already been speak of?
 
Touquet said:
But when I return from the base to the gas station he ask me the same question; like the script does not remember me.
In the old F2 the guy was going into the gas station after talking to him.

Is this already been speak of?

No, this is a new one, too. When the script was modifed in order to allow for some changes from the Vertibird mod, it is possible something got messed up. I will look into this.
 
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