MIB88 MegaMod - opinions, technical issues, etc.

Status
Not open for further replies.
MIB88 said:
skyser said:
1. you get no xp for rescueing the cook on 1st level of vault 14
2. in ardennius room is an ivisible voice by the computer
3. ardennius guards have only 44 hp each, (and i killed ardennius with only one shot for 60 damage or so, but maybe it was an instant kill critical)
4. meris looses its level ups (there are no new files in my critter folder)

5. the horrigan armor has an armor class value of 0

Thanks for the list.
1. I don't know if you are even supposed to get any extra experience for this one. After all, no one gave you the quest to rescue him. And you have to kill all the mutants there to get to him.

2. Addressed and corrected.

3. I know Ardenius has way more than 60 HP...you got lucky. However, you are right about his special guards. (I noticed this just recently on my play through.) This has been modified.

4. Could you explain this? Do you mean Meris's proto files are not there? Or do you mean that they (the different proto levels) are not in the savegame folders? If you really mean the proto folder, then maybe you are missing some files or they never got set to read-only and then got deleted. But she does have proto files for her additional levels in the main 2.0 download.

5. I will look into this one.

1. Off course you are right, I just thought it would make some sense because freeing the 2 prisoners on level 2 gave some XP, too.

4. I just wanted to say the game created no new files that could have corrupted something like it was the problem regarding Vic, that some other guys already posted. My proto files are set to read only and the rest of the mod works fine. I don´t know how to read proto files and which file is for which character. Sorry, I can´t explain it better in english, just ignore the "(there are no new files in my critter folder)" part.
 
skyser said:
1. Off course you are right, I just thought it would make some sense because freeing the 2 prisoners on level 2 gave some XP, too.

4. I just wanted to say the game created no new files that could have corrupted something like it was the problem regarding Vic, that some other guys already posted. My proto files are set to read only and the rest of the mod works fine. I don´t know how to read proto files and which file is for which character. Sorry, I can´t explain it better in english, just ignore the "(there are no new files in my critter folder)" part.

1. Ah yeah, I had forgotten about that. Hmm. Maybe that is part of some unimplemented quest with the two on the second level. Because, there again, you have to kill all the mutants again just to reach the two prisoners. Thanks for pointing out the discrepancy. I will make it more consistent.

2. I understand now. Could you check something, though? I am curious if Meris is leveling up at all. Or does she level up, then like Vic, lose her added hit points? For example, when she levels up, does it say something like she has 130/90 hit points?
 
Yes, Meris levelled up and had 245/245 hp. After a while 245/203 hp.
After the next level-up 275/275 and then 275/203 hp again.
 
Thanks for checking that. Well, not much I can do, I'm afraid. I really don't know how to keep that from happening. Sorry.
 
yghern said:
Issue not related to EPA. Klint sometimes becomes un-pushable. When I push him, an animation of his motion is played but his position doesn't change.

Have this "bug" too. Sometime I have to move to the opposite side then I can exit the room. When Klint is un-pushable and I try to push him; there is an animation but he does not move or sometime he just turn around ...
Now, I've told him to stay close to me so this "bug" happen less often. ( can't find a better traduction )

skyser said:
3. ardennius guards have only 44 hp each, (and i killed ardennius with only one shot for 60 damage or so, but maybe it was an instant kill critical)

I kill him with a critical shot of 987 dmg with a burst at close range equipped with LMG!!
And ardennius guards are weak...

edit//
Is ther a good ending for Vault 13 and the Deathclaws??
If it's yes, HOW?? :| Thx
 
Found a bug in 2.11. The bolt you find in the Temple has AP of 1 (that can't be right, minimum Open Hand attack is normally 3) and even when standing next to a monster it gives the gray or red X and will not attack.

Going back to version 2.0.
 
alatari said:
Found a bug in 2.11. The bolt you find in the Temple has AP of 1 (that can't be right, minimum Open Hand attack is normally 3) and even when standing next to a monster it gives the gray or red X and will not attack.

Going back to version 2.0.

The bolt has already been fixed. And if you want to play the 2.0 version then go right ahead. But know that you will encounter a lot of problems if you want to try any of the Cold Hearts quests.

Edit: Nevermind. I forgot that Modoc Revisited wasn't added until version 2.1.
 
Anyn thoughts about when is going to come the next release?

I'm still on "vacations" so i have time to play fallout 100%
 
Bolt fix

This character is HtH tagged so this is a non-starter to have this bug within the first few minutes of play.


This is the latest version of your mod I found for d/l 'mm_2.11_full_recompile.rar' and it's the one with the bugged bolt.

The bolt in the 'Fallout_2_New_Vision_1.2_ENG.zip' mod works fine.

I'll try the 'MIB_88_MegaMod_Update_2_1.zip' version and delete the 'mm_2.11_full_recompile.rar' from my drive.

Tried the 2.0 version with same problem. Trying the 2.1 now: No go here either. It thinks it's a ranged weapon with 0 range.

That's 3 different versions with no joy. Which is the version I need?

I have 5 different Fallout 2 installation folders :crazy:

EDIT: OK in Version 2.10 if your rt click the bolt you do end up with a melee option with AP 3 but the default is a ranged option with AP 1 that completely does nothing.
With this workaround it's playable. I'll try the 2.1.1 version again.
 
Demonslayer said:
Anyn thoughts about when is going to come the next release?

I'm still on "vacations" so i have time to play fallout 100%

I still have a number of things to fix with the Alternative Life additions. It seems as though I can't playtest more than 10 minutes before coming across some new problem that needs to be fixed. And even when I fix scripting issues, there is still a problem in presenting a coherent story sometimes.
At the moment, I am having all sorts of issues with Navarro, where new quests were added (along with a new karmic title). But I know there are problems with another location: Carson City.
Also, I leave for an assignment in a few days, and will be gone until the end of the month. Time to work on the mod will be limited, I'm afraid.

alatari said:
This character is HtH tagged so this is a non-starter to have this bug within the first few minutes of play.

The bolt really is not that big a deal. A non-starter should be the black temple with ghost images that appear on your screen if the game isn't installed correctly. That bolt won't help you much. And if you are playing a hand to hand character (which is something I almost always do), you will actually do more damage without the bolt, I think.
And I can't tell you which version of the mod to use: I don't know when, or even how it got messed up. Well, I know how, since I obviously changed it in an item editor. But it was totally accidental. Maybe there is a good version of the bolt...maybe not. When I say it's been fixed, I mean it's definitely been fixed for the next release.
However, if having the bolt means so much to you, here is something you can try: look for 00000636.PRO in your various data/proto/items folder. Change this one file out in you main game, replacing it with the other versions after you have tested the bolt inside the temple. This is the only file that is bad in this case. Heck, if you happen to have the New Vision mod, you could try using the file from that mod.
 
MIB88 said:
Demonslayer said:
Anyn thoughts about when is going to come the next release?

I'm still on "vacations" so i have time to play fallout 100%

I still have a number of things to fix with the Alternative Life additions. It seems as though I can't playtest more than 10 minutes before coming across some new problem that needs to be fixed. And even when I fix scripting issues, there is still a problem in presenting a coherent story sometimes.
At the moment, I am having all sorts of issues with Navarro, where new quests were added (along with a new karmic title). But I know there are problems with another location: Carson City.
Also, I leave for an assignment in a few days, and will be gone until the end of the month. Time to work on the mod will be limited, I'm afraid.

No problem. Keep up the good work.
(don't take my posts like "when comes out?" as pushy because they aint, i'm just anxious :) )
 
alatari said:
This character is HtH tagged so this is a non-starter to have this bug within the first few minutes of play.

The bolt really is not that big a deal. A non-starter should be the black temple with ghost images that appear on your screen if the game isn't installed correctly. That bolt won't help you much. And if you are playing a hand to hand character (which is something I almost always do), you will actually do more damage without the bolt, I think.

The bolt adds 1 to min and max damages.

However, if having the bolt means so much to you, here is something you can try: look for 00000636.PRO in your various data/proto/items folder. Change this one file out in you main game, replacing it with the other versions after you have tested the bolt inside the temple. This is the only file that is bad in this case. Heck, if you happen to have the New Vision mod, you could try using the file from that mod.

New Vision prot's dir is empty in version 1.2. I believe they compiled it into the Patch000.dat since it's 6MB rather than 2.3MB in the Interplay Patch000.dat. What tool do I use to edit the *.pro files?

I'll also d/l the older New Vision version to seek it there.
Sounds like this is trivial problem for the time you have available. It was just the very first new item in your entire Mod and this was my first impression.
Thanks for the help and all the time spent away from your family, school, girlfriends etc. to develop this work.
 
@Demonslayer: No problem. I always am asking myself when the next version is going to be out...and just as anxious about other mods coming out so I can include them. :)

@alatari: I think there are 2 files you can use to take apart .dat files. The one I use is called dat explorer. The other is called datman (with a variation called datman light). You won't need to edit any of the .pro files after you have extracted them from the .dat file. And I still can't shake the feeling that I was doing more damage without the bolt. Oh, well.

And trust me, as much as I like Fallout, I give it only my time...I will always give those other aspects the attention they require. :wink:
 
Pro files

Got the dat explorer and looking for datman next. I want to be able to edit them for how can one create their own mods without that ability ;)

00000636.PRO isn't in the New Vision Patch000.dat. If I could read the *.pro's contents it would be easy to pick the correct one. *grumble*

It's probable you do more damage HtH without the bolt or other knuckles after your characters HtH is over 110% but as a starting character with 70% HtH and strength 5, Intelligence of 2 (sloooow advancement) with small frame on hardest difficulty a +1 adder will be crucial till she finds spiked knuckles. Maybe not till Vault City or later since she can't steal and I'm RPing her with Good Nature who's opposed to stealing from other peoples homes or persons. She won't even kill sentient beings till later when I mutate her Good Nature trait for Finesse (tuff game for sure).
Going to switch to an evil diplomat character of high Int and Cha for use on your mod in order to get the widest range of menu choices. Unless you would like reports on how a stupid characters' dialogs went?
 
B –something base

This is the base you get after supplying the guy in new reno with a gauss weapon. Is there any point to this place, because apart from a few notable objects that can be taken (that are pretty useless by the time you can get gauss weapons anyway), I don’t see any quests here, ive clicked on every person in the base (3 levels?) and get nothing of interest, am I missing something.
 
Something worng....

When I try to kill ASH-9 by "giving" him some C4 I got a black screen anf Fallout crash when exit the Hobologist underground or save game while doing it.
Or if I success, the quest to kill him is not complete so I can't get to the Shi Emperor...

Marcus look good in his new armor by the way!! :newevil:
And I like my new pet; wanamingo; nice add!! :ok:
 
Hello MIB88 !

In the folder Proto/Items there is a file item.lst and inside are a bunch of file with the same name (00000050.pro). My question is; I can delete those an let just one with that name?

And BTW tell those who have problem with the NPC reseting the level to delete the 00000062.pro.
 
@alatari: Please, report any bugs you find...not just the ones you find while playing as a stupid character. I have made a lot of corrections since March, though (the last 2.1.1 release):

Arroyo
-Fixed the bolt weapon

Abbey
-Enhanced Abbey (aspect of the Alternative Life mod)

Enclave
-Horrigan legs are lootable (now a container, rather than scenery)

EPA
-Corrected a bug with the Doctor... if you didn't accept one of his quests the first time, you would be unable to complete it later, regardless of your dialog choices
-slight changes to the Doctor's dialog
-It is now possible to enter the storage sheds (a scripting error prevented the player from getting the key)
-Numerous spelling and dialog errors corrected
-Patched holes in walls
-roof no longer appears over room with paintings
-Party members will no longer stop following you on interior EPA maps
-Party members can no longer run through locked storage shed doors
-Plant and bug sprays won't crash the game if used first time in combat

Klamath
-Slightly modified Toxic Caves

Modoc
-The blacksmith can make a new item. Guess what/who it can be used on/for...this will be worked into a quest later
-Cold Hearts fixes
-Dialog/Grammar fixes
-Fence now recognizes that English Bob sent you to talk to him if Metzger is killed before the related quest
-Player's death properly triggered by English Bob in a certain situation
-Quest to link the two communities now appears in Pipboy

NCR
-Rangers are now hostile towards freelance slavers

New Reno
-corrected dialog error regarding gauss pistol with Eldridge
-Quest for gauss weapon now appears in Pipboy
-You will no longer get the Gravedigger karmic title for digging up the Mordino stash
-Removed extra map from Prichard's grave

Primitive Tribe
-Corrected dialog errors
-corrected karma and stealing issues with NPCs at Primitive Tribe

Redding
-Problems with Dangerous Dan Mcgrew and Marge Lebarge
-Dan no longer says you killed his people if you solved the bar brawl peacefully
-Both correctly acknowledge your actions regarding the outcome of the bar brawl
-Broken dialog options fixed

Vault 14
-Voice from nowhere on level with Ardenius has been removed
-Dialog errors corrected
-Player's karma no longer reset to 0 upon entering map
-Ardenius's guards have more hit points

Vault City
-Corrected Ed's dialog
-Well no longer irradiates you after Gecko plant is fixed (same in Gecko)

Party NPCs
-Sentry Bot Skynet changes
-Rockets and 5mm ammo can be added to it (just 'use' them on Skynet)
-No longer have to keep telling him to join your party
-No longer randomly turns hostile against the player
-Player can have Skynet carry things (trade feature allowed)
-Even though it mentions the tagged skill being small guns, it actually gets better at using big guns
-Klint's name is displayed correctly when he wears advanced power armor
-Corrected Bessie dialog (contains new dialog/options from another mod)
-party members change appearance if wearing Horrigan's armor

Miscellaneous
-Inclusion of many aspects of the Alternative Life mod
-Killap's bug fixes from June 11, 2007 have been included
-Player receives positive karma for freeing slaves in random encounters
-Fixed mislabeled maps from save/load screen
-Added ravachol's patch to correct the Sharpshooter perk (the perk is now properly calculated)
-Children Patch (if you are using a European version) has been included
-Elevator stubs are no longer seen on maps
-changed AI for merchants in random encounters to stop them from charging into battle if they have a gun
-"Thingies" no longer appear in inventory of dead cockroaches
-The car will no longer disappear at
-the truck location
-the postman encounter
-the Salvatore warehouse
-Horrigan armor now provides a bonus to AC (was 0 before)
-a number of random spelling corrections

@Touqet: Using explosives on characters is known to cause crashes in the game. It doesn't always happen, but it does happen a lot. I can't do anything about that. It was a part of the unmodified game.

@aronsearle: Bunker 21. There is no 'point' to the location. It was just a map originally made by Lich that I modified a bit (and will continue to change like a few other mods/locations added to the game).

IAR80 said:
In the folder Proto/Items there is a file item.lst and inside are a bunch of file with the same name (00000050.pro). My question is; I can delete those an let just one with that name?

Hey, IAR80. No, do not delete those extra 00000050.pro lines. They are place holders. It means whatever item number that was there has been removed, if there ever was one. If you delete them, the graphics for items, and probably the items themselves, will get really messed up. The only way to really remove them is to move all numbered objects.

As for the resetting level thing, that file is only for Vic. And even though I had recommended this a long time ago, I have my doubts about whether deleting that file will actually keep his level from resetting every time.
 
I already deleted those! Let's see what happen.

I delete that file 00000062.pro AFTER Vic level up for the first time. Before that Sulik and Cassidy have reseted level up at list one time! After delete the file all it's working great. They level up normally and all of them are now at full level.
 
I just meant that I just don't know if deleting that 000000062 .pro file will work every time. I only hope so.

As for deleting all instances of .000000050.pro, get ready for some problems. Why did you do that? Were they really bothering you? You might get lucky, and be able to play the game, but I think all new items will be screwed up. Also, by deleting all those placeholders, the game will look for different items. Let's say, for example, that Hakunin wants items 600 and 601 to make a particular drug. For example only, these are mushrooms and and type of plant. The script checks if you have item 600 and 601. But since you have deleted the placeholders, you have those items, but it thinks those are items 575 and 576. He will not recognize that you have the right items. Or say you want Algernon to make you improved flamethrower fuel with the super-burn mix and regular fuel. He will check if you have regular fuel and the mix (item 777). Even if you have the mix, he will think it is item 675 or something. You will have many problems like this in the mod. Maybe. Unless you get lucky and the game reads the number of the item from inside the .pro file and not that list.
 
Status
Not open for further replies.
Back
Top