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Discussion in 'Fallout General Modding' started by Lil Mordino, Dec 19, 2005.
Is this mod dying or is it already dead?
...and waiting for NPC Armor "Mod", i hope
And New Arroyo plus Killap pack.
I got distracted on other parts of my life but seriously wanted to work up a walk thru. The Full Screen mode is making that very hard going. Anyway to make this a windowed mode? Otherwise eventually I'll try and fit in a 2nd video card and monitor or rearrange the house to get 2 machines together.
That sounds easier than it currently is for me. Anyone else working on a walkthru?
Re: Walk thru
As for playing this in a windowed mode, I have never tried it before. Sorry, I can't offer any guidance on that.
Anyway, work on the mod is slow going due to other real life issues. But it isn't dead. I am still having a number of issues with the new locations and a couple of new quests added from the Alternative Life mod. It has proven to be... challenging. Anyway, don't fret people. This is still being worked on. And as long as there are mods to be added, I will add them. That includes Killap's work and the new armor mod when it is completed.
I'm playing today and I'll edit this post with whatever I find:
Sheriff's office. The ammo for the shotgun and 14mm shows 30 each but when interacting it turns out that it's only 20 shotgun and 5 14mm. Stack and count mismatch.
Not a bug but curious: The lower cell says "there are too many locks to pick" or something similar and wondering if theres a plot attached to this or an unfinished plot like you get arrested and placed in this cell?
Re: Bug Report
The deal with the weapons is all throughout the game. The ammo was changed by a TeamX mod. Newly spawned weapons have the correct count, but many of the current weapons on the maps (including on desks, in lockers, and in critter inventory) have the old values.
The cell door issue: it is quest related... and it is working.
MIB88, I think this guy is right. Couldn't someone edit the first post of this thread?
And, how much longer will we have to wait for the next version of this mod?!
Seriously, i'm anxiously looking forward to it!
If "someone" wants to do that, then good on them.
I provided Dude101 with my known bugs list for the version I am working on now. Perhaps when he gets a moment, after the next release, he will post them on the wiki. Or someone else can go through and post them and maintain such a link on the wiki after the next release, making sure to correlate that with a new thread (hint, hint... this one should be locked).
As for the next release, like I just told Dude101, I have finally taken care of a pretty big show stopper with the latest addition (from Alternative Life). There are still plenty of bugs, but this one was a big one for me. My intent was to release what I have prior to November 22 (Thanksgiving). Unfortunately, I think my graphics card is hosed up. If I can get that issue resolved tomorrow, then I will be back on track to make that deadline.
Loving the mod...
Loving this compilation of mods simply fantastic, thanks go out to all the hard working modders and compilers =)
Progressing through the game again, and only found 2 bugs (that are unrelated to the removal of the kids):
1. Putting advanced and normal power armor on klint. Works fine until you try and reload a save game with him already wearing it. Already discussed here:
2. In Modoc going to the western section with the kid (on my one the invisible kid) says his dad is out etc, go into the back and there is a trap door that can't be lifted. I used dynamite, and the trap door is gone revealing the hole with a ladder, but the comment when trying to 'use' it is the same as when the hole is covered. Unable to move it etc...
Really loving the mod! Thanks again for all the hard work!
Is it possible to put the kids patch over the megamod or will that stuff it? save games continue to work?
Since the Children Patch only adds graphics, you can add it to the Megamod without any problems. This won't be necessary with 2.3, the next version - it is already included.
As for Klint, I don't have those savegame issues or any other problems in my game. I think that any problems are the result of some bad/outdated proto files. Hopefully this will not be an issue in the next version either.
As for the trapdoor, I know it works. However, try examining it a couple of times before taking any action. Also, try using a more subtle approach than dynamite to open it.
Great thanks!! I'll add the children patch tonight, means i won't have to skip all the kid-related quests =)
hmm... a subtle approach??? Not familiar with that method
Not too fussed with the klint problem, it works great up to combat armor, so he's doing alright for the time being.
Just some additional bugs i've noticed while progressing (FYI: version i latest at time of print):
1. Unable to interact with the vault tec voice module and the super computer in Vault 13... Tried every dialogue method, tried 'using' it on it, tried repairing. Both with and then without the voice module in my inventory (i have both), tried with each voice module. Tried speaking to the deathclaw, gruthar?, about it who says come back with it, then i speak to him and say yes i have it... Then if i restart the conversation it restarts saying i should go and get it...
Hope nothing important required there =)
2. Not so much a bug, i don't think, but trying to build the sentry bot and requires a regulator. Are regulators supposed to appear in dead sentry bots such as with the motivators in the brainbots? Or is this meant to be the regulator that i already used in the car ...
Thanks again for the great mod and corrections made,
The Kid patch works perfectly with the mib88 megamod... can now go and actually complete irritating quests like saving little jimmy from the slags in the abandoned farm...
Re: Further Bugs
Search...this...thread. Addressed, including how you can fix it.
No. Different object. And since you can't loot a dead sentry bot, then you must get the required object somewhere else.
Apologies... Got the answer i needed...
1. Delete the file vault13.gam in the maps folder.
2. I'll get hunting...
Getting really anxious to see what the next version has in store
Hi, I'm enjoying the mod, and I've noticed the new music in the Klamath underground and the Truck area. I was thinking that 'Vats of Goo' used in FO1 at the Mariposa, is overused in FO2, being used at the Mariposa ruins, Vault 13, Serria Army Depot and Broken Hills.
Could you guys change the music for Vault 13 back to 'Vault of the Future?' And maybe 'Radiation Storm' for the SAD?
And as expressed elsewhere, I think adding Private Dobbs as an NPC would be a good idea, but I'm in no hurry on that one.
I will add new sounds to new locations from other mods, but I have no intention of changing the existing music files. I am sure everyone has their own favorites. Instead, I'll refer you to the Fallout/data/data folder. Find the maps.txt file and open it with notepad. You can change around any songs there that you want.
I have already started working on version 2.4, having added more than half of Killap's latest fixes. I don't foresee me doing anything with Dobbs for a while. I mean, I don't want to just add in a character for no reason. Not now. I mean, why would he join the player? What's his story? What does he add to the game that isn't already covered by some other NPC. If someone else were to decide to go ahead and make the mod and work out all these issues, then great - I will add this feature a lot sooner. But I have lots of other things I will put in first.
Hey MIB88, can you give as your todo list?
The things you are trying to add, things that might be added in a future and things you don't know if should be added.
Just to keep a discussion open.