MIB88 MegaMod - opinions, technical issues, etc.

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wolfsrain said:
May I suggest to put all the news in the beginning of the topic? Lots of modders are reserving the first posts and are editing them once they've released a new update.

I just said this on the last page:

MIB88 said:
Stg Granite said:
MrBean01 said:
Could I just kindly suggest that, since this thread is now 90+ pages, that a "Known Bugs List" be made, stickied, and required reading for anyone downloading this mod?

MIB88, I think this guy is right. Couldn't someone edit the first post of this thread?

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).

Once 2.3 was out and people got to playing it, then I'd open a new thread.
 
I don't know if you have already found and fixed the problem with weddings in Modoc, but I have done rather extensive testing. Multiple characters, plays through, stats, and points in the story with varying NPCs.

Every time I do the wedding, if I do not click anything at all for about 30 seconds, the wedding starts normally, with both "spouses". It always locks up if I click on my future father-in-law. It does nothing if I click anywhere else. This is from version 2.1.1 as I haven't gotten a newer one downloaded yet.

I am leery of sites I don't know, but have been trolling this one for years. Hope this helps some, and thanks for a terrific mod! Now Fallout 2 is once again the best game on the block.
 
Sorry if I missed any notes on this; a Google site-search didn't raise this, and I've not the time to go through 96 pages looking for it atm. Before I go on, thanks MIB88, Killap and all the others who made this excellent mod possible. You're an inspiration to us all. Now, on to the meat of the issue..

A "master trader" attacked me at 1:30am as I was going to Vic's place in Klamath. I had done nothing to infuriate anyone (not talked to anyone outside Arroyo) and my karma is 18. The guy was off the side of the map below Vic's place as he is seen on the map editor. Why is he angry enough to initiate combat with me and say the usual negative random-encounter comments for traders like "Go Away", "Leave us", "Unclean", and "We don't like your kind around here"?

The strangest thing is that I cannot right-click to get a "crosshair" cursor to attack at all. Klint kills him for me, and I get a 10mm Colt earlier in the game than I probably should. I have a save-file I could send you if you'd like to see it for yourself, in case I screwed something up.

FYI, this is in 2.32 and I simply removed my data directory and unrar'ed the new files over the old ones I had, no patch.dat files left. Running in 32-bit XP, and the only settings I changed from default in the directx ini file were to run in windowed mode and 1280x1024.

Finally, I notice that Lucas in Arroyo trains in Unarmed and Melee, but aren't his minimum requirements of 70/60 respectively a little too extreme? So early in the game I doubt that anyone who hasn't tagged these skills will get it high enough, and if they haven't tagged it then why would they bother? Or is that the point? Would you consider this bad for play balance? I simply don't recall enough quests raising these in the original game, especially early enough where they actually matter for a character designed for non-Melee game.

Perhaps a small mod could be constructed to have him ask for Golden Gecko pelts you've skinned instead, even if you don't get the additional skinning benefit? I could see him "impressed" by that as much as 70/60 in those skills. If it's deemed "too much work" I suppose I could find the time to do some modding in the near-future. But my thesis is taking up my time right now, and it's bad enough that I'm letting myself get distracted with the amazing work you've already done :)
 
I notice that the Geckos in Arroyo respawn when I leave and re-enter the map. But then, so do the junkies in the Den if I've killed them. All I have to do, in fact, is leave the section of the Den and re-enter it and they seem to respawn next to their old corpses.
 
Please post any bugs you find in the 2.3 Megamod thread. This one got too loarge to sift through. Also, searching this site is way better than doing a search through google.

But to answer your questions, geckos are supposed to respawn - added from the New Vision mod.

Also, the master trader, I don't know what happened there. I believe you when you say he attacked you... I just discovered this a few days ago in my playthrough. It is part of another intended mod. I placed him way off to the right so I wouldn't forget about him later. He doesn't have the right script attached yet, but I had no idea he'd attack. I'll move him further away for the next edition.

I don't understand why you can't get the cross-hair, though.

And as for those stats for getting training, I don't think that 70/60 is correct. Close maybe. I have never looked at the script that closely. I almost always Tag! unarmed, bringing my character to 68... this gets him training in unarmed. Don't really know about melee. Anyway, I will think about it.
 
Grejt ;) The package in newfmc has 51,63 megs, and that here, in NMA - 71,5. Whats the difference? Which version is "more full"? And one more thing. Why on FMC is version 2.33 which, I think, wasn't even mentioned by MIB88?
 
yghern said:
Grejt ;) The package in newfmc has 51,63 megs, and that here, in NMA - 71,5. Whats the difference? Which version is "more full"? And one more thing. Why on FMC is version 2.33 which, I think, wasn't even mentioned by MIB88?

I have no idea why all the download sizes are different. It is version 2.32 at FMC... just a typo. And v2.32 is mentioned there.
 
BOS Bunker

I've completed the quest of the Vertibird plans for the BOS, and Matt gives me the position of the BOS Bunker (in the sea). He says that i cannot get in there by foot... i tried vertibird and even the tanker, but nothing displays the BOS Bunker option...
A bug or i'm just missing something (i'm using 2[1].32)?
 
Re: BOS Bunker

Robert Czarwolski said:
I've completed the quest of the Vertibird plans for the BOS, and Matt gives me the position of the BOS Bunker (in the sea). He says that i cannot get in there by foot... i tried vertibird and even the tanker, but nothing displays the BOS Bunker option...
A bug or i'm just missing something (i'm using 2[1].32)?

Send future posts to the 2.3 thread. Also, please post a screenshot of where the base appears. I might have missed something. It may be that you do have to fly there... which means I would need to change the vertibird script. Or it might just be a problem with the dialog, and that just needs to be changed.
 
Firstly, MIB88, thank you for your great mod! It's really cool.

Secondly, I've got one question. When are you planning to create a new version of the mod that corrects most of the found bugs and errors? Just approximately. Just curious.))
 
@ MIB88

is your mod compatible to the mod of killap?

which one would you recommend - your's or killap's? I mean, I like to have more maps, events and quests than in the normal fallout 2 which mod includes more new features.

thx
 
Dude101 said:
Fasciana said:
@ MIB88

is your mod compatible to the mod of killap?

which one would you recommend - your's or killap's? I mean, I like to have more maps, events and quests than in the normal fallout 2 which mod includes more new features.

thx

http://falloutmods.wikia.com/wiki/Mods_Guide

Thanks that helps a lot. I will run both mods in seperated installations.

THX go on you do a great work!
 
... I have noticed a little stuff, some of Salvatore's guards have two armors (bug?)=>




SPOILER


P.S=> another thing. The special encounter with the two dead supermutants. I arrived there at night, but I wanted to see this place clearly, so thanks to the Pipboy I wait until noon, but even if it's noon, it's still the night (I mean, it's still dark).


SPOILER
 
how do i open the door in the temple? i can't lockpick it becouse it doesn't work and I can't find any key
 
ok found it now :) thx

another question
does this mod have the unlimited followers mod and does somebody have an error messege when getting to klamath?
 
skein said:
ok found it now :) thx

another question
does this mod have the unlimited followers mod?

I think MIB88 said that this mod isn't and won't be included in the Megamod.
 
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