Miria for Real for 2.0

Eternal Knight

First time out of the vault
Greetings all,
Does anyone know if the Miria for Real which is an updated version of the Miria mod for the RP by Grandson Of Sam is compatable with Killap's latest 2.0 Restoration project. If it is not compatable, what changes do I need to make to get it compatable. If someone has already made the changes could they please upload the file or send it by pm to me.
By the way, my thanks to Killap and all the others for their hard work in making the RP a success.
Thanks
EK
 
I haven't downloaded the RP 2 yet to see what changes were made by killap to Miria's files, but if I had to guess I'd say using Miria for Real with it will be problematic for at least these reasons:

a) killap surely added many more critter pro files for the new RP 2 content; if you just plopped the pro files from Miria for Real into your proto folder (and more importantly the critters.lst and pro_crit.msg from the Miria mod into your data and text folders) you'll have serious problems with your game, but if you're knowledgeable about modding you could modify the Miria protos to use new numbers and update critters.lst and pro_crit.msg.

b) Over in the RP 2 thread killap's readme states bugfixes were made to npcs so they are now affected by poison and radiation; presumably this includes Miria, and therefore it's safe to assume killap modified her msg file, script, and more (maybe global scripts or critters). You couldn't really use killap's script with the Miria for Real msg or Miria wouldn't work in any of her new/special ways, and if you use killap's msg with your old script you may see "Error" for dialogue choices while talking to Miria. There may be other problems--as I said, I haven't looked at RP 2 yet.

c) Even if no changes were made in RP 2 to any Miria files, there are several problems with the script mcmiria.int used in the Miria for Real mod (not Grandson of Sam's fault, as he states in his readme he never touched the script); these will result in subtly buggy behavior from Miria.

d) Even if the script was bug-free, there's still the problem of Miria's levelups; if you don't move her first levelup pro file (509 in Miria for Real) into master.dat, she'll have weird problems (75/50 hp, forgetting levels, etc). Fixing this problem is a good opportunity for any non-modder to learn a wee bit about how FO2 works, so I encourage anyone to take the opportunity to do so. As red noted years ago, there's just no need (especially now in these days of 3 TB hard drives) to have a master.dat file at all since all Fallout 2 requires is a folder called "master.dat." Download a .dat extractor (there are several available in the NMA files section), extract all the contents of the file master.dat into a folder called master.dat in your Fallout2 folder, and put pro 509 (or whatever new number you made it) in the Fallout2\master.dat\data\proto\critters folder, making sure it's not set with the "read-only" attribute. Then make sure you don't also have pro 509 in the Fallout2\data\proto\critters folder, and that all the other pro files from Miria for Real (510-514, renumbered of course) are set with the "read-only" attribute (or they'll be erased when you start your game). In addition to fixing your npc levelup problems, Fallout 2 will also run a tad bit faster after you replace the file master.dat with a folder of the same name. On the other hand, if you do this before you install the RP 2.0 it may interfere with the activities of killap's autoinstaller, so it would be best to do this after the RP is installed.

e) Even if you address the issue in (d), Miria is set to use the wrong AI packet in all her levelup pro files; since her script doesn't address this either, I think odd behavior here and there can be the only result.

f) killap added some new joinable npcs for RP 2.0; you'll have to update your party.txt rather than use the one from the Miria mod.

Having said all that, assuming you fix the critical issues (a) and (f), you certainly could just use Miria for Real with RP 2. You'll notice many bugs with her, but it probably won't be anything that crashes your game. On the other hand, these bugs may ruin your enjoyment of Miria and defeat the whole purpose of using the mod in the first place.

In another thread I've got a project going that adds additional content for RP Miria beyond that found in the traditional Miria mods, but it will be several weeks before it's available and the additional content won't be to everyone's taste. On the other hand it will be free of the bugs mentioned above as well as several others not mentioned. Thus if no one else releases an update for Miria for Real in the meantime, the options for Miria fans itching to play the RP 2.0 would be to go ahead and use the RP 1.2 Miria for Real with modifications and overlook some nasty bugs, or wait a little bit for my work to get finished.
 
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