Questions about the Miria Mods for Fallout 2

z82m76

First time out of the vault
First off, I don't have the restoration pack, I just downloaded the regular version with the patches. I have used a few of the like the party limit, and the encounters booster.

When I found about the Miria mods I was going to install them, but saw that they don't work too well and one has to edit them. I have the Miria NPC Enhancement mod 1.2 which I'm trying to edit now, using the miria tutorial. I heard about the Miria For Real mod, and have the latest version Miria for Real v10a RP12 Compatible I believe.


So I guess I have to ask, is do I need to start a new game to use these mods, or can I just instal them and play a saved game? (I'm pretty much at the end) And about the Miria for real mod, does it only work for the Restoration project?
 


z82m76 said:
When I found about the Miria mods I was going to install them, but saw that they don't work too well and one has to edit them.

They all work well enough, unless one is fairly particular about minor points. :)

With the traditional Miria mods, after installing them initially I think one is better off restarting the game as party.txt is modified and new protos have been added. None of them will work from a saved game, however, unless in that particular saved game the player-character has not yet visited Modoc. The reason for this is that all Miria mods include a new script for Miria; after visiting the Modoc map one time her old script is "locked in" and the modded material won't be available. Only in the case of using the Miria article I wrote, however, do you absolutely positively have to start a new game, since several new global variables are added.

I think Grandson of Sam's Miria for Real versions were only for killap's RP. The main relevant differences for your purposes are in things like proto numbers. Thus I think you'd be better off using the old Stone-D's Miria mod.

Did that answer your questions? Don't hesitate to ask if you need more info.

Endocore

 
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