Fallout 2 mod Unofficial MIB88 MegaMod Gameplay Help

MIB88 said:
Well, gee, you're welcome for the tip.

But you're saying it's not going to look suspicious if you're hanging out behind him for no good reason? Or using alcohol on him to to lower his perception so you can do as you will? Or just hanging out in his office when he has already told you to go see Mason? Or how you walk in with a tank of air that is plainly in sight because you don't have a backpack yet are somehow able to leave without it and not causing a commotion? Funny how you will suspend belief for one thing but not others in this game.

Just pay attention to the text.

Calm down dear, only saying what i think.

Like i said, if the text specifically says not to replace them, ok then my fault, if not it should (you still havnt said that it dosnt say it).

Otherwise if im asked to plant the laughing gas, it makes perfect sense to swap them.

Dont be so bloody sensitive to abit of useful feedback.

And im happy to admit im wrong if it DOES say it, and i simply missed it.
 
aronsearle said:
Like i said, if the text specifically says not to replace them, ok then my fault, if not it should (you still havnt said that it dosnt say it).

Otherwise if im asked to plant the laughing gas, it makes perfect sense to swap them.

Dont be so bloody sensitive to abit of useful feedback.

Well, a few things, here. First, it's not useful feedback if you are suggesting writing very explicit actions for quests when some very simple terminology will do. And if I was sensitive to any kind of feedback anyway, why the hell would I stick around for a hundred pages of it?

Second, you keep answering you're own question. If it says 'plant' the laughing gas, then why does it just make sense for you to use another word in its place like 'swap'? If you decide to plant explosives on AHS-9 to kill him (this would be like a 'swap' in your book), are you saying you take some explosives from him in return?!

Third though, is that you did point out a small bug I missed on this. When I first played through the mod, the dialog did say 'swap'. I did just that, and killed Salvatore. I changed the dialog then (to plant) to make it more clear and prevent the player from inadvertently killing Salvatore. However, there are actually 4 lines of dialog in Fence's script calling for this event...I only changed 2. So lines still do indeed say swap, and you would have been correct in your actions if this is the dialog option you got. I have changed all instances to plant.
 
BTW how do you get the Torr and Bugmen quest?

ANd why is Klint such a coward he never fights.
 
There is no Torr and Bugmen quest in this mod.

Klint may be almost dead or crippled.
 
No when I first got him I went on the quest to save that nephews dog and he immeadiatly ran away even though he had a spear.
 
Then I guess it's time you checked the combat settings, like any other NPC. I have no other suggestions for what might be wrong.
 
Shaman Karma

FalloutBoyOz said:
ok still trying to be a shaman. I saved the dog in arroyo and in the first town i fed the dog, got the TORG a job and found the boy stealing stuff. with the boy if i attack him in the garden it keeps going to attack mode even if he runs away, and if i go into the house i have to kill the dad which breaks the shamans quest yeah? Cant seem to get 30 Karma! Only got 22 max.

I just made it back after learning pugilism from John Sullivan and complimenting him on how he fights hearing he learned it it New Reno and getting Torr his job for 32 Karma (Think offering Sullivan 10 credits for a beer is the +10 karma). Stopped at the Toxic Caves on the way back and realized it was impossible to complete with my skills and no armor for Klint and my character Smiley (after the DS9 alternate universe O'Brian) so went on.
Doing the Shack encounter is also enough to have 30 karma and get back in time.
Freeing Sulik used to give karma but not in this version.
Any other Karma adders in Klamath doable within the time frame?
Doctor and First Aid skills are the time killers so use powders avoid unnecessary fighting.
 
MIB88 said:
hird though, is that you did point out a small bug I missed on this. When I first played through the mod, the dialog did say 'swap'. I did just that, and killed Salvatore. I changed the dialog then (to plant) to make it more clear and prevent the player from inadvertently killing Salvatore. However, there are actually 4 lines of dialog in Fence's script calling for this event...I only changed 2. So lines still do indeed say swap, and you would have been correct in your actions if this is the dialog option you got. I have changed all instances to plant..

Yes but it doesn't seem to kill Salvatore, it instead bugs out the quest. If it killed Salvatore, then that would be fine because i could at least learn by trial and error.

and i see swapping the tanks as logical, Thats because im using real world logic, and not fallout logic. What im getting at is that in the real world, you would swap the tanks (the conclusion i made), in fallout you would simply add the tank, in the same way that you can fit it in your pocket in the first place.



Oh well I might as well sell him to Mensiger and wheres the fraking TNT?

There is TNT In vics hut, but look carefully its not where you would normally expect it to be.
 
aronsearle said:
Yes but it doesn't seem to kill Salvatore, it instead bugs out the quest. If it killed Salvatore, then that would be fine because i could at least learn by trial and error.

and i see swapping the tanks as logical, Thats because im using real world logic, and not fallout logic. What im getting at is that in the real world, you would swap the tanks (the conclusion i made), in fallout you would simply add the tank, in the same way that you can fit it in your pocket in the first place.

Yes, I know, lots of things would happen differently in the real world.
However, swapping the tanks will kill Salvatore. First, he will laugh like a madman, then you are transported out. After a number of ticks (game time), or when you leave the map, you will get a message that says you have whacked boss Salvatore. You may have missed it, but that is what happens when you 1) remove Salvatore's oxygen tank or 2) remove the oxygen tank and replace it (swap :P) with the poison tank (and with this mod, laughing gas). The only difference is that if you give him the poison tank, no one will suspect you of killing Salvatore.
 
So is swapping the tanks supposed to kill him then in the current version, because i visited him several game months later to really kill him off.

Also i never saw him laugh, but then i didnt hang around, do i need to wait x seconds for a script to activate?
 
aronsearle said:
So is swapping the tanks supposed to kill him then in the current version, because i visited him several game months later to really kill him off.

I just answered that:
MIB88 said:
You may have missed it, but that is what happens when you 1) remove Salvatore's oxygen tank or 2) remove the oxygen tank and replace it (swap :P) with the poison tank (and with this mod, laughing gas).


aronsearle said:
Also i never saw him laugh, but then i didnt hang around, do i need to wait x seconds for a script to activate?
If you hang around, you will see (read) him laugh.
 
Stlid said:
Still cannot find the TNT I swear I have looked everywhere.
Have you search carefully Vic shack?? Or like me I,ve been to Redding to get some from the mine ...
 
Stlid said:
Still cannot find the TNT I swear I have looked everywhere.
It's in Vic's shack. Just look carefully.
I'm playing my character hard core Tribal so until his science score breaks 40% or he sees dynamite used properly (Like the guy in NCR blowing himself up or the miners in Broken Hills or Redding talking about their work or he gets a companion that understands explosives) then the Klamath rats will have to wait. I mean Slik is the most traveled of the Arroyo village and he hardly understand how to load a firestick with bullets.
 
Stlid said:
Still cannot find the TNT I swear I have looked everywhere.
f time is not issue you could check modoc....


I have one problem at EPA, there is scientist who speaks in binary - i have tried to fix his hologram for hours. My science is 84, it was enough for everything else so far but i just cant get this one happen.
I have tried using science and repair kills to hologram machine next to scientist but i dont get any kind of message, not even "you failed to learn anything."

Then another question/problem, how i get out of EPA ?
I went back to ventilation system where i came first time but i cant find way out, i was in exactly same spot where i came in first but no exit grid or ladders at there.
 
I have looked and looked I have spent a half an hour clicking every part of the shack trying to find it.
 
sende said:
I have one problem at EPA, there is scientist who speaks in binary - i have tried to fix his hologram for hours. My science is 84, it was enough for everything else so far but i just cant get this one happen.
I have tried using science and repair kills to hologram machine next to scientist but i dont get any kind of message, not even "you failed to learn anything."

That was something I changed for the next release. It will tell you if your skills are not high enough. However, I just rechecked the script, and 84 is high enough. Maybe you just aren't successful...or you don't have the right machine.

As for how you get out, why are you looking for a ladder or exit grid? Did you use one to enter the EPA sublevels?! Unless you are saying you are already in the air ducts, the place where you fought the ants and deathclaws. If that is the case, then, wow, you have discovered a new bug: the disappearing ladder. :crazy:

@stlid: if the rest of your Klamath map is different than the original (for example, you saw the master trader in the shack), then the dynamite is there. Maybe you just need to turn up the brightness on your computer.
 
Back
Top