Fallout 2 mod Unofficial MIB88 MegaMod Gameplay Help

@ Message621,

You could fix some of this yourself. Alchemist posted this link for someone wanting to do the opposite. Nothing to do but edit that huge text file. (Something I was too lazy to do for the big MM worldmap I started to make before Lexx made a much better one.)

Changing encounter types to tougher ones is simple text editing of this file. Changing encounters (so Raiders carry Pulse rifles, etc.,) would require making some new scripts.

I could never find this Very Difficult Mod you write about, but maybe this will help. I never read any post by MIB88 saying he had changed any of these, so you might just try to replace the scripts from that other mod and have it the way you want.
 
Message621 said:
...MIB88 we need more weapons!! WAY MORE weapons,

the enemy need revamped combo of weapons too,
lots of types of the same, humans vs NPC human mob, I'd like to see more mutant/goul/human vs dog/slaver/rouges etc, this


could there be a few new types of missions using the sneak skill? and gambling. good to do some espionage in the ranks. like it iff you got silent death and silent running as the prize for doing them.

Well, of all the things I could add to the MM, weapons is pretty far down the list. There are plenty in the game, and I've added a number of them already from other mods.

Morticia is right in what she posted. These things can be modified. All sorts of additional encounters can be added to the game. It could even be set to change depending on the character's level. So, if you wanted to modify creatures encountered and what weapons they have depending on the character's level, that is easily done. Personally, I am not a fan of this. Even someone with lots of experience who has been roaming the wastes for years and carries a gauss weapon still encounters pigrats. They don't go away just because the character is a high level. However, keep in mind that each encounter table cannot have more than 40 different encounters. You might think that is plenty of room for growth, but I have already hit this limit in some areas. Other tables (depending on where you are on the worldmap) are more open in the MM, allowing for as many as 19 new encounters to be added. But, keep in mind that there is a theme to the encounters on each tile. For example, around Reno there are a lot of mobster encounters. Around the EPA there are a lot of centaurs, fire geckos, and floaters. Just because the space is there doesn't mean that it should have some new encounters. You probably would not find many slavers operating around the EPA, for example.

And, you did it again. You essentially said that 'something' needs to be added regarding sneak, gambling, and espionage missions. Ok, then... What? If you have some ideas, present them here, and people will be more than happy to comment on them and help you work on them. But 'something needs to be added' comments are useless to me.

Oh, and Morticia, I have the Very Difficult Mod. I haven't included anything from it, though. As for the Worldmap.txt file, I have made lots of changes to it.
 
be good, if the jet quest were expanded to evolve use sneak skills, earning you silent running and silent death.
say you get to Redding to deliver the antidote to the doctor, as you give it to him he is taken away by thugs of mordino, when this happens you follow them to new reno, and discover they truth, Mordinos want to use jet of Deathclaws!! a testing field has been made between new reno and NCR, other familys are quite angry,

here you can go 4 different ways, help the mordinos in capturing deathclaws, help the wrights to kill mordinos deathclaws hypbrids.
helps the Bishops, develop an mass produced antidote for jet or so it seems.... or join the salvatores to take out the deathclaws and the mordinos.

These different quest could be rewarded with certain perks that could help you on your way. like sneak skills or wilderness skills
 
That's way scary... fighting Deathclaws with almost double AP.

What about some heist style missions like in Fallout 1 where you had to steal from Hightower or something like that.

Like lets say... you joined with the slavers, they have a major deal about to happen (some place is gonna buy a crapload of slaves). They task you with acquiring a special container of the finest jet from the special area! The Mordinos hold this item but aren't selling it, you've got several choices on how you can get this. A: Guns blazing. B: Sneak into the compound deactivating alarm traps as you go. C: Bribe/Trick a guard into letting you in/getting it for you.

For good guys... (probably add it to scraptown once it's fixed) You meet a doc there and you ask him if he has any meds to trade for and he tells you there's none he can spare. Eventually you find out from him that he doesn't have much in the way of meds because the gangs are taking them all from him. (This may not work in scraptown because it's a bit small) The stuff you need to get should be like doctor's kits and those white bags with a cross, not the first aid kits, the other ones. Reason is that those two bags are relatively hard to find so you can't just stock up on it.

So anyway, you can either A: Raid the gangs and set off a battle, B: Steal the supplies from their storage, C: Reason with the leaders.
 
as far as i can tell,the only party members affected by armor mod is vic sulik cassidy myron miria davin lenny and klint,skynet is a different case and isn't actually part of the armor mod(i checked both of his scripts),if i am missing any please let me know,reason i am asking is i am doing a simple scripting change to remove the armor mod(many people have problems with it).in a few days if i haven't missed any ill post this very simple mod to my website.
 
1st post, good opportunity to say thanks to all modders for their effort, dedication and sacrificing valuable time to make this game a grand new experience (haven´t touched it for years and now I´m simply overwhelmed what happened over that time).

Done with the praise I´d like to cry for help.

Problem is, when trying to kick Miria out of the Party before Navarro she turns hostile (she is supposed to be kickable, right?) which is bad because she is my only party member and I´d like to have her back afterwards. I am well aware that killing everyone in Navarro would be a solution, but not having a fighting-machine-char that would be hell of saving and reloading.
Nobody else seems to have that prob so maybe this is unique to my install, but I can´t really see what went wrong.

Install is: sfall, bloodpatch, megamod 2.34
Gameplay : I´m on the good side so rep our evil deeds shouldn´t be a hinderance.

Any ideas or hints of locating the problem would be really appreciated (only 3 days left of holiday, no time to restart the game).
 
@Nekardyn: Yeah, Miria is 'kickable'. Don't understand why she would turn violent, though. Does this happen on every map?

@Nirran: I didn't think that the new graphics were affecting NPC levels. They shouldn't. The new graphics are just displayed because of some lines of code in their scripts. When levels get messed up, I know one reason is because of the proto files that appear in the folder and aren't (or can't be) deleted.
 
after reading the relevant code,the script is actually deleting self and creating a new critter,reading party.txt all those critters they are creating are all sulika b etc. and some of them dont have any level up pid's,one has 2 one has 1 etc. i think one reason is that when armor is changed the new critter files have no level up pid's,maybe why sometimes critters dont level up or the stats are screwy,seems to me each party member should have a complete set(all stages) for each type of armor,otherwise how are the party members different?
 
@Nekardyn: Yeah, Miria is 'kickable'. Don't understand why she would turn violent, though. Does this happen on every map?

Apparently on every map now (tested about 20).
Though, trying very old savegames, all seems to be fine. So I suppose she nourished her hatred along the way (and she always got the best armor and weapons - ungrateful b....). Didn´t realize before Navarro, cause I always keep her.

Anyway, I found a kind of solution. Dumping Miria in a house then sneaking up to her from behind in the middle of the night and initiating dialogue before she could turn hostile did the trick.

Still very strange.
 
my remove armor mod is complete,unless anyone tells me i missed a party member that has the armor graphic mod i will post it tomorrow,coincidentally i was forced to make a macro for map enter dialog floaters,didn't have to do it nearly as large a scale as i did but hey,might as well do it the correct way if your doing it.post them both tomorrow
 
verwandlung said:
This maybe a silly question but is it possible not to use these new weapons in this mod?

You don't have to go anywhere, use any new item, complete any new quest, or use any new weapon you don't want to use.

But, just out of curiosity, what new weapons are you talking about?
 
Hehe that's true of course ..
I installed your mod some time ago, I loved the locations, freelance slavery etc ,but disliked the new weapons... I guess I'm a conservative "Fallout-weaponry" fan :wink:
 
Yes, I know the new weapons that were added from various mods. And I have a list of those that were modified by Mikael Grizzly for his 'weapon tuning' mod I added. But, I don't see me changing things back to just the way it was in the 'vanilla' F2. Everyone knows that I primarily made the mod for me (I'm such a selfish SOB!), but, sometimes I do actually listen to others. If you were to go back through the Megamod threads, you would see some requests for even more weapons than have been added. There is no way that all the different players out there would be entirely pleased with a project. No matter, though. I'll keep working away anyway. ;)
 
Yes I understand and it was not my intention to sound like an ungrateful idiot :wink:

Godspeed with the mod and thanks for creating it!! :salute:
 
MIB88 - i guess i was wrong about the critters files being swapped around for the armor graphics mod,what threw me off is that in each of the party member scripts whoever wrote it is swapping inventory around,don't know why they would as metarule 107 is a simple graphic change,odd to me heh,anyhow i am the first to admit i was wrong.
 
@verwandlung: Thanks.

No problem, Nirran. I just thought you might have found something either I had overlooked or didn't understand.

One last note for anyone interested: in addition to a handful of bug fixes and graphics updates in the next release, I will also finally be able to release the Megamod with the Colly/Sokil mod.
 
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