Fallout 2 mod Unofficial MIB88 MegaMod Gameplay Help

Tom9k said:
Well, it isn't really necessary to have charisma 10, you can have only CH6 at start. While you play, you get +2 thanks to Blue Memory Module and Mirror Shades. That's four members, and last fifth can be recruited by Magnetic Personality.

Well, heck, we can each list a number of ways to pull this off. You could have a CH of 7 and boost it to 10 with Mentats. Or you can start with 6, get the glasses, and use 3 Mentats. Or take into account the memory module. Or take into account Magnetic Personality. Several possibilities, so it's easier to say as I said: 10 charisma, either permanent or temporary.

Tom9k said:
I thought that code could be tricky, because if you'll have to involve all NPCs - that's about 14 conditions. Anyway, it would be a huge upgrade which might be used in every mod.

It might be a long code, but it's not really complicated... separating them, that is. Just a simple dialog option like "Tell you what, why don't all of you wait here." Then, the script would essentially check if party member Sulik in party, set to not in party; if party member Cassidy in party, set to not in party; and the same for the rest of them.
 
MIB88 wrote:"You seem to contradict yourself, though. You say you like the companionship and interactions. And you seem to have strong feelings regarding Myron, albeit negative. Yet, you don't want to interact with him and have him in your party. "

I have used Myron on several very early runs in F2(first week of release?..anyway ..a very long time ago) and I am afraid that he just "gets on my nerves" like he assuredly would in RL. The others, are just that much more endearable and the fact that they are also more useful (also IMHO..though we can argue about Vic ,Lenny & Marcus) is secondary. The comments are often quite funny until you hit Myron.
The problem with NPCs is that as I level I have to spend much more time in just keeping them alive and if you think about it Klint is probably the only one worth keeping just for his healing capacity.
But as a Fallout veteran I just hate to lose my "old mates", it is as simple as that and Myron IS NOT an "old mate".

I asked as I had not used Myron for many years and I was curious about his MM role and it would have to be very important for me to endure him at the cost of even poor Lenny who actually hits a target now. Companionship usually implies a positive social value whereas that provided by Myron is(IMHO) definitely not positive.

BTW I do realise that MM is yr mod and that you can do what you wish with it and if I implied otherwise then I was wrong. The ability to modify a mod is beyond me totally and i was simply asking as I did not wish to drop anyone for that little SOB. Obviously I am going to have to do it whether i like it or not. It's no real problem as i was only asking.

OMG!! 3 paragraphs of explanation...you must have touched a nerve :)

addendum:

although i know you are yet to start F3...in that game I usually prefer to play solo although Dogmeat once found is okay but again, you must mod him as an "essential NPC" as he dies far too often and you virtually spend the rest of the game keeping him alive. An "essential NPC" simply becomes unconscious (0 hps) until the combat is over then he regains consciousness...an excellent idea as he cannot unbalance if comatose and Dogmeat, in particular, charges in where angels fear to tread, all too often.
If you are a purist then you can reload, but you will become very sick of it eventually as it can become very often at "very hard".
 
@Zathras: No worries... I took no offense to anything you said regarding your suggestions, questions, or preferred way to play. You mentioned companionship in your last post and the one before that. I was focused on the part where you say interaction. My point was that, because you have such strong (but negative) feelings about having him in the party, I think his level of interaction is greater.

Consider Klint a moment. Klint is extremely useful... for now. (I am gonna fix him in the next release. He is not gonna be the powerhouse he is now.) But, as useful as he is, he's got no character. None. No special floats. Nothing to separate him from another random NPC on a given map other than his healing skills and fighting ability, which is more about usefulness again.

Yes, Myron is a twerp that deserves to be hit... repeatedly. But, he can still be funny as hell. Is he as useful as the others? Depends on your game. Yes, his combat skills are nonexistent. But, he's got the drug making skills, science skills, and knows the way to the EPA. (And I plan on making it even harder for people to get rid of him soon, as he will no longer teach the player how to make super stimpacks and I will make some changes to quests/dialog that will use/rely on Myron's Science skill if the player's is too low, such as retrieving the various brains from Sierra.)

If you are interested in adding in this mod, it is easy to do. I could walk you through it, if you get some of the tools. Can't make it for you, though. Once word has gotten out that a pirate has gone soft then it's work, work, work all the time.
 
MIB88 said:"Consider Klint a moment. Klint is extremely useful... for now. (I am gonna fix him in the next release. He is not gonna be the powerhouse he is now.) But, as useful as he is, he's got no character. None. No special floats. Nothing to separate him from another random NPC on a given map other than his healing skills and fighting ability, which is more about usefulness again."

I agree with that totally: he is ultrabland and when armoured like the others I am never even certain if he is present (? the "strong silent type" of female folklore(about ideal males, that is :)).
But as a baseline char he is excellent and the idea of a healer companion in the difficult early levels was brilliant. as he is quite helpful in the early stages though and I wouldn't change that but in the later game it really doesn't matter that much.

Perhaps in the midgame (lev 10-20) you could dampen him down but once Sulik has a firearm they are quite comparable. I find that his healing skill simply reduces PIP wait time and that is a godsend whereas Lenny as a healer in next to useless once you hit 100 in First Aid or Doctor. I used Lenny this game just to hear(read) cassidy whinge nonstop as he is(IMHO) absolutely useless in combat(no wonder he wonders whether you will pick him up again after a wait period :D).

Thank you for that offer but between my occupation, my personal obsession & my reading I have so little time. RPGs are a stress release mechanism for me(and many others) and I must resist the temptation to become more involved although the temptation to tinker is always present( like some ^%$# disease :))
However I still am allowed to think about ideas though :)

I was thinking about yr efforts and was wondering whether you could make the MM into a Fallout 2 Mk II by adding a new main quest to kick off before the original one is finished.( Perhaps making San F & Navarro & the Mil base nonfindable until you complete it.) Instead of just "added quests", a mod which inserts a new necessary component(say learning energy weapons skill ie removing it from the new char skill choice screen) which is mandatory before you can even collect them as loot and making making energy weapons & a very high skill level essential for the completion of this questline. Perhaps you could insert a teacher who has to be found as a slave(tracking him down) and released and then persuaded(ie he has conditions and his own quest requests) before he will teach you and even once you have the skill you CANNOT use normal skill points but only the ones that he gives you as a reward. This extra MQ can have a"boss" who is vulnerable only to a certain sort of energy weapon (? Gauss as it seems to have the rarest ammo) which you must find before you find him. You could then make the original main boss only vulnerable to a combination of hits from an energy weapon and, say, a big gun,(? the Gatling laser and ensure that there can only be ONE in the game) so you must find it beforte you hit him.

...hmmm I allow my imagination to overflow here( no diarrhoea comments please folks :) )..Sorry!!.. I had better do some RL homework
 
Tom9k said:
Uhm, so Klint is still going to be overpowered in 2.35?

Does it really matter?

IMHO it is his healing capacity that really makes a difference and if his combat capacity worries people just play at "hard" ( or "rough").

Mind you, ONLY my opinion FWIW :)
 
Tom9k said:
Uhm, so Klint is still going to be overpower in 2.35?

Yes, unfortunately. I could have tinkered with his proto files before I released it, but didn't. I suppose that will be update 2.35.1.
 
It could be only hot fix, couldn't it? Because starting game over again due small balance might not pleasure some people. If you change only Klint's proto files, 2.35 save games should work I guess.
 
Yes, a small fix not requiring any restarts. The update will also contain a fix to... a location to the south. I messed up, and left a locker full of gear on one map (used for testing purposes) and forgot to add a script to the... er... new critter there.

Edit:
MIB88 said:
...And I plan on making it even harder for people to get rid of [Myron] soon, as he will no longer teach the player how to make super stimpacks...

True to my word, Myron will no longer teach you how to make super stimpacks after 2.35.
 
Well if you change a map and some players already entered it, then changes could corrupt it or may not appear. 2.35 isn't still out and this fix shouldn't be such a delay (I hope :))
 
Map changes won't corrupt a game. It just means they won't see the change. And in this case, it means players will see a locker filled with stimpacks, radaway, power armor, rope, and the Fallout 2 Hintbook. Hopefully people who see it can show a little restraint.
 
MIB88 said:
Speaking of 2.35, it is ready. I have some work to do to archive it and upload it somewhere, though, as it currently weighs in at about 200 mb, but it will be available for download soon.


Hey MIB88, I was about to start a new game with the 2.34... and then I read that 2.35 is ready!

Do you think it will be available this week? Or can I play 2.34 peacefully :) ?
 
If you want new version (2.35) you can download it here:

(No link now, you can download it at FMC)
 
I found first problem - Game crashed every time I left Arroyo. After some investigation I found that it was due this line in ddraw.ini file:

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=1

I set it to 0 and it was okey.
 
Something in the readme may not be clear. I said there to delete the old data folder in the main Fallout 2 directory. I forgot that some people need really, really basic instructions. I said that so they wouldn't try to install 2.35 over an existing mod or previous Megamod version. Problem is, by doing this, people may not have music from the original game unless they have the game disk in their computer. So, as is said on the main page of Madbrahmin (and later in the readme file), it is better to copy the files from the Megamod from a newly installed, unpatched Fallout 2 game (or, if they know what they are doing, to recopy the music files).
 
Time to post some bugs or problem with Megamod 2.35:

1: This isn't realy a bug or so, but when I did Temple of Trials withou taging Unarmed, I finished it with only 4 HP and I used all healing powders, doctor and FA abilities. Scorpion's are pretty hard now (as mentioned in readme files)

2. Once again I tried to talk with Slik about trading in order to gain that test, but without succes. I guess that a chance to get it is pretty low.

3. I have some problem with Klint. I can't use any ability on him or I can't even move him away. He does the animation, but he stays where he is. If I remove him from group, it's okey

4. In Den doing last part for Laura, you get the money after you return to Laura in Church after you kill Tyler. It would be nice to change dialogue so that Laura would say to you something like "Come back to me for your money, I'll be in church". Or she could give us our money right there.

5. Nice idea with Orphanage. I finished the quest, but I get the new residential area with Mom's Orphanage only if I press 3 on the map of Den. And women in there doesn't say anything.

6. If you examine Primitive Tribe's shaman, you get Error message.

7. No exp for reuniting Sulik with his Sister?

8. In Collyweb, if you examine Humphry, you can see if he's offensive to you or if his gang is offensive towards you.

9. Humprhy and Ganfrie are the same person?

10. Between Den and Redding there is a large town with nothing, only darknes without exit girds.

11. Last one for now, and probably the most serious. When I get to Tony's food hideout and I want to go back, I appear in EPA and if I leave "EPA" I appear in desert west to New Reno.

Regardless to bugs, you've done good work with this one (yet I've done only Arroyo, Klamath, Den a Primitive Tribe, now enjoying Collyweb)!
 
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