Fallout 2 mod Unofficial MIB88 MegaMod Gameplay Help

Michi said:
Assuming I am not going to replay fallout2 5 more times :) I am wondering when the authors feel I can play the game all the way through?

With the current release? Or is there a major feature/stability release coming soon?

exactly my thoughts ! is there ever going to be a definite final version ?
 
I've said a few times that the MM is always being worked on, as there is always something to add, change, or fix (even if I do disappear for periods of time). But, let me make sure that I have understood you two properly: you two want me to promise not to change it anymore and make a "final" version for you so you don't "have to" play it anymore. Is that about right?

The current version is stable. The next version (so far) has some new features and fixes (car trunk fixes, enhanced push feature, more town reputations, item/critter fixes, a new minor location, etc.) but nothing huge (again, so far). So, my advice then is to just play it now and when you are finished, uninstall the game and destroy your CD. That way you won't have to waste any more time on it because, as long as I (and Nirran, Josan12, Timeslip, Pelicano, Chris Parks, Lexx and all the other modders for that matter) maintain even a slight interest in modding, then I'll probably be changing the MM.
 
Firstly, I didn't mean to offend in any way.

My question was mainly about stability. I am looking to play through the whole game and have a fairly coherent experience.

I have been playing 2.4.2 for a few hours. It has crashed a few times, but not in a reproduce-able manner.

I found my way into a town called Collyweb which seems fairly incoherent, I assume due to bad translation or something, and I can't tell if there is any way to complete the main goal of killing Humphry quietly.

I recall when I played 2.4, I ran into numerous problems in Navarro with the vertibird and the girl there... Maria?

So, my question was just when you though that the mod would provide a 'clean' experience.

It was in no way to suggest that your work isn't appreciated, or to suggest that you stop modding...
 
I'm not offended, I promise. I just like to be absolutely clear about where I'm coming from. You can't use subtlety and nuances of speech while typing, because those are lost, so I will be as blunt as possible.

Another release should be available soon. But, the stability issues that it addresses are mostly concerned with the car trunk and the creation of armor items when critters are destroyed.

It's true that there are some stability issues... some inherent from the original game. However, the fact that you have had a few crashes in just a few hours is cause for some concern. Are your crashes location specific? During combat? During conversation? Or truly random?

Collyweb is given to you as a location by a character in Klamath (if you don't stumble on it yourself just wandering around, as that location is not hidden). There are translation issues with it still... you are right about the need for the language there to be cleaned up. However, the location itself should still be working. (I'll have to check into the killing of Humphrey Snagg issue.)

As for Maria in Navarro, she will do her own thing until she has performed a check of the base and you have completed other conditions.

But, to answer your question about "when the mod would provide a 'clean' experience," I can't answer that. Like I said above, things are constantly being changed, added, or fixed. Adding things always creates the potential for new bugs or possibility of stability issues, whether the addition is a change in a script, the addition of a new critter, a new location, etc. I suppose I could be like Killap, and work solely on squashing bugs and not add any new material until that is done. But, I can't work like that. I need to work on both in order to keep my interest in the MM.
 
My advice is, play it now. Then play it again when it has a major change or maybe after a year. It's a waste to play it again just because theres a new town. Play it again when implemented on MM for example.
 
MIB88 said:
It's true that there are some stability issues... [...] Are your crashes location specific? During combat? During conversation? Or truly random?

The crashes I have encountered seem to be location-specific, occurring especially at Military Base and Vault 15. Very often, when I save my game there, the saved game is corrupt and cannot be reloaded. Fallout just hangs after a few seconds and I have to reboot.

This made the game quite unplayable until I tried saving ONLY when out in the desert. In that case it NEVER crashes. On the other hand, games saved in San Francisco have never crashed. So Far. Go figure.

I can think of a million ways for this to happen, which would be far too time-consuming to fix. May I suggest that, in later versions, you simply add a "readme-1st.txt" file that warns players that saved games, unless saved in the desert, outside towns, can be corrupt and useless.



As for Collyweb, I cannot figure it out. I have tried, and tried, and tried, and I cannot talk any member of the Lumpen gang into killing Humphrey.

I have fed him super stimpack after super-stimpack, all in vain.

I have planted dynamite on him, in sneak mode, but the Lumpens turn hostile once he's blown up.
 
JBM said:
MIB88 said:
It's true that there are some stability issues... [...] Are your crashes location specific? During combat? During conversation? Or truly random?

The crashes I have encountered seem to be location-specific, occurring especially at Military Base and Vault 15. Very often, when I save my game there, the saved game is corrupt and cannot be reloaded. Fallout just hangs after a few seconds and I have to reboot.

This made the game quite unplayable until I tried saving ONLY when out in the desert. In that case it NEVER crashes. On the other hand, games saved in San Francisco have never crashed. So Far. Go figure.

I can think of a million ways for this to happen, which would be far too time-consuming to fix. May I suggest that, in later versions, you simply add a "readme-1st.txt" file that warns players that saved games, unless saved in the desert, outside towns, can be corrupt and useless.



As for Collyweb, I cannot figure it out. I have tried, and tried, and tried, and I cannot talk any member of the Lumpen gang into killing Humphrey.

I have fed him super stimpack after super-stimpack, all in vain.

I have planted dynamite on him, in sneak mode, but the Lumpens turn hostile once he's blown up.


I have had savegame corruption in a previous megamod install and the solution was to save in empty slots, so once in a while I just deleted 8 saves and kept 2 good ones and continued saving in empty slots and never had corrupt saves anymore.
I'm not saying this could work for you too as the problem can be somewhere else but you could give it a try.
Sure, the megamod has some issues, but looking at how stuffed with new things it is, it would be impossible for it to not have issues. And even those that it has... most are easily correctable if you search through the forums here for solutions
 
Re: Abbey/Glow

MIB88 said:
Tocotron said:
And i've found the glow down south on the map, however it's impossible to access it with a rope tied to the girder...
Is it actually accessible?

If you are asking if you are supposed to be able to access it by attaching a rope, then the answer is yes. If you are saying that you can't attach a rope to it, then read on.

You may have some missing/misnamed scripts. Check your data/scripts folder. Is there a file called tglwbeam.int? If not, look for a file called glwbeam.int, and rename it to tglwbeam.int.

Also, if you find that you cannot use the elevators inside, it may be the same issue. If you have a lot of scripts beginning with glw (NOT gl_), and none that begin with tglw, let me know what they are, and I will tell you what the names are supposed to be.

Problem 1:
I have the same problem, can't attach the rope to the beam.
I've done everything you advised the previous guy to do, yet it won't work. Maybe some filename is incorrect?

here's a list of my tglw int files:
tglowent.int
tglwent.int (copied and renamed above file to this one, cause it was the only one with "tglOw")
tglw12en.int
tglw12ent.int (in your post you said "en", I tried adding a "t", didn't help though)
tglwbeam.int
tglwldn1.int
tglwldn2.int
tglwldn3.int
tglwlowr.int
tglwlup2.int
tglwlup4.int
tglwluppr.int

I'm stuck there, please help


problem 2:
I then went to Broken Hills, talked to Marcus (for the first time), accepted the Quest to talk to Zaius and to find the missing people, saved and exited the game.

On loading that save, it crashes:

Application error:
The instruction at 004efb51 referenced memory at 00000000 (+- some 0)
The memory could not be read from


Read the bug report, maybe it's related to this bug (cause I changed klints armor before saving.

"Bug reports requiring more info

-If you change the armor of a companion then save it, your game will be corrupt. You must change the armor, then exit the current map and move to a new location for the problem to 'fix' itself, then you can make a new save. Tried it right now in Modoc - changed Sulik from Metal armor to Bridgekeepers Robes - saving was succesfull, so NO BUG Developer: No, whoever wrote this bug originally wasn't clear. There is a bug with changing armors corrupting your game, but this occurs with Klint only. I (and another) have confirmed this. The game saves fine if you change his armor. The problem is loading it again if you don't switch maps. If you change his armor, save the game, and then exit the game, you will not be able to reload that game. "


***UPDATE***
Ok it's not related to the armor bug, must be something with marcus. This time the safe went corrupt without touching klints armor. I can upload the defective savegame if that helps...
 
Hello, this is my first time trying out MegaMod, having some issues of getting it updated to the latest version. So I go to this link: http://falloutmods.wikia.com/wiki/MIB88_Megamod and I see 3 links under the downloads section: 2.35, 2.35.2, and 2.4. I am able to get everything up and running up to the 2.35 version. However, when I try to copy/paste the stuff from 2.35.2 and 2.4 into my Fallout directory I am unable to start the game. Can someone walk me through of how I can update the 2.35 version to 2.4? Thank you in advance!
 
Re: Abbey/Glow

majorjack said:
MIB88 said:
Tocotron said:
And i've found the glow down south on the map, however it's impossible to access it with a rope tied to the girder...
Is it actually accessible?

If you are asking if you are supposed to be able to access it by attaching a rope, then the answer is yes. If you are saying that you can't attach a rope to it, then read on.

You may have some missing/misnamed scripts. Check your data/scripts folder. Is there a file called tglwbeam.int? If not, look for a file called glwbeam.int, and rename it to tglwbeam.int.

Also, if you find that you cannot use the elevators inside, it may be the same issue. If you have a lot of scripts beginning with glw (NOT gl_), and none that begin with tglw, let me know what they are, and I will tell you what the names are supposed to be.

Problem 1:
I have the same problem, can't attach the rope to the beam.
I've done everything you advised the previous guy to do, yet it won't work. Maybe some filename is incorrect?

here's a list of my tglw int files:
tglowent.int
tglwent.int (copied and renamed above file to this one, cause it was the only one with "tglOw")
tglw12en.int
tglw12ent.int (in your post you said "en", I tried adding a "t", didn't help though)
tglwbeam.int
tglwldn1.int
tglwldn2.int
tglwldn3.int
tglwlowr.int
tglwlup2.int
tglwlup4.int
tglwluppr.int

I'm stuck there, please help


problem 2:
I then went to Broken Hills, talked to Marcus (for the first time), accepted the Quest to talk to Zaius and to find the missing people, saved and exited the game.

On loading that save, it crashes:

Application error:
The instruction at 004efb51 referenced memory at 00000000 (+- some 0)
The memory could not be read from


Read the bug report, maybe it's related to this bug (cause I changed klints armor before saving.

"Bug reports requiring more info

-If you change the armor of a companion then save it, your game will be corrupt. You must change the armor, then exit the current map and move to a new location for the problem to 'fix' itself, then you can make a new save. Tried it right now in Modoc - changed Sulik from Metal armor to Bridgekeepers Robes - saving was succesfull, so NO BUG Developer: No, whoever wrote this bug originally wasn't clear. There is a bug with changing armors corrupting your game, but this occurs with Klint only. I (and another) have confirmed this. The game saves fine if you change his armor. The problem is loading it again if you don't switch maps. If you change his armor, save the game, and then exit the game, you will not be able to reload that game. "


***UPDATE***
Ok it's not related to the armor bug, must be something with marcus. This time the safe went corrupt without touching klints armor. I can upload the defective savegame if that helps...

MIB88, please help?
 
This is not a 'gameplay' issue. There have been a number of posts like that. Rather than call you (and others) on that, I posted the answer in the Technical Issues thread... days ago.

And, as a side note, I generally can't use saved games by others. By the time they report a bug, I have already made changes to certain key files, rendering their saved games (and many of my previously saved games) unusable.
 
Dont know if it was discussed earlier or if it is just my problem, but i cant exit Toxic caves. There is simply missing the exit grid and instead there is just a wide cave. Any info is appriciated. thx p.s. running the 2,42 ver.
 
bombic85 said:
Dont know if it was discussed earlier or if it is just my problem, but i cant exit Toxic caves. There is simply missing the exit grid and instead there is just a wide cave.
Install High Resolution patch 2.2.c and set map variables in f2res.ini file to "Megamod 2.42"; this solve your problem. (detailed instructions are included in f2res.ini file, you need modify only one line here)
 
Hello, everyone!

I would like to ask your help in dealing with a strange problem that occured while playing MegaMod v2.42. The thing is, my character's Armor Class started to grow for no apparent reason. In random places and on random occasions (or at least it seemed pretty random) the AC number kept growing. Now my char has 81 AC with leather jacket, and no need to say that it ruins the whole game for me. Does anyone have any suggestions about how to reduce AC back to normal and prevent it from going up? Normally, I would use a trainer to edit my save games, but it seems there are no trainers compatible with MegaMod. Please, help me if you can.

Upd.: Eh, guess I should have posted this in the "Technical Issues" thread. Sorry for choosing a wrong topic.
 
Question about accuracy.
I started to play "jinxed/bloody mess" evil guy with small and melee weapons.
Last time I played such crazy character, "jinxed" trait meaned, that many misses would be critical, but it seems now it means OFTEN and critical - with 140% melee chance to miss is near to 50%, even fallout shows 95% chance to hit. Is it normal?
I have last megamod 2.42+sfall 2.10b installed.
P.S.: May be it is normal, real 50% chance to hit with shown 95% chance and 140% skill in megamod?
 
Accuracy for sniping weapons has been somewhat modified. However, nothing has been changed regarding the Jinxed trait nor melee attacks.
 
Can't say for certain. I've added a few new things and incorporated a few bug fixes since the last version. From the readme file:

-Minor bug and dialog fixes
-Addition of new ant art created by Lisac2k. All ants (brown, black, and red) have two new death animations. The new golden ants will be added later.
-Addition of new locations to explore (located in the extended worldmap area)
-Corrections to issues regarding losing the car and trunk
-Corrections to many weapon upgrade items and other miscellaneous items so that they now properly stack
-Correction to possibility of the game crashing at the Glow
-Made use of Timeslip's option in sfall to show more town/location reputations that were not visible before
-Modified first encounter with Horrigan
-Fixed some NPCs in Bunker 21 that, when killed, were not properly counted towards the player's kill count and reputation at that location
-Players can now, finally, enter the Glow
-Added the extended Flamer Attack mod from Pixote
-Added power armor modification by Josan12. The player's character puts on/removes helmet before/after combat while playing new sounds.

Right now I am playtesting. I want to get a little further to test the two new locations with the car. I have some real world things to take care of this week (including over the weekend), though. Hopefully I can have 2.44 out by the beginning of next week. Also, the next version will be a full repack, meaning it will include all previous 2.4 versions.
 
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