Fallout 2 mod Unofficial MIB88 MegaMod Gameplay Help

bombic85 said:
I just fried my highwayman's starter and wound up stranded somewhere in the desert between Modoc and Den :x wikiguide is not very helpful, MrFixit, Repair etc. doesnt work, NPCs like Smitty, Skeeter, Vic wont help me either and nobody seems to have a new one in stock so WHAT GIVES?!

Vic already helped you in a way:
[spoiler:781bafb8f2]When he is in the party, the chance of the car breaking down is diminished.[/spoiler:781bafb8f2]

Were you carrying the broken part in your inventory? If not, make sure you have 'used' the car in order to get the broken component. Once you have done that, then you need to talk to the following people to get it repaired:
[spoiler:781bafb8f2]Smitty[/spoiler:781bafb8f2]
[spoiler:781bafb8f2]Ratch[/spoiler:781bafb8f2]
[spoiler:781bafb8f2]Skeeter[/spoiler:781bafb8f2]
[spoiler:781bafb8f2]T-Ray[/spoiler:781bafb8f2]
[spoiler:781bafb8f2]Chris in Navarro[/spoiler:781bafb8f2]

If you have done all of the above and still have problems, then let me know.
 
well, i am not sure i understand it well. Do i have to talk to all of them(and it that specific order) or just one of them? I extracted that starter, put it in my inventory and talked to them, but none of them save Ratch had a dialog option concerning damaged starter. Ratch allegedly repaired it for 2 grand, but even after that it is still labeled "damaged starter" and it doesnt work with the car. Pls help
 
that maybe a bug that was fixed,it is possible the starter is the correct One,but the messege file has it labled as damaged instead of repaired

[spoiler:ab7aec9784]use the item on the car,or talk with vic on the breakdown car map,he will have an option to fix the car for you(he has 0% chance of failure,while the player uses repair skill)[/spoiler:ab7aec9784]

edit : any messege when the starter is used on the car?

Nirran
 
Dammit! Just tried it in the mapper real quick. I could only get one person to repair any parts, as well, which means I must have messed something up with the other scripts.

Until the next release then, that will be the only person you can go to, unfortunately, provided that he fixes the part and you get it back in the car as Nirran said above.

If it still doesn't work, then unfortunately you will have to delete the file GL_Breakdown.int from your data/scripts folder and go back to a saved game from before the car broke down.

Or (and this is a longshot), you might be able to delete that file and get the car to work.
 
MIB88 said:
Dammit! Or (and this is a longshot), you might be able to delete that file and get the car to work.

that wont work,the car body script has the code that sets the var's allowing the car to be driven

Nirran
 
I did as Nirran advised. I had it repaired by Ratch. Vic doesnt have the dialogue option so i had to "used on" the car myself, but it says i failed to replace the starter. First i thought i failed to pass repair check so i boosted it via falche to max, but still nothing. Its probably bugged. Anyways thx for your time and feetbag guys, i'll just have to load some earlier save, no biggie.

P.S. i can travell the worldmap in the broken car as long as i enter random encounters only. I cant get in the car, but when i leave on foot via exit grid i am still in the car. It is finally out of order once i visit a non-random location, then it is stuck where i parked it.

P.P.S clicking on the broken car perpetually generates broken starters in my inventory so one can get overloaded pretty easily :lol:

just two minor observations you might wanna fix in the next release, apart from that Excellent work

:clap:
 
bombic85 said:
I did as Nirran advised. I had it repaired by Ratch. Vic doesnt have the dialogue option so i had to "used on" the car myself, but it says i failed to replace the starter. First i thought i failed to pass repair check so i boosted it via falche to max, but still nothing. Its probably bugged. Anyways thx for your time and feetbag guys, i'll just have to load some earlier save, no biggie.

the problem with the dialog is logic with vic's script,fixed it and it will be in the next release

edit : the repair for car parts has a disadvantage of -110,may have just failed repeatedly,i did in testing,try it a few times in a row

bombic85 said:
P.S. i can travell the worldmap in the broken car as long as i enter random encounters only. I cant get in the car, but when i leave on foot via exit grid i am still in the car. It is finally out of order once i visit a non-random location, then it is stuck where i parked it.

known bug caused by using forced encounter with sfall,nothing we can do about it,though it should not have been at the placed location,i think i already fixed that in current version

bombic85 said:
P.P.S clicking on the broken car perpetually generates broken starters in my inventory so one can get overloaded pretty easily :lol:
not obvious what the problem is with that,mind looking in scripts.lst in data\scripts\ folder and letting me know what ZSDrvCar has for local_var=?

edit : fixed,possible fix for the returning broken car bug,if you want to do some testing for me,email me with an account that can handle attachments,i will send the corrected scripts(vics too)

edit : tested it,the car no longer is created on any map after the breakdown untill the car is fixed,the sfall bug of having the car on the worldmap persists unfortunately,untill you enter a static location,will be in the next release

Nirran
 
Anybody know what happened to the Megamod gameplay help linked in Morticia's posts. It's been missing about a week now.
Thanks
 
Locked door room in Klamath rat caves

Going through F2 MM42..haven't played it since the MM351.

I remembered how to enter the room but there is nothing worth looting inside now that I can find.

Am I missing anything?

No big problem but I just hate to leave an area if I think that I have missed something : )
 
Missing skill books in MM242

Okay

Usually I find one outdoors book for sale from Slik.
One outdoors book steal-able off a child in west trapper town.
One dean electronics under the stairs in the rat caves.
Whisky bob usually has a deans electronics for sale but not.
There is usually a Guns& Bullets in the house near the hunting area
grid but no

Usually the Duntons have a book ? Guns & Bullets also

None of these were found, in fact NO books have been found at all in the game sio far(I am finishing Klamath)

Now I read here that there was a file causing this: GL_Replace_book.int...which I quarantined but this has HAD no effect on the discovery of books, i tis still ZERO.

I am using the trilogy F2 with the MM242 addon I do own the original F1 & F2 disc but they are yet to be unpacked after a move, although found would be the correct description.

I have already invested most of two days in this & am at level 6 with not a decent gun in sight & sure do not wish to start again.

Any cluess about what I can or cannot do?
 
Re: Missing skill books in MM242

Zathras said:
Any cluess about what I can or cannot do?

There is a file included from one of Nirran's mods by accident. Check the previous page.
 
Re: loss of skill books

MI888 posted:"there is a file included from one of Nirran's mods by accident. Check the previous page."


As I wrote above, I already did that : It has had NO effect on places already visited but when I reached the DEN whee I had yet to arrive, I found...ONE... Hallelujah

Piddling I know but the loss of some near 16 skill points early in the game is not to be sneered at, as THEN is when you need them

242 seems far more prone to game crashes than 235 with the fast save crash being common, normal save crashes being occasional, the the change armour & not move maps crash being always & some instability after the Residential battle in the Den.

But nonetheless still enjoyably playable once I remember how I did it last time
 
Re: loss of skill books

Zathras said:
MI888 posted:"there is a file included from one of Nirran's mods by accident. Check the previous page."


As I wrote above, I already did that : It has had NO effect on places already visited but when I reached the DEN whee I had yet to arrive, I found...ONE... Hallelujah

Sorry, didn't notice that you had said you removed that file.

Yes, the note on the previous page could have been a little clearer: that removing that file only works for locations that have not been visited yet.

I can't comment on this quick-save crash. I don't remember anyone bringing that up before. Not something I could address anyway: that is something I have no idea about the cause or how to fix. I doubt it is anything with sfall, or else the RP would have the same issue. Maybe the abundance of global scripts (those hs_ and gl_ scripts) cause problems with information being saved properly.

The change armor problem with Klint: not sure if the cause is a problem with the proto files or the script. Probably the script. I know it needs to be completely redone since it is a hodgepodge of three different versions of Klint and he is not written like the other party NPCs. Someday...

As for the Residential area crash, not sure what the deal is. I'll have to compare the current MM version with the version in the latest RP to see if there are some significant differences causing a problem (since I remember there were some issues with this in the RP originally).
 
Re: loss of skill books

Zathras said:
maps crash being always & some instability after the Residential battle in the Den.

was that before the orphanage was built or after?i completely re-wrote the orphanage code,previously an error in the map itself caused the orphanage to not be reachable without entering from the worldmap,it is scripted rather then different levels of the map now

Nirran
 
The residential crash was before the orphanage was taken over and immediately after the battle IF I tried to do anything there but run to the next map. Once I went back to the map to "convince the occupants, it was stable & I have NOT been back to the Den to finish off the quests there yet & hence have not yet visited the now functional orphanage.

The quicksave crashes have ALWAYS been a FO2 problem they just seems a little worse now, in fact any save can crash, so loads savegame saves..not a real problem just a PIA as per all games.

The change armour on ANYONE crash but especially Klint is easily rectified by just changing maps again a PIA but no big deal it was just that the first time caused much grief as did the first quick save crash as I lost so much at the time.

Now I know that the books are irretrievable I am damn well tempted to cheat and add those missing points as i am level NINE and yet to find a RIFLE let alone any bloody ammo for one and i am, at Modoc with loads of encounters with bandits but NO RIFLES NOR 223 ammo. This idea of making weapons harder to find just makes dying more easy and i am only playing at normal and I must have played the original fallout games all at hard initially. In fact if I didn't steal i would have virtually NO weapons. I understand the masochists wanting it harder, but dying constantly at normal is not a fun thing and i will not play easy out of simple pride. Yes I know I don't have to play but it is immeasurably harder than 235.

However congratulations on getting Scraptown working!!
I only took me about 20+ attempts to succeed vs all those miniguns and i even managed to get two. Of course no one can use them but WTF? I can sell them. I must admit that seeing my head sawn off 19+ times became a bit annoying and i was so lucky that Baka missed her first and only shot when i did get though.Sulik & I had used stolen SMGs on burst..no ammo left afterwards but we did get through.
 
Farrel's Garden

IIRC this has always been a little hairy in the original Fallout 2 as it occasionally required several attempts to finish it.

BUT in the Megamod 242 which i am attempting for the first time, I cannot finish this quest despite some 6 or 7 attempts.

The problem is that , at best, I have only found 6 pigrats & 4 small rats and usually only 5/4(according to Per you must kill 6/5

What IS worrying is that the placing of the rodents is static, ie they are always in the same place & this did NOT happen in Fallout 2.

I have tried via map entry/re-entry (Medoc /ghostfarm) but it did not work.

Any ideas on what I can do?
 
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