Fallout 2

Fallout 2

So, ... The Mega Mod.
I've recently downloaded the infamous MIB88 MegaMod and am very unsure how to install it, let alone *if* I should. I've already played this game vanilla and installed the Restoration Project v2.3.3, sinking in a total of 150 hours into the game. This mashup mod is displayed right next to the RP mod on No Mutants Allowed.com on their Fallout 2 page as their crowning achievements and yet, a majority of the comments condemn the Mega Mod. Broken, no synergy between individual mods, and claimed to have "a bunch of stupid ♥♥♥♥♥♥♥♥ features", doesn't leave much to be desired. In fact it's so bugged that the external link that NMA.com provides doesn't work. How I downloaded the MegaMod was through Moddb.com. The readme folder has texts for each individual mod and the overall updates for the MegaMod, but no real installation guide. Looking it up on Youtube and Vault Labs over at Fandom.com also were dead ends(few playthroughs), as I guess since this thing is so ♥♥♥♥♥♥, few people are bothered to mess with it so knowledge of it's existence disappeared.

Despite these warnings, I am still interested. The particular mods that caught my attention are the extended world map into FO1 territory, more locations (that aren't included in RP), armor for Marcus and upgrades for Skynet, the sentrybot and wanamingo companions, turning Klint into a companion, and making Miria and Davin useful and interesting teammates. But the MegaMod seems to an all or nothing deal. I've played Fallout Nevada and currently playing Fallout 1.5: Resurrection, but does it really have to end there? Has this game's mods and it's modding community really been lost to time?

If you have ever downloaded the MIB88 MegaMod or better yet, WORKED on it, please comment below about how it went. Was it stable? Can you seperate the mods in the pack and download them manually or through a mod-launcher? Is it really everything the NMA commenters say? Regardless of your answers, it all makes the Molten Clouds mod for New Vegas: "The Chosen's Way" all the more appealing, huh?
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Papa Shekels Sep 11, 2019 @ 3:45pm 
I played the megamod first when I was a kid like a decade ago. I never got too far into it, I mostly ended up messing around with map/inventory editors to see what it's like. I installed it a few months ago again (surprised to see that the dev was still fairly active on the forums) but didn't get more than a few hours in.

In its current state, it's...still difficult to play. If you thought the base game was unfair in the early levels, megamod cranks that up. Many things there are very specific - either you have to do things perfectly in the correct order, or you fail the quest etc. In Arroyo, you have two quests from the hakunin or one of the warriors to either become a shaman or warrior. The time limit is JUST enough for you to do what's necessary only if you already know exactly what to do and where to go, and if you can get through combat without ever resting to heal.

Bugs are definitely there. I stopped my playthrough in the slaver camp, while trying to talk to Sulik's sister. Trying to talk to her gives me an error and crashes the game; it seems like her dialogue is missing or incomplete but also has broken flags applied to it. For reference, she and her dialogue work perfectly fine in the restoration mod. I also had some issues with crashing after leaving the den residential area, so I wasn't even able to finish Lara's quest or the orphanage (again, this issue is not present in the restoration mod).

You are also correct that you can not separate the mods; it's all or nothing, unless you have the know-how to get into the files and disable/remove what you don't want. And fyi, I'm pretty sure you can get mutant armor in the restoration mod.
The Chosen Chad Sep 12, 2019 @ 3:05pm 
I tried it a few years ago, then I saw that I can't put the inventory management mod. I droped it.

Seems to be an overly ambitious mod, maybe I will pick it up again but not in that state.
Misterdarko1987 Jan 15, 2024 @ 5:48am 
Don't bother. The mod is nonsensical.

Started playing Megamod about two days ago, and one thing I noticed is that weapon damage output is all over the place, and has very litte to do with actual damage ranges displayed in inventory. For example in the inventory, the Spear (for my hi-str character) does 3-14 damage. I've hit basic ants for no damage, over and over again, I've also hit them for 17 and 18 damage (non-crit), and every shade in between. Same with peasants and other unarmoured NPCs. Then I saw Sulik whack a Golden Gecko with a sledgehammer for no damage 3 times in a row, before he suddenly did a 21 (non-crit) hit.

Made a new character, this time with low STR, just to test a theory. With a basic Sickle (1-6 dmg in inventory), I consistently do 8, 9, even over 10 non-crit damage. Even on Leather Armored targets. Then I had Metzger's thug hit me for 24 (!!!) damage with a basic Colt, even with my leather armor's DT and DR - non crit.

Oh and as for crits - I've had crits for 2, 1, even NO damage, at times. The rest of the time they do about the same (random) damage as non-crits, only witrh added effects.

In short - wtf is going on?! How exactly is damage calculated? Because the numbers I'm hitting (and getting hit) with, have zero to do with displayed values in inventory, worn armour, or anything I can put my finger on.

This is the post I made on the mod's official forum, haven't got a reply yet.
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Date Posted: Sep 8, 2019 @ 10:27am
Posts: 3