Here is the latest edition of the Megamod, currently at version 2.35. Installation: You do not need any previous versions of this mod. Use only the files from Megamod 2.35. Delete the Fallout/Data folder. Then copy the files included here into the main Fallout directory. Overwrite any files if necessary. When installed correctly, the main Fallout directory should contain the following files and folders: Data folder Readme files folder Files Folder Proto folder Runme.bat ddraw.ini ddraw.dll weather.ini Fallout2.exe (Of course, this folder would also have your master.dat and critter.dat installed from your CD.) Next, run the RUNME.BAT file. When you do this, your master.dat file will be updated. Once the program is run, you will no longer have problems with party NPCs forgetting their levels. Some people still want to know what is included in this project. For those who for some reason think it is a waste of time to read the readme files, at least look at the titles of the various readme files... it's not too difficult to figure it out then. Or, you could check out the wiki site - falloutmods.wikia.com/wiki/MIB88_Megamod. Here are a few things to keep in mind that have helped me and other players run this mod smoothly: 1. DO NOT JUST ADD THIS MOD ONTO A PREVIOUS VERSION OF THE MEGAMOD. There is the chance that you have corrupted files or extra files that you should not have, and you may get weird bugs. 2. Install version of Fallout 2 that takes up the largest amount of space. 3. Make sure you do not have a patch000.dat file in your main Fallout 2 directory. Either delete or rename it. 4. Make sure the individual items and critters inside the proto folder are set to read-only. 5. Install the game and mod to a new location. Do not use the location you usually use. Pick a new folder entirely or, better yet, a different partition of your hard drive. 6. If you are going to uninstall a Fallout 2 game, you should also restart your computer after doing so, before reinstalling the game again and adding the Megamod. 7. If you have installed the game many times on your computer and removed it, it might be a good idea to also run a registry cleaner. 8. If you are using Winrar, when you look at your proto files to see if they are read only, they will say read only. Don't believe them. Uncheck all the read only boxes. Then, check them again. 9. Look at the proto files' properties to verify they are read-only. I keep all necessary files on read only. If I see a file and I don't remember if I had intentionally modified it or not, I check this. If it is not read only, I assume it was made by the game and then delete it. 10. This mod doesn't work correctly with other mods or patches, so don't try to add anything else or otherwise modify it unless you really know what you are doing. Some people have experienced a problem with the endgame narrations skipping. This is not a feature of the mod, but a feature of having a fast computer. Decrease the hardware acceleration for sound in the DirectX Diagnositics Tool to get these working correctly. Also, you may notice from time to time a problem with party members not leveling up correctly. If you see this, look inside your data/proto/critters folder. If you see any of the following .pro files, then delete them in order to stop this problem from happening: 00000097,00000062, 00000089, 00000160, 00000161, 00000163, 00000164, 00000152, 00000136, and 0000075. These are the base stages for party members. With them in the folder, party member level-up doesn't work. Without them, everything works alright. Changes made since version 2.34: -Cassidy displays the correct graphics when wearing combat armor (the new NPC art created by Josan12 and Jotisz) -Added the Den Residential Area from Killap's RP 1.3 with associated quest (thanks to Nirran) -Added another small location (thanks to Morticia), now only for a little nostalgia, as there is nothing to do there...yet -Temporarily disabled Scraptown -New artwork by Josan12 for the Wakizashi Blade and another special item -New artwork by Josan12 for the sniper rifle, hunting rifle, scoped hunting rifle, FN FAL, and AK-198/NV -Numerous dialog fixes -Corrections to the Primitive Tribe -Can now correctly access the second map without having to press 2 (thanks, Unno) -Slightly modified maps -Removed all the extra money from skeleton -Removed all the excess knives/spears from the lead warrior's tent -Removed excess healing powders and gecko pelts from shaman's pot -slight change to radscorpions... they are a little more dangerous -Minor change to Metzger's script regarding buying Vic -Added the Sokil/Colly mod. Beware - the language in this mod is coarse... in many places I still need to fix up spelling and grammar -Vault City guards now drop metal armor instead of combat armor -Fixes to Klint -Now has the correct graphic when wearing Advanced Power Armor and Advanced Power Armor Mk II -No longer referred to as 'Villager' in combat -No longer disappears when re-entering the Temple when playing as a female and he assists you in geting through the Trial -No longer disappears if in your party when you blow up the outhouse in Modoc (though he will still disappear if you tell him to wait on the Modoc Inn map before you blow up the outhouse) -Corrected errors to Vault 23 -Player no longer gets 2000 exp for entering (thanks to Darek) -minor corrections to Maks's script/dialog -Sentrybots inside the Toxic Caves are armed and will no longer choose melee attacks as their primary attack. They are extremely dangerous now. -A few minor corrections to BOS Research Facility -Postman no longer sings too fast -Corrected errors to the Abbey computer terminals -Arthur now drops the correct armor if killed (and your skills are high enough) -Roaches work a little better. They no longer run away and the spit weapon works better. -Party NPCs (except Klint) now display the correct graphic when wearing the BOS special professional armor and Horrigan's armor -Added labels for worldmap travel to several locations (V14, V23, BOS Bunker, BOS research Facility, Bunker 21) thanks to work by Morticia -Corrected numerous issues with the Enclave guardsmen from Navarro who accompany you to the Toxic Caves -Map locations no longer messed up on save/load screen -Some BOS Bunker corrections dealing with General Barton (different characters now at the entrance and inside) -Made numerous corrections to proto files with the wrong AIs assigned -Disabled quest components to free the Vault City courtyard prisoner in order to see his brother until all bugs are fixed with it -Can not spread rumors about the Buckners and get infinite experience from Sally Dunton -Freed slaves were not running away properly. Now if you free a slave, they will disappear, preventing being able to get infinite good karma. -Fixed issue with gecko pelts obtained in Arroyo and Klamath not stacking properly with other gecko pelts -Removed exploit where player could keep the traits of metal armor even when it was not being worn after requesting an upgrade from the blacksmith -Continued implementing changes to some aspects of the Lootable Armor mod. This is a process that will take a while to fully implement to my final vision. Some enemies require that you possess a certain level of science and/or repair in order to retrieve armor from them. As always, post any bug reports on NMA or send them to me. Only real bugs are welcome, and I will do my best to correct them. However, please attempt a search of the appropriate thread before telling me about a bug, as it may have already been addressed. And no, a search does not mean reading only the previous page in the thread. Don't bother posting anything about how you think something I have added ruins the mod or just doesn't belong. If that is the case, then feel free to make your own mod. Comments such as "'something' needs to be added to [insert location here]" are vague, and worse, just pointless. And, just to clarify something: if you post a question on the boards or send me a message and I don't answer you, it is not because I am too busy to respond. I am ignoring you because the question has either been asked and answered a number of times already or is addressed in one of the readme files. MIB88