First of all, I have to say this: deltasig from the NMA forums is a
little punk ass bitch. And that cognac character isn't any better. As
a public service, please do the world a favor and don't be assclowns
like them.

Now, on to the mod!

Here is the latest edition to my Megamod project, currently at version
2.3. Do not be alarmed about not seeing version 2.2. It was never released.

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.

Now, though, on to installation. You do not need any previous versions of
this mod. Use only the files from this: Megamod 2.3. Just copy the files
included here into their respective folders. Or, even easier, delete the
data folder you have in your main Fallout 2 directory, and replace it with
the data folder found in this download.

Here are a few things to keep in mind that have helped me and other
players run this mod smoothly:

1. Install version of Fallout 2 that takes up the largest amount of space.
2. Make sure you do not have a patch000.dat file in your main Fallout 2
directory. Either delete or rename it.
3. Make sure the individual items and critters inside the proto folder
are set to read-only.
4. 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.
5. 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.
6. 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.
7. 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. 
8. 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.
9. This mod doesn't work correctly with other mods, so don't try to add
anything else or otherwise modify it unless you really know what you are
doing. 

Also, 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. 


Changes made since version 2.1.1:

Arroyo
-Fixed the bolt weapon
-Altered Hakunin's chest (note: it is not like other chests)

Abbey
-Enhanced Abbey (aspect of the Alternative Life mod)

Bunker 21
-Guards now carry the right ammunition for their weapons

Enclave
-Horrigan legs are lootable (now a container, rather than scenery)

EPA
-Corrected a bug with the Doctor... if you didn't accept one of his
quests the first time, you would be unable to complete it later,
regardless of your dialog choices
-slight changes to the Doctor's dialog
-It is now possible to enter the storage sheds (a scripting error
prevented the player from getting the key)
-Numerous spelling and dialog errors corrected
-Patched holes in walls
-Roof no longer appears over room with paintings
-Party members will no longer stop following you on interior EPA maps
-Party members can no longer run through locked storage shed doors
-Plant and bug sprays won't crash the game if used first time in combat
-Different picture for the Gatling Gauss Gun
-Player should no longer forget password to doors
-Player no longer gets warning messages about needing protection from
toxic fumes if he already is using something

Modoc
-The blacksmith can make a new item. Guess what/who it can be used
on/for...this will be worked into a quest later
-Cold Hearts fixes
    -Dialog/Grammar fixes
    -Fence now recognizes that English Bob sent you to talk to him if
     Metzger is killed before the related quest
    -Player's death properly triggered by one of the Cold Hearts in a
     certain situation
    -Metzger dialogs for quest are properly triggered regarding
     explosives
-Quest to link the two communities now appears in Pipboy

Navarro
-Being sent to cook creates slightly different items in your inventory
-Arrival at gas station no longer triggers the vertibird sound
-Chris at gas station will remember talking to you if you tricked him
into thinking you are an Enclave recruit, so you don't have to repeat
those dialog choices every time

NCR
-Rangers are now hostile towards freelance slavers

New Reno
-corrected dialog error regarding gauss pistol with Eldridge
-Quest for gauss weapon now appears in Pipboy
-You will no longer get the Gravedigger karmic title for digging up the
Mordino stash
-Removed extra map from Prichard's grave

Primitive Tribe
-Corrected dialog errors
-corrected karma and stealing issues with NPCs at Primitive Tribe

Raiders
-Raiders now have the correct ammo for their AK-198s

Random encounters
-Nomad encounter
   -Shaman correctly mixes healing powder for you and properly deducts
    money from you; no more free infinite powders
   -Speaking with the chieftain works correctly. He has items in his
    inventory and the game no longer freezes on his barter screen
-Player receives positive karma for freeing slaves
-changed AI for merchants in random encounters to stop them from
charging into battle if they have a gun
-"Thingies" no longer appear in inventory of dead cockroaches

Redding
-Corrected problems with Dangerous Dan Mcgrew and Marge Lebarge
    -Dan no longer says you killed his people if you solved the bar
     brawl peacefully
    -Both correctly acknowledge your actions regarding the outcome of
     the bar brawl
    -Broken dialog options fixed

Toxic Caves
-Slightly modified

Vault 14
-Voice from nowhere on level with Ardenius has been removed
-Dialog errors corrected
-Player's karma no longer reset to 0 upon entering map
-Ardenius's personal guards are much tougher

Vault City
-Corrected Ed's dialog
-Well no longer irradiates after Gecko plant is fixed (same in Gecko)

Party NPCs
-Sentry Bot Skynet changes
    -Rockets and 5mm ammo can be added to it (just 'use' them on Skynet)
    -No longer have to keep telling him to join your party
    -No longer randomly turns hostile against the player
    -Player can have Skynet carry things (trade feature allowed)
    -Even though it mentions the tagged skill being small guns, it
    actually gets better at using big guns
-Klint's name is displayed correctly when he wears advanced power armor
-Corrected Bessie dialog (contains new dialog/options from another mod)
-party members change appearance if wearing Horrigan's armor

Miscellaneous
-Inclusion of many aspects of the Alternative Life mod
-Killap's bug fixes from June 11, 2007 have been included 
-Fixed mislabeled maps from save/load screen
-Added ravachol's patch to correct the Sharpshooter perk (the perk is
now properly calculated)
-Children Patch (if you are using a European version) has been included
-Elevator stubs are no longer seen on maps
-The car will no longer disappear at
    -the truck location
    -the postman encounter
    -the Salvatore warehouse
-Horrigan armor
    -now provides a bonus to AC (was 0 before)
    -male and female characters now use the same graphic when worn
-Shortened the description of the Bozar so that it fits on the screen
-Item components for plastic explosives and dynamite made cheaper
-Some grammar and spelling mistakes corrected
-Encounters listed as "Error" on worldmap no longer occur



Random notes/Known bugs/Plans for the future:

-why do roaches run away on the city map?

-The town of Scrapheap has been added. Dialog fonts are different in
this location than the rest of the game. Fixed recurring 'error' in Baka's
dialog. Saved games still corrupted.

-when Sulik meets his sister and they talk, the roof still appears
on the tent...need to reposition people

-postman sings too fast

-game stalls at marriage with Miria and Davin

-if you are playing a female character and get Klint to help
you and then return to the temple later with Klint, he will be
standing where he left you, and he will essentially be lost to you

-can't talk to Goris about being a deathclaw

-explosive traps do not animate correctly in SAD

-need to correct Klint script and dialog issues

-Check roaches' spit weapon...doesn't work right...

-Last Kaga encounter: Add dialog. Place Kaga closer to his gang.

-Blacksmith only removes 2 iron ore for things needing more... the ores do not
stack...the ore that is required is removed from only one group, and if it
isn't enough, no matter...example, if 5 ore are needed to create manacles, and
the player has two groups of 3 ore, then one entire group is removed, but the
other one stays

-betraying and burying Fence doesn't work properly

-Need to go through all maps and change weapons. Many of them have old ammo
numbers inside, and do not reflect the changes from the New Vision mod

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
