Here is the latest edition of the Megamod, currently at version 2.44

Installation: This version of the Megamod is a full repack. No other
versions of the Megamod are required. In fact, adding this version
on top of other versions of the Megamod will prevent you from getting
all of the latest fixes. Depending on what version of the game you
had installed before adding this update, any previously saved games
may or may not work. Additional tips to keep in mind:

When installed correctly, the main Fallout directory should contain the
following files and folders:

Data folder
Readme files folder
Files Folder
Proto folder
f2_res folder
Map Edges folder
translations folder
Runme.bat
ddraw.ini
ddraw.dll
BHPerk.ini
Damage.ini
f2_res.ini
megamod.ini
Push.ini
RandomLoot.ini
SlaverPerk.ini
weather.ini
XPRush.ini
elevators.ini
and a few other 'readme' type files

(Of course, this folder would also have your master.dat, critter.dat,
and Fallout2.exe 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 should no longer have problems
with party NPCs forgetting their levels.

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

1. Unless you are installing a patch only, 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, this mod uses DirectX 9.0 graphics mode as default setting. You need
the at least the DX9.0c update to run it. Look at the Microsoft site for it
(or put the d3dx9_42.dll file into the game directory).



Changes/Fixes made since version 2.42:

-Numerous minor dialog corrections
-Addition of new ant art created by Lisac2k. All ants have two new death
animations. The new golden ants will be added later.
-Addition of new locations to explore (located in an extended worldmap
area)
-Corrections to issues regarding losing the car and trunk and associated
crashes
-Corrections to many weapon upgrade items and other miscellaneous items so
that they now properly stack
-Many corrections regarding the Glow
----Players can actually enter the Glow
----Corrected possible game crashing at The Glow
----NPCs no longer trigger spatials which irradiate the player character
----Elevators now work properly and display proper dialog
-Corrected numerous critters which had incorrect or missing descriptions
of targeted body parts
-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
-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.
-Many new critters (like those at the Primitive Tribe, for example) were
bugged and could be harmed by EMP grenades. This has been corrected.
-Corrections to the way the ondeath hook script works
-Triggered dynamite now works correctly
-Certain NPCs in the wasteland now properly fix car components when they are
broken (there are five of them)
-Removed files that interfered with the creation of skill books



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
last 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 may not just be because I am too busy to
respond. It is entirely possible that 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
