Here is the latest edition to my Megamod project, currently at version
2.1. Below you will find a list of changes since the last release.

First, though, installation. You need to have the Megamod version 2.0
installed first. Then copy the files included here into their respective
folders. All of the folders in the update, with the exception of the
readme files folder, need to be copied into your main Fallout Data folder.

Here are a few things to keep in mind:

1. Install version of Fallout 2 that takes up the largest amount of space
(Humongous).
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 entire proto folder is set to read-only
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
them, it might be a good idea to also run a registry cleaner.

If you see something like a map that doesn't load up, i.e. a black screen
in the Temple of Trials and just a bunch of 'ghosts' where the character
and red hex move, I don't want to hear about it. It is not working.
Uninstall that game, delete everything, and start over, following the
tips above. If it still doesn't work, well then, I guess the Fates
have decided that you just weren't meant to play this mod.

Also, delete the following files from your Fallout 2 directory:
data\proto\critters\00000062.pro
data\proto\critters\00000382.pro

These files were included by mistake. They will not crash your game, but
they may prevent a couple of NPCs from leveling/acting properly.


Changes made since the version 2.0 release:

-Addition of the Modoc Revisited mod
-Addition of the Vault 14 mod
-Addition of the Letter from the Past mod
-the premade characters now have their names properly displayed (thanks
to help from IAR80)
-bodies now decay at the EPA
-You can no longer walk through the back walls of the cryogenic
section of the EPA
-NPCs can no longer go behind elevators and end up in the cave walls
-changed the script for the Doctor's serum...it no longer counts
as the gain agility perk, just as a stat increase, thereby allowing
you to still choose the Gain Agility Perk if you want it
-Can no longer enter all sublevels at the EPA from the town map
-Corrected misspellings in EPA dialogs
-NPCs in your party will no longer walk through locked doors in the EPA
-Corrected the 'Error' that appears When you fix Marion's leg
-Mr. Chemmie! can create heart pills for Cassidy
-NPCs will no longer run through locked Brotherhood base doors
-The sniper rifle at Bunker 21 now has the correct ammo
-Replaced the file for Kaga's first and second levels; should encounter
level 1 Kaga as well as have no more crashes or other problems on the
worldmap resulting from the level two Kaga encounter
-Players can once again get Lenny in their party by accessing the correct
dialog tree and meeting certain prerequisites
-Players can once again access the Abbey location
-The pole outside Hakunin's tent now has the correct description
-Freelance slavery. Male and female slaves can sometimes be taken of
some of the critters in the wasteland
    -Use a rope on a critter if you are going to take it as a slave
    -A slave may only be taken if certain conditions are met. Find out
     for yourself, but just think about it: what are situations when it
     would be easy to capture people?
    -Do not use the rope from your backpack on the critter, use it from
     your hands. If you use the rope from your inventory, it will use all
     the ropes you have when you take a slave, not just one. I will try
     to fix this.
    -This aspect does not really work well with the Pack Rat and Strong
     Back perks. If you have taken these perks, don't take slaves and get
     rid of them, or you will lose those perks.
-A buggy has been added into the scenery
-A pack animal has been added into the scenery
-Spelling and grammar corrections to a Bunker 21 guard
-It is possible once again to learn the gecko skinning perk from Hughes
-the latest fixes by killap (11-27 release) have been added with the
exception of the reactions of those in Arroyo
-the bozar in the toxic caves and those belonging to the Buster's guards
in the NCR now have the right ammunition 
-The monks inside the Abbey now speak to you
-The Abbey is now hidden. You must learn of it's location from a
character in the game
-the crashes related to the fork have been resolved (thanks to help from
Wasteland Ghost)
-Looking at Phil in Klamath no longer crashes the game (thanks to help
from Wasteland Ghost)
-Bunker 21 is now hidden. You must learn of its location from a character
in the game
-corrected errors with alternate Skynet shell
    -the required part is now available somewhere in the base
    -removed potential errors from script for activating Skynet
-corrected instances of incorrect scripts on scenery in Bunker 21
-corrected minor issue with cannibal random encounter
-Expanded the size of the worldmap
-Added a number of new load screens from various mods and Fallout 1
-corrected numerous instances where the Cafe of Broken Dreams was
mislabeled as an encounter with Kaga
-Corrected instance of getting stuck in dialog with Klint if playing a 
dumb character
-Modified some critters' AI say they do not say the wrong combat taunts (this
applies to the roaches and gila monster)
-Modified scripts that make all party members invisible for certain situations
(sex with Bishop women and videos)
-ladder in small Klamath basement now has the correct description
-Scraptown is now hidden pending its bug fixes
-the Error message in the Pipboy when first starting the game should no
longer be there
-corrected bug with Widow Rooney quest not showing up in Pipboy
-corrected issue with Klint becoming a different character when wearing robes

There are a lot of people who have either made mods, assisted with scripting,
offered ideas, and provided so much other assistance. I thank all of you. Most
are included in the credits file in the text folder.


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. I don't really enjoy reading
about things people say are bugs simply because they can't take the time to
figure something out. 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 places like NCR and San Francisco" are vague, and worse, just
plain 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 just ignoring you because the question has been asked and
answered a number of times already or is addressed in one of the readme files.


MIB88