New Visions & Miria 1.2 Mod Compatibility

Jinn

First time out of the vault
I finally decided to replay Fallout2 now that there are all sorts of cool mods out. New Visions and Miria seemed really interesting but I can't seem to get Miria to work. The New Visions replaces fallout2.exe and patch0000, and Miria replaces some other files--are they supposed to be compatible?

Otherwise it would seem like I need to make a choice in between one mod or the other... Is there anyway I could "fix" the Miria mod to work with the New Visions?

Or alternatively, what mods are compatible with the Miria one? I read the forums and some say I need the unnofficial patch 1.05, which incidentally replaces New Visions. I'd prefer to keep both.. but having a wife who levels up with you as you travel the wasteland is kinda cool..
 
I did a bit more reading and apparently those two mods are not compatible. Does anyone know anything about making them compatible?

In the meanwhile, I backed up my new visions saves and reinstalled since I want to try out Miria. The 95% addiction rate to Jet seems kinda ridiculous in the 1.05 patch...any suggests on how to go about editing that?
 
Hmm.. does this make the 1.05 patch unplayable? I've installed the update as well (which mentions some fixes to The Den?)

Alternatively, would the fanmade 1.051 patch be a better fit for Miria Mod?

Otherwise I suppose I'll have to wait a week before getting any Fallout2 playing :(

NPC followers add some of the best ambience to the game in my opinion..
 
Well using the 1.05 patch does not make the game unplayable per say. The only reason I mention disliking it is because so many crashes have been reported in the Den while using that patch as well as complaints about the extraneous additions in it.

You don't have to wait a week to play Fallout 2, you can go ahead and use the version of the patch I have up. (you would just be missing out from the 100 or so new fixes I have ready :lol: :wink: )
 
Hmm.. so the 1.05 update on the NMA file sections doesn't resolve some of the crashes/complaints?

I would use your current patch (or wait if it improves the game a lot), but is it still compatible with Miria? Would I need to start a new game if I used your patch now or if I used your updated patch?

I also noticed that small guns and the other gun abilities are based off of Agility. Was that always so? I vaguely remember it was based off of perception (after all, the stat desc says perception is important for sharpshooters..)
 
No, my patch is not compatible with the Miria mod. Almost none of the mods/unofficial patches are since they replace script files that are also replaced by the Miria mod.

I don't think I changed any key files for this new version, so upgrading should not require a restart of the game.
 
Aww that's disappointing. I just finished reading the list of changes and they sound reasonable or good fixes. I didn't like some of the stuff they changed in 1.05, but I do want to try Miria.

Oh well, I suppose I will have to replay 3 times, once for yours, once for Miria and once for New Visions. 8) :!:
 
Killap is your patch compitable with New Vision?

Coz Im planing on running New Vision next time I play and id like to have some bugged solved x)

And one bug I didn't see was the one in San Fransisco were the art clans would bug up as one is getting cought in the fighting arena as you enter... happend to me both time ive run the game... and id not like it to happend the 3rd time as I want as much new content as possible :)
 
I fixed those bugs in San Fran so the fights there should now be flawless.

No, my patch is not compatible with New Vision. Like I stated before, essentially all mods/patches are not compatible with each other since they modify the same files. However, you could pretty much use the bulk of my patch and just apply fixes that correspond to areas unaffected by New Vision. (ie not Arroyo and Klamath) That is up to you though.
 
Ah, the New Visions alters more than just the Klamath and Arroyo areas.
FYI.

However it would be possible to combine these two mods together, since the source of NV IS available.

This would involve not simply dropping in the appropriate files but actual changes to scripts, and possibly global varaibles.

However the "Fallout2: MrFixit" mod by TeamX is theoretically compatible with many mods. Its also easy to modify itself.
 
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