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  1. M

    more randomized encounters?

    Global variable, eh? How many of those are there, and could you just use a "roll dX" function to determine the weapons? Failing that, what about basing it on the time of day? that gives more options, so night raiders would have, say FN FALs (night sight) instead of Grease Guns.
  2. M

    Megamod 2.3 technical issues and suggestions

    I wasn't thinking of more -ve karma than before, i just assumed Slaver came with attendant bad karma anyway, and to make sure it stayed. You could slot it in with the message "As the tattoo is removed, ending your career as a slaver, you feel a terrible remorse for your brutal actions", and...
  3. M

    Megamod 2.3 technical issues and suggestions

    Huh? seems simple. You lose the Slaver reputation, but keep all the -ve Karma accumulated. Also the ugly scar. If "Slaver" itself gives you -ve karma, balance it by adding the same abount of -ve karma to your score when you remove it. That way, people won't react to the flashing neon "EVIL S.O.B...
  4. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    The RP offers that. It's a hard one to fix as the first mod for it crashed FO2 somehow. No other weapon works like that, and I doubt it's even possible. Yakuza and Cannibals do that already, and changing specific encounter would break compatibility with other mods. All Magnus can do is...
  5. M

    more randomized encounters?

    Install the Restoration Patch and you'll get a lot more encounters. The encounter rate in FO2 is determined by the CPU speed, so you get far too few on a modern PC. Killap's mod makes encounters happen a lot more often. I reckon a little too much compared to my original PC i played Fallout on...
  6. M

    Megamod 2.3 technical issues and suggestions

    Suggestion cross-posted from Weapons redune at the request of MIB88: Currently the NCR Ranger badge represents your affilation with an anti-slaver group. You'd expect good characters to respect you more while displaying it, and evil characters and the VC authorities to respect you less...
  7. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Semi off-topic. It's a suggestion for Magnus's planned Items Redone pack, rather than the Megamod. Since he's got no thread for that, I just replied here as I didn;t want to go jumping the gun and making a thread for someone else's project. If Magnus can't make those items do anything, then...
  8. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Glad you like the idea. I reckoned Nuka-Cola is the useless item in most need of a change as NPCs (allied or hostile) will use it in combat, even though it does sod all.
  9. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Nope. Don't do that. Seriously. You'll break compatibility with the RP, as you need Junk to repair the generator in the EPA. As for your Items Redone, I've got a few ideas. Alcohol shouldn't really increase CH. Drunks ain't charming :P, and on a game note it would be a dead easy way to...
  10. M

    Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

    Do you mean that there is a black block over half the screen, that stops you from seeing the bottom half of the screen when you're playing? So you can't see the weapons/HP/skills display?
  11. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    :shock: What? It uses heavy, pricey Micro Fusion Cells, and burns through 10 at a time! Sure you're not confusing it with the Solar Scorcher somehow? *goes to see Mr Salvatore* *points* "OH MY GOD A HUGE CRATE OF JET WILL YA LOOK AT THAT!" 8-) *steals lasergun from desk* :twisted...
  12. M

    Stupid fallout experiences...

    For extra fun, do it with a Jinxed character. :D
  13. M

    Stupid fallout experiences...

    Step 1: Give Sulik and Cassidy large guns, set to "stay here" in combat. Step 2: Tell them to wait at end of Military Base Corridor. Step 3: Snipe 1st Supermutant, and let the rest get shot down in a 3-way crossfire while they get in range. Step 4: Loot bodies, plant stuff onto Sulik to...
  14. M

    Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

    Question here. Does having a Motion Sensor in your inventory affect this Outdoorsman check at all?
  15. M

    Fallout 2 Restoration Project (v1.1) Suggestions

    It's a good point. Also, I can't really see how the Wrights can wreck new Reno if you eliminate all the opposing families yourself.
  16. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Actually there are Robes in Fallout 2. There's a set on the floor of the Golden Globes building in New Reno.
  17. M

    Is the Restoration mod safe?

    No, it's fine. You can't use old save game files with it though, so nothing to back up. As with any game or mod, in case of a bad install, just reinstall the game.
  18. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    CAWS is 15-25 dmg, 10 round clip, 5 burst. Jackhammer is 18-29 dmg, 10 round clip, 5 burst. CAWS is weaker :)
  19. M

    Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

    Hmm, where's that? The Survivor Mod gives you a BB shooter, but i hadn't seen that other mod. Anyway, Big Guns and Energy Weapons are the secondary combat skills. the guns are more expensive, turn up later (New Reno or later), are in shorter supply and are more powerful. The primary combat...
  20. M

    Fallout 3 - The Difference

    O.o Other than the random encounters, the Base Full o' Angry Mutants (tm) etc? What's your worry? That they won't include the characteristic combat taunts in FO3, that you won't have both hostile and non-aggressive mutants/ghouls or what? Yes, the neutral or allied NPCs tended to give you...
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