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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Explosives would be an option for sneaky characters, except they don't actually do enough damage. You'd think a stick of dynamite going off in someone's pocket would hurt more. A skill check being involved when you try to drug a non-party-member NPC would be a great solution to the problem...
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    Even copying over the appropriate values, updating sfall caused the EPA elevators to stop working for me, so do so at your own risk. You can always downgrade if something like that happens, though.
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    This is not how copyright law works.
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    My problem isn't that it's impossible, just that the player has no in-universe reason to actually do it. There's no indication that going to Vault 13 will catalyze the attack on it by the Enclave, nor any reason why it should. The player can't see this coming, and has no reason to, and most...
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    That doesn't sound right to me, because the doctor's speech very heavily implies that the raid hasn't happened yet no matter how much time has passed, not to mention it doesn't really make a hell of a lot of sense that visiting Vault 13 would somehow tip off the Enclave, and the game doesn't...
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    So even with the RP, I STILL can't prevent the Vault 13 deathclaw massacre. Sigh. I killed Dr. Schreber and everything. I really don't see what else I was supposed to do. Is this a bug?
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    Missing Hubologist stash items (RP 2.1.2b)?

    According to the walkthrough that's floating around, this is an abridged listing of the Hubologist stash contents: However, I can't find the gold nuggets, electronic lockpicks, stealth boy, neural interface, stimpacks, or some of the weapons listed. Did something change, or am I being...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    There's no way this is intentional; I've had situations where I cause zero damage to Frank with criticals (5 with Living Anatomy), but cause totally normal damage from non-criticals. Something is very wrong here and I don't know what, but it certainly makes that fight a hell of a lot harder.
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    Fallout 2 Restoration Project Gameplay Thread

    For the record, successfully downgrading sfall from 2.17 to 2.12 (the version that ships with the RP) fixed the elevators, even with a preexisting save. I'm not sure why the newer sfall broke them like that, since all my options were set the same way (at least the ones that existed in 2.12), but...
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    Fallout 2 Restoration Project Gameplay Thread

    Are you referring to saving while in combat? That's known to be problematic in general, in both the original game and with any and all patches/mods. It's one of those things unlikely to get fixed.
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    Fallout 2 Restoration Project Gameplay Thread

    Sorry to double-post but I'm having a rather annoying problem. The EPA elevators weren't working because I managed to miss that one line in ddraw.ini when upgrading sfall. However, after fixing that, the elevators seem to work except when I try to go to another floor with them, the game...
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    Changing skill-dependent starting items

    I honestly don't know if "big guns" was ever a good weapon classification to begin with. An assault rifle and a bozar/light support weapon seem a lot more similar than a bozar and a flamethrower.
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    Fallout 2 Restoration Project Gameplay Thread

    I actually killed him in the second encounter, because I crippled his leg, which allowed me to knock him out with targeted attacks fairly easily. At that point, it was just a case of stabbing him in the eyes a bunch of times.
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    Help me make a copypasta

    The problem here, to me, is that Fallout is by nature a throwback to Cold War fears and that era's style of futurism/science-fiction. It would be rather bizarre to transplant that to another country, since that tone and setting is so distinctly American. So basically, to effectively change...
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    NPCs stuck using worse weapons

    Damn. I could swear they were smart enough to, say, re-equip their guns after, sort of like how they'll punch if they have that much AP left but still use their guns next round. It was especially annoying to have Sulik permanently switching to his regular o' knife instead of his better melee...
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    NPCs stuck using worse weapons

    Example scenario: I set one of my NPCs to use "ranged, then melee" as their combat preference, then have them equip their best weapon (say, a rifle). In combat, they use the rifle, switch over to a melee weapon instead if they have one (presumably because they have enough AP left in their turn...
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    Just finished Fallout 1, it was amazing, but...

    I used to think this, and it's a large factor, but it's also very clear to me that the design philosophy itself is clearly different between the two games. Not only is the tone itself different, but there's also a much larger focus on jokes, pop culture references, and Things The Devs Thought...
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    Dogmeat & K-9

    Sure it can. The best dog NPC can be useless if all the other dogs are useless too. Nothing nonsensical about that.
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    Fallout 2 Restoration Project Gameplay Thread

    I'm still confused about where in Arroyo people ever mention Kaga. I've run into him once (plus another group of "outcasts" that didn't include him), but Arroyo citizens don't mention him at all even though the RP notes say they do.
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    Finding the xander root and broc flowers for the Primitive Tribe's shaman is also an unmarked quest, which is especially important since you need to remember how much of each he wanted.
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