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  1. M

    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    Yeah, one of the few things that would annoy me in the RP if I wan't sneaky is that damn door between you and the Pipe Rifle. Killap, if there was a key around Klamath somewhere or from Vic when you ask about the radio, it'd be nice. Maybe a simpler option than dialogue would be to drop a...
  2. M

    Lifegiver vs Living A.

    I used to always do that. You lose a small amount of carry weight overall and gain an ag point. However, really at L6 you'll have a couple of NPCs to mule your gear around so providing to cut your carried gear to a few weapons, a limited amount of ammo and healing gear, and be sure to take ammo...
  3. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    This is one of the things in the New Arroyo Mod in the Megamod. The major problem with it is that as soon as you get to areas wheere you can find plenty of ammo anyway, the limiting factor becomes the weight of the ammunition, not the scarcity. Reducing the clip size has the effect of you...
  4. M

    Intelligence vs. luck

    Remember, you can get +2 or -2 Luck in NCR by asking the hubologist for a "zeta-scan". Save first if you try this, as you could get either modifier.
  5. M

    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    It's not a bug, you're going to the wrong place :P . Don refers to the shed with Sulik's sister, NOT the compound to the south. You can bluff the sledgehammer guard and use the key on the shed's cage door fine.
  6. M

    Fallout on PSP: It works... almost

    Firstly, congratulations! That's bloody awesome. Secondly, YOU'RE CREATING A MONSTER! NOOOOOOO! You do realise what'll happen: Step 1. Install Fallout on portable console. Step 2. Take PSP on the train with you. Step 3: Become hopelessly absorbed in the game, lose all track of time, then...
  7. M

    F2: Combat Overhaul Mod 2.0

    I wasn't trying to persuade you do do a catchy jingle, :) I just wondered if you could do an "idiot summary" for the mod. You made a lot of changes to the ammo values and damage formula, so even if the overall change is quite modest, the method is very complex. I can see the way you're working...
  8. M

    F2: Combat Overhaul Mod 2.0

    @Glovz. Alright then i got the wrong end of the stick there. But, can you summarise the mods goals in one line or so? right now there's a big list of rules that's fine if you want to dig into the mechanics of the mod, but not to just see what it really changes on the surface. You know...
  9. M

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

    Erm, how's that part of what the devs intended? Check how Magnetic Personality works. It's pretty clear they wanted 5 to be the limit. RP is about what the mods cut due to lack of time or whatever. If you want unlimited NPCs, there's a mod on here for that somewhere. Have a look in the files...
  10. M

    F2: Combat Overhaul Mod 2.0

    Bah. I want UNDERpowered weapons for longer so it feels more like Fallout 1. Unfortunately that would only make sense with more shantytowns added in. :( Oh, and I finally figured how to summarize the difference in aims between you and F2WR. F2WR wants to make all the weapons generally useful...
  11. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Don't you learn? Magnus goes through version numbers like a Vindicator Minigun goes through Caseless ammo. :D Good call on the sniper rilfe Magnus. The New Reno mobsters were getting utterly creamed by the Yakuza.
  12. M

    Glovz' AP Mod - Magnus WR Mod.

    Magnus's mod is modular, so you can ignore the Big Guns folder and just install the rest. However, I'd recommend installing the Big Guns because it akes the machine guns a lot more efficient. The M60 and LSW now have single shot and aimed modes to conserve ammo, and the LSW gets a +20% to hit...
  13. M

    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    If you set encounter rate=45 it feels more like it did on an old PC. Killap actually increased the rate above the original expectations.
  14. M

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

    It's an option in the Mr Fixit mod I believe. Try installing that.
  15. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Not nearly as good I'm afraid. My current game has me with a plasma pistol, Sulik with a .223. Sulik always does 50-100% more damage per shot thanks to the ammo modifiers, regardless of armor, and the .223 has a 20% to hit bonus. With 4AP it's about equal. Better against multiple lightly...
  16. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Some thoughts: Re-setting the Plasma Pistol to 5AP has made it again less use than a good conventional pistol. Before, a Needler or 14mm was comparable due to the ammo bonuses giving them more single shot punch, but the Plasma Pistol got 2 shots a round. Now it's neither rapid fire like a...
  17. M

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

    Only if he isn't wielding it. With the exception of him, in order to get to the Ripper, you have to kill the thug who was trying to stab you with it. That makes them enough of a risk for a lower level/equipped player to avoid, especially with all the Metal Armor thugs and the leader with a...
  18. M

    Is skynet a good companion?

    Skynet is the reward for the SAD Skynet quest. He triggers nothing outside that area.
  19. M

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Well, exactly! Fallout 2 wasn't broken beacuse every skill wasn't equal. It was broken because not every skill was useful. Lasers got fixed to be scary armor-piercing weapons early on but to still be the lowest grade of energy gun. Throwing is now a worthwile support skill for any char if you...
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