Fallout 2 mod Mod Suggestions

yrogerg

First time out of the vault
1) Merchants increase their inventory quality depending on how much money he/she gets from the player or by investing (fallout NV or F3, i cant remember, style)

2) Fortune finder money script. Instead of a fixed number added to killed npcs, a formula like Luck x 1 ~ Luck x 25

3) Base Maker (of sort). After end-game where the player has little things to do, you give him something to waste his time with. The player is able to "buy" property for himself, for something like 200k$ and/or further upgrading it. The difference between simply going there and settle down is the ability to upgrade your property.
For example:

Property: Toxic Caves

Upgrade 1: Clear the toxic waste and other debris in the cave. (30,000 $ cost)
Upgrade 2: Add lighting in the cave. (10,000 $ cost)
Upgrade 3: Add Metal Floor and Walls in the cave. (110,000 $ cost)
Upgrade 4: Add Decorations in the cave, such as Lockers and strategicaly placed doors and/or turrets. (100,000 $ cost)
Upgrade 5: Clear the middle part in the underground part of the cave. (100,000 $ cost)
Upgrade 6: Add Metal Floor and Walls in the middle part of the cave. (100,000 $ cost)
Upgrade 7: Add equipment in the middle part of the cave and clean and repair the hidden base floor. (150,000 $ cost)
Grand Total: 500,000 $

This is an example, the steps can be shortened or be expanded. Other locations I suggest: Military Base, BoS in SF (upgrades only) and Wanamingo Mine. There could be others as well. Money is not a problem end-game so the mod maker can go wild in the prices.

4) Expendable Companions (mercenaries). They are more capable than normal companions and can easily be replaced with a sum of money.

Thats it for now. Tell me what you think.
 
Humm....not a bad idea actually.Jokes aside re-making Arroyo would be nice, adding structures, gardens, turrets and making it a proper town.
 
"Base making" would be no easy task. Besides, all that still needs to have a deeper point- otherwise it's a pointless feature (no shit).
You can easily let new scenery and items appear via script, but stuff like roof tiles is a big no. So if you're thinking "let's plop down some new buildings!", then forget about it.

Still, main issue still remains-- why spend money on it? Just for the looks? Meh.

I've tried to come up with some cool stronghold features for my mod, but ultimately decided to scrap it. Takes shitton of time to make, but adds very little to the actual game. Also managing it is usually annoying or tedious or both. Of course I'd be happy if anyone proves me wrong in this.
 
"Base making" would be no easy task. Besides, all that still needs to have a deeper point- otherwise it's a pointless feature (no shit).
You can easily let new scenery and items appear via script, but stuff like roof tiles is a big no. So if you're thinking "let's plop down some new buildings!", then forget about it.

Still, main issue still remains-- why spend money on it? Just for the looks? Meh.

I've tried to come up with some cool stronghold features for my mod, but ultimately decided to scrap it. Takes shitton of time to make, but adds very little to the actual game. Also managing it is usually annoying or tedious or both. Of course I'd be happy if anyone proves me wrong in this.


I played around with the map maker and my thought is that you make variations of the map and simply change the map using a trigger, like buying it.

I worked on caves trying to make the Base Making mod, so i dont really know about roof tiles, copying and editing the copy of Toxic Caves was easy.

As for a deeper feature i had the idea of making a mod allowing the player to make his own faction, like Shi, BoS, Enclave and the like.

That being said, i know how to program various things but i know next to nothing about the F2 language and simply stopped trying. As for making the thing, well, i know it will be time consuming and hard.

Edit: Looking back at the notes that i made, i was aiming very high, wanting things very hard to make:
Recruiting personnel and training it, which would be no easy task.
 
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I played around with the map maker and my thought is that you make variations of the map and simply change the map using a trigger, like buying it.
That's a bad way. What about all the items the players might have dropped on the ground? As far as I am aware, there's currently no way to fetch this data.

As for a deeper feature i had the idea of making a mod allowing the player to make his own faction, like Shi, BoS, Enclave and the like.
Don't want to be the party pooper, but this produces even more problems. Just imagine the player has made his own faction now... then what? What would he do? What would the faction do? Where do the faction members come from? What will the faction members do? Etc.

Except for the "place single houses", most of that stuff certainly can be done, and half of that isn't even hard to do. I just fail to see why it should be done and why the player would care about it.
 
That's a bad way. What about all the items the players might have dropped on the ground? As far as I am aware, there's currently no way to fetch this data.

True, i havent thought about that. Stupid (probably) question: Isnt there a way to make an external table using ASM or whatever and use a script to get/add data from/to there.

Don't want to be the party pooper, but this produces even more problems. Just imagine the player has made his own faction now... then what? What would he do? What would the faction do? Where do the faction members come from? What will the faction members do? Etc.

Except for the "place single houses", most of that stuff certainly can be done, and half of that isn't even hard to do. I just fail to see why it should be done and why the player would care about it.

Why? The best answer i have now is to give the player the feeling of the game is moving on. Also look at the edit from my previous answer
 
As for the rest, after the creation of the faction and recruiting, complete missions, i guess, against Enclave and possibly other created factions. The faction members would be seperated in types: Scientists, Engineers, Guards, Doctors, Trainers, Recruits, Special and Officers.

Scientists will be able to make items, like chems and probably other created items. Also research "new technology" meaning spend some time to unlock new turrets or something.

Engineers will upgrade items and put the new turrets where the old were. I hope the latter is possible with a script.

Guards will protect the base from attacks. Though i havent thought this deeply, possibly, you can lose items if the guards are few or something.

Doctors will provide medical attention to you and the faction.

Trainers will increase the stats of the recruits and your companions. Seperated by type: combat, science, etc.

Recruits will be made in one of the other types. Recruiting Maps exist through encounters only. No recruiting from normal Maps.

Special types will be a quartermaster, a commander and generaly units that do not fit in the other types.
 
This all for MMORPG as Fonline - maybe you should pay attention to this game, where it will all be in demand.
 
I've tried to come up with some cool stronghold features for my mod, but ultimately decided to scrap it. Takes shitton of time to make, but adds very little to the actual game. Also managing it is usually annoying or tedious or both. Of course I'd be happy if anyone proves me wrong in this.

A bit of "thread" hijacking here...

Mutants Rising has 4 random 'base' maps for the player to stubble upon and use, if they so desire. They will be random encounters, so who knows where and when they will appear. But each offers a realistic setting to use as a base, and each has its own unique feel. Players can completely ignore them and use the main towns if they wish, but using them will result in a special enounter...
 
I wouldn't call that a base / stronghold, though. It's a map where you can drop items... not a very exciting feature.
 
A bit of "thread" hijacking here...

Mutants Rising has 4 random 'base' maps for the player to stubble upon and use, if they so desire. They will be random encounters, so who knows where and when they will appear. But each offers a realistic setting to use as a base, and each has its own unique feel. Players can completely ignore them and use the main towns if they wish, but using them will result in a special enounter...

Hmmm. After playing FOnline and FOnline 2, for only a bit mind you, and havent yet tried the Base thing i cant really tell what is best, if one feels like trying making his/her own base. That being said FOnline 1 + 2 are VERY hard games from the existance of the rt combat and the fact you expend AP for actions outside of combat make them slow progressing. You need to have tons of patience and friends to help in combat. I am lvl 12 and the most powerfull enemies i can take on with confidence are animals (excluding deathclaws which i havent had the money to try yet). The fact you lose all of your equipment on death (which is very realistic and it should be this way) makes you cautious before taking on harder opponents, like bandits and robbers. Finally, i read in the wiki that people can find your base and steal your stuff, making you even more reluctant to try the base, by yourself, while being with good equipment and being capable to buy more equipment in case of death. Your only relief is the fact you can make good gear with scrap metal and various cheap and easy to get stuff.

Sorry for the wall-text post.
 
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