New Fallout End Game Patch

Corpse

Mildly Dipped
Hi guys, I finished scripting a patch to prevent the game from ending after you talk to the overseer and have completed the game. What it does is it brings a dialog screen with the option to keep playing or end the game. Also you can kill the overseer when he walks to the vault entrance; make sure you use a weapon that has burst or you won't be able to shoot him. There is a few minor bugs if you enter the vault after talking to the overseer. One is the overseer will still be in level 3 and the other is exiting the vault will trigger the endgame animations again and the overseer will be placed again at the cave entrance.

You can download the mod from the link below.

http://www.freewebs.com/herrleiche/mods/FalloutEnd.zip

Have fun!
 
Sweet. I hope you'll update it some. I'd suggest preventing the player from getting into Vault 13 after the Overseer throws you out. It makes sense, and would be much less trouble than changing the Overseer's chair and dialogue. And there isn't really anything in the Vault that you'd want at the end of the game.
 
I know this is VERY dificult, but how about a new quest??? In the map will appear a new area... Arroyo... the rest I think you know! ;);)
 
good idea, not very practical though... since that would mean changing the worldmap so you can go as far north as Arroyo..
 
Ok guys, I fixed some things in the patch. You can get it from the same link I provided in my previous post.

I am still having some problems so I would appreciate your help. I changed the vault door computer script so it does not open the door after you have completed the game; but if you enter from the worldmap, you can still access the vault levels through the town map. I looked for city.txt in the master.dat and I can't find it anywhere, also I could not find worldmap.txt or maps.txt so I am assuming these files may be either hard-coded or scripted somewhere. If anyone knows where this data is your help would be appreciated.

know this is VERY dificult, but how about a new quest??? In the map will appear a new area... Arroyo... the rest I think you know!

That would be too difficult since it would involve adding new maps, cities, and changing the worldmap and I agree with Shadowbird, the Vault Dweller would have taken more than 13 years to finally settle in the canyon where Arroyo was founded.
I plan however, to extend the worldmap area in Fallout 2 as far as the Glow. For this I need to do a lot of work, changing the old maps a bit, making new ones and not to mention editing the world map tiles of the Fallout 1 map so they blend in and fit with the Fallout 2 map.

Now going back to Fallout mods, in future fixes I may include new quests, perhaps something along the lines of taking charge of scout patrols for the Brotherhood of Steel, they would be similar to a caravan script but with a lot of encounters with raiders, any Nightkin survivors of the masters army, etc.
New Hirable NPC's, maybe a Mr Handy you can take in your party.

I have a fix for the Brotherhood of Steel crack paladins that show up with you to the Military Base. It prevents them from being removed from your party but you can only keep two of them when you exit the MB entrance map; this is because the official patch prevents party NPCs (prototypes) from being duplicated, however you gain another two Paladins when you go to the Cathedral.
I haven't included this script in the patch because I am still adding new functions to it.
 
Here's a few things that game has but they aren't activated. So if you manage to active them:

1. A quest to deliver a Gold Locket from a Romeo to an Adytum inhabitant named Julia. There is script files for this quest, so only(?) thing that is needed is to place them.

2. The Followers spy quest. There are various scripts regarding to this quest, so only(?) thing to do is place them. This should also enable happy ending for Followers of the Apocalypse.

3. Alternative ending, where you choose to join master. It is possible to do, but after end movie you don't get ending text altrought it is in game files. (game just exits to main menu)
 
Skynet said:
Here's a few things that game has but they aren't activated. So if you manage to active them:

1. A quest to deliver a Gold Locket from a Romeo to an Adytum inhabitant named Julia. There is script files for this quest, so only(?) thing that is needed is to place them.

2. The Followers spy quest. There are various scripts regarding to this quest, so only(?) thing to do is place them. This should also enable happy ending for Followers of the Apocalypse.

3. Alternative ending, where you choose to join master. It is possible to do, but after end movie you don't get ending text altrought it is in game files. (game just exits to main menu)

I'll see what I can do about those quests, I'll have to dig into their scripts and might have to do some alterations to make them work.

And in regards to what I said earlier about shooting the overseer with a burst; disregard that comment. I have shot him with lasers, bashed him (he dies with one punch), flamed him (you get the flaming guy anim instead of his default death :twisted: ) but for some reason when I tried shooting him with a pistol the game wouldn't let me do it.
 
Corpse said:
And in regards to what I said earlier about shooting the overseer with a burst; disregard that comment. I have shot him with lasers, bashed him (he dies with one punch), flamed him (you get the flaming guy anim instead of his default death :twisted: ) but for some reason when I tried shooting him with a pistol the game wouldn't let me do it.


You can shoot him with a pistol, if you try it repeatly. Atleast it worked for me. I haven't tried it with end game patch trought...
 
Hey thanks a lot! This should prove amazing. I can now officially beat the game bare minimum in record time, and then proceed to ANNIHILATE everyone. That's my secret dream.....
 
Heads up, version 002 is ready; I got rid of few more bugs and changed the overseer placement sequence a bit, let me know what you think.

You can get the update from here.

http://www.freewebs.com/herrleiche/mods/FalloutEnd.zip

I am still having problems with Vault 13 being accessible from the townmap; I tried to work around this problem by scripting the Vault13 map script to load the cave map on map enter procedure if the endgame Gvar is set. Unfortunately this does not seem to get called and the player still gets placed at the vault entrance. Looks like the only way I'll get this working is by finding the city data to disable the town entrance or maybe if I find how the cathedral or Military Base townmap get their entrance points changed (if it is via a script), I could do something similar. Any ideas or suggestions on this subject would be appreciated.

Merry Xmas everyone!!
 
Thanks Kaczor, I also need feedback on any bugs I might have missed so if anyone has any problems or suggestions, please post them on this thread.
 
So in this mod you can actually keep on playing after finishing the game. But, is there anything else new besides that?
 
carlocijs said:
So in this mod you can actually keep on playing after finishing the game. But, is there anything else new besides that?

If by new you mean new quests, npc's, items, etc. the answer is No.

I wanted to keep this patch as simple as possible to avoid any problems so I just modified the endgame sequences.
 
Sounds cool.

It'll be sweet if you added in quests and such for the dweller to do after being boted, and maybe (if you get enough time+assistance) make a large quest that ends with the founding of arroyo.
 
I might add a few more quests later, first I'll try to fix the Followers Spy quest so you get the good ending for the Followers.

I did however manage to get recruitable NPCs to wear armor, also I added a "Move" option to their dialogue to push them out of doorways; so I might add that to the next fix as well.

If anyone is interested in a recruitable Mr Handy that can upgrade plasma rifles I might include it too.
 
Heads up, our fellow member nxrv wrote a utility for the End game patch; this utility modifies and makes a backup copy Falloutw.exe so Vault 13 becomes inaccessible from the Town map entrance once the game has been completed.

If you would like a copy you can download it with the source code from the link below.

http://www.freewebs.com/herrleiche/mods/FEGPatcher.zip
 
Corpse said:
If anyone is interested in a recruitable Mr Handy that can upgrade plasma rifles I might include it too.


Mr Handy as an NPC? That would be cool, please make it happen!
 
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