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fallout 2 plot, places, and characters....using FO3 geck?

 
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texaspete
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Joined: 23 Jun 2010
Posts: 39
Location: Texas
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PostPosted: Tue Aug 03, 2010 7:49    Post subject: fallout 2 plot, places, and characters....using FO3 geck? Reply with quote

I got fo3 when it came out. loved it.

this summer i bought fo1 and 2 and finshed two already. LOVE THEM!


I found myself wanting to see all that is fo2 but using the enginge/geck editor of f03.


it would be a huge undertaking. i assumed it had not been done, but it is impossible to serach these forums with fallout 1,2 or 3 and mod and get anything like what I am asking.

I was happy to hear about the russian fo2 reboot coming out 2011!
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Einhänder
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Joined: 10 Jul 2010
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PostPosted: Tue Aug 03, 2010 18:18    Post subject: Reply with quote

I'm sure it's possible, apparently there's a total conversion mod in the works to recreate Fallout 1 using Fallout 3's engine, gameplay, etc. However, you have to realize just how vast Fallout 2 is.

Everything above Vaults 13 and 15 is Fallout 2's play area. Even with the sea taking up some of the map, there are over 160,000 miles of playing area. How would one get from place to place with the Fallout 3 travel system? You can't fast travel to those places unless you go to them first, you would have to run to each of those places, and even with the random special encounters added into the playing map, everything would still just be a vast desert. If you had enemy encounters, you'd get shot to pieces because you can't buy any stimpacks, repair your armor, get more ammo, all that. The only way I could think of that maintains a nice level of exploration but doesn't force you to go through an area the size of the state of California is to have the Fallout 2 point-and-click map, including enemy encounters, and make separate world maps for each location, possibly a 2x2 to 3x3 mile area for the towns themselves, the larger ones like New Reno being 3x3 and smaller ones like Klamath 2x2, and have a 3-5 mile thick empty perimeter (or with custom places and content, if the creators could manage it) for exploration. However, I'm not familiar with the GECK editor and I'm not even sure it's possible to recreate the Fallout 2 travel system. I'd type more, but I'm too tired, so there you have it, why traveling might be fucked in a Fallout 3 to Fallout 2 conversion.
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