Latest Reviews

  1. Muttie
    Muttie
    5/5,
    Version: 1.1
    Good idea, and nicely done,
    I really like this, Per's guides are quite an institution and pretty useful. Probably the most complete and thorough guides for FO1 & FO2 (even Sduibek wrote he's still using Per's guide when working on Fallout Fixt. And it can't get much better than that.). Plus this offline version is not only another save-fail but also rather convenient & handy.

    I've posted the above already on the guide for FO2 and just as it applied there, this guide could also be eventually updated to an alternative version including the Fallout Fixt additions/changes by someone with Per's thoroughness and commitment.
    The only difference is that an update of the guide to Fallout Fixt makes a bit less sense as I assume Sduibek will upgrade the mod again, (and even convert it to the FO2 engine?), plus there are not that many changes yet. Save some changed game-mechanics like starting items, red force fields can be destroyed with explosives, some melee weapon adjustments etc., and some new additions that are still few enough to list them:

    SPOILER
    (Lorri affair (needs CH 7+ & IN 6+), Tandi affair (needs CH 8+ & IN 6+), the Uzi in Vault 15 on lvl 2 (LK test?), Necropolis (with high enough repair the computer desk on the motel map can be repaired and then used for XP). Bob/Junktown (not implemented?). Spy/Followers (there isn't more to it than just killing the spy (Heather). Most important is probably that further dialogue with Talius becomes impossible when starting the quest). Hooker/Hub (does not count Tandi, Mr. Handy or Dogmeat as companions). Sammael/Boneyard (200 caps if reporting back to him). Merchant/Shady Sands (new trade option). Agatha/Shady Sands (didn't work for me). Michael/Brotherhood (Deliver 3 Grenades to Sophia & report back). Iguana Bob/Hub (the option to have him arrested). And probably some other I've missed. And the changelog lists several adjustments of varying significance.

    But the biggest issue is probably that Fixt comes in three installations (purist, half-purist, full) allowing players to customize, which makes it harder to create an “ultimate” guide for it. (Personally I think that the full version of Fixt could be considered as standard (Sduibek seems reasonable enough judging by the changelog comments) but that's probably much more problematic when going into debates on standards for invasion-timers, operations and books restock (and such things).
    Still a Fallout Fixt guide based on Per Jorner's Nearly Ultimate Guide would be neat too (eventually).
    But it's not as pressing as the update to the RP Mod (yet).
  2. Muttie
    Muttie
    5/5,
    Version: 1.3
    Good idea, and nicely done,
    I really like this, Per's guides are quite an institution and pretty useful. Probably the most complete and thorough guides for FO1 & FO2 (even Sduibek wrote he's still using Per's guide when working on Fallout Fixt. And it can't get much better than that.). Plus this offline version is not only another save-fail but also rather convenient & handy.
    The next step could actually be to update this guide to create an alternative RP Mod version. Like removing references to bugs that RP fixed and adding in the new features (places and quests). Morticia's & Darek's guide covers most of it.
    This could make especially sense as essentially there is no reason any more to play vanilla FO2 over the RP Mod, and in that scenario Per's guide will become less useful and eventually outdated. Which creates the odd scenario that preserving it would basically need to update it.
    Another reason for this to make sense is that RP Mod 3.2.2 seems pretty stable and it does not look as if it's getting updated in the foreseeable future.
    Which means it may be time for an ultimate RP Mod guide. And with most of the groundwork laid (by Per, Darek and Morticia) it's just a matter of being familiar with Per's guide (structure & layout) and inserting the new bits/changes (and testing RP Mod a bit more (utilizing NMA) to bring it up to Per's standard and confirm additions).
    After all RP is not really a supplement or alternative version any more, it basically is FO2. And should get it's own version of the Nearly Ultimate Guide.

    Only needs someone who wants to do it. Per Jorner himself would probably be optimal if he could be contacted (and is willing).
    Besides there is probably no way around contacting Per Jorner as his guides state he doesn't want any changes to them. And it needs to check how he feels about additions/updates.
    But at least an offline version of the Supplementary Guide for Killap's expansion pack by Morticia/Darek, could be added, if it's not too much to ask for, to cover the RP Mod at least to some degree. (http://hem.bredband.net/darek1/f2rp_wt.htm)
    and here is my post on NMA that adds a few pointers to that guide: http://nma-fallout.com/threads/comments-on-dareks-morticias-supplementary-guide-rp-mod-2-3-3.214618/