Yes, it is a bit more hidden (Why would it be in a locker?). Its still around but SPOILER! you might need a metal detector now. Tip: Its made of metal...
Oh and I recommend to download my recent version. Did some changes to shop inventars, critter poison scripts, end game dialogues+descriptions...
Well in F:Nevada indeed I added protos and edited scripts, textfiles and the like. The maps are playable but some just crashing when trying to load in mapper. Other maps still load after being edited though.
But the issue with some creasing maps also exists in fresh RPU plus Ecco install...
anyone knows the reason (and solution) for the mapper crashing (consistently) on certain maps, which it could load before? These maps are actually part of the game, not remnants.
Yes, it can be lockpicked (-180, electric lock), but not destroyed.
I had to upload the minimod as it had the wrong proto number in the script. Find it here: Link
Well honestly it shouldn't - on purpose (if I understand you correctly that there should be more ways of bypassing the door).
I might be wrong but Navarro is an almost endgame location. You *can* get there earlier and do quest stuff or get some items (like recruitment equipment). These things do...
The Tesla Fan was present in Crazy Edition and was removed together with other features in the "final" F2 Nevada Mod (Extended).
I just recently posted my personal Fallout Nevada Redux Mod, which I did for my personal Fallout Nevada Game, aiming for a more polished game.
In this I added some...
The 'temporar lax security' is still maintained as the pc can just walk to the door and get recruited so still thats fine.
Not fine is the too easy to get APA from game perspective which harms natural armor/equipment progression, making mid-to-late tier armor obsolete and gives plasma rifle too.
Relating to the early APA issue in Navarro as being too easy to get I did this in my personal modded setup:
>locked the door to the armory via new script (lockpick difficulty -180, can use electric lockpicks, indestructible, cannot be pryed open)
>created a keycard proto and placed the keycard...
Well, technically it's doable but takes in some effort my personal life doesn't allow to afford right now.
But if anyone wants to do this I would highly appreciate.
I imagine situations like getting access to Mr Wallace before lvl 12 or access to shopkeepers special stores or getting upgrades...
Well its iconic, but didn't feel it needed one. To be fair, there isn't a shortage of strong pistols in the game. But this time it's more .44 magnum :)
EDIT: Ok I decided to add the .233 Pistol finally :)
Hello guys. Check out my Fallout Nevada Redux Mod, which I did for my personal Fallout Nevada Game and want to share.
It improves the game in various aspects and aims for a complete and in general more Mad-Max-like feeling by aiming to be true to the original mod and fallout lore.
PS: Although...
Hello guys. I want to share my personal mod of the gorgeous Fallout 2 total conversion mod Fallout: Nevada (extended) (from Nevada Band & BlackDesigner) which I edited for a more complete feeling of the game. Its still far from perfect and many things could be done but I think -at least for me-...
One more thing about the ammo modifiers.
I came to the conclusion that while AP is mostly more effective, it becomes superior when also reducing targets AC. This leeds to the situation when it becomes the better choice even against soft targets with its ability to enhance hit chance. Also this...