Last Hope Mod v1.082

A Fallout 2 Total Conversion mod

  1. Forgotten Knight
    A Fallout 2 "total" conversion mod. An independent story line about survival in another post apocalyptic world. Lots of locations to explore, quests to do, loot to find. Take a look at some of the new things you can expect:

    - changed world map
    - different encounters, adjusted difficulty
    - locations with variety of NPC's
    - some weapons look different now, added some new ones
    - vehicles, not directly drivable but used to store items
    - added quest items
    - quests
    - steal skill check when trying to view NPCs inventory with your steal skill
    - increased overall combat difficulty and barter prices (new)
    - food and hydration system (beta)

    Please note, this mod changes a lot of ingame content and should not be used with any other major mod. List of required or included mods and installation instructions are described inside info file.

    If you want to tell the world what you think, start here. Feel free to post mod related suggestions and questions.
    Enjoy, have fun, lets hope those bugs don't bite too hard...

    Update 17.4.2020:
    New update, coming soon, won't be compatible with 1.082 as more map and other changes were made. Please be patient.

Recent Updates

  1. Last Hope mod V1.081
  2. Last Hope mod V1.08
  3. Last Hope mod V1.079

Recent Reviews

  1. Muttie
    Version: v1.082
    I really can't make a review yet, but only a “first impression”, (i.e. that lame shit critics do to relief themselves of the need to do a proper job of it).
    Anyway, this appears to be a rather big mod (I travelled the map a little and found several settlements of decent size), with a lot of potential (interesting story and design) and it's really not that buggy or flawed (as often said).

    The only issue I discovered was that it's occasionally easy to break the mod (i.e. force bugs). For example, the first knife fight can bug out if rushing it and or acting unsuspected (talk?). But if you do it properly, it will work fine. Another time I couldn't get the guard to lower the energy barrier (it only stayed down for a split second), and I had to force my way through it. However when I started a second game it worked without issue. These are not really bugs as such, but just “twitchy behaviour” which are inherent to Fo and hard to figure out (and probably even harder to fix). In fact, I'm not even sure if the error isn't with my install (wrong exe). Anyway, I spend a lot of time finding and testing bugs over the past year and in my experience it takes a lot of studying & understanding before one can justifiably flip one's shit over a Fo game.
    That said, I did not find ANY bugs, so far, but only “odd behaviour” I haven't fully understood yet. May be a bug, may be me. It's not easy to tell with a game-series that has a notoriously messy engine and an amazing complexity in game-play that comes without any form of disclosure. The amount of times I've been thrown off by Chem Resistant creating “odd behaviour” is infuriating :).

    The other thing was that I discovered situations that felt underdeveloped. Like they've been set up and work, but are not fully explored yet (i.e. it felt as if there is only one solution, and different or alternative paths have not been implemented yet.) However, it may also be that I haven't figured out the right solution (or I lacked the required skills) etc.. It's just how it is. It takes a lot of time to understand a Fo game. Half of the times, “bugs” turned out to be an error/misunderstanding on my side. And even if some scenarios are underdeveloped (possibly the Mantis fight which seemed tedious and the Raider Camp where I couldn't find an alternative to fighting) this isn't exactly a flaw but areas that offer room for improvement.

    Personally, I'm really looking forward to continue playing and studying this mod. And when I'm done, then I can compare my first confused impressions, with my final in-depth knowledge and tell if this mod is buggy and/or flawed. But currently I would call it slightly vulnerable to messy behaviour and with room to explore and expand player options (I think). However, neither should really turn anyone off. There is a lot of potential with this mod, and I would love to see it succeed and established as another entry in the Fo series. It does have the potential.
  2. NotTheChosenOne
    Version: v1.082
    Unless you make a GOOD walk-through and fix all bugs is just a 1 star MOD. Not intuitive and full of bugs.
    1. Forgotten Knight
      Author's Response
      Thanks! If you give this mod a bit more time and provide more feedback, that would be great and there's a greater chance everyone will get a better mod, share.
  3. Vetojot
    Version: V1.079
  4. graemelinton
    Version: v1.078
    Game breaking bugs. puzzles were decent, not enough speech options though. after you exit the trials and are forced to find who attacked the prison all you can do is talk to 1 fellow, and after you pay him to tell you about the jail break you can't talk to the warden/ questgiver to complete the task. unless that's not how you complete it, i dont know. The creator should provide a list of how to complete the main quests because i don't know if my game is bugged or if there is something i'm missing. when i can play the game i'll review that.
    1. Forgotten Knight
      Author's Response
  5. Biladier
    Version: 1.076
    Need To Fix Some Bugs :/
    1. Forgotten Knight
      Author's Response
      Thanks for your short review. Let me know in the mod forum section how can i improve this mod and help me make a better one.