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    Fallout Tactics mod (Old thread) ENCLAVE mod downloads Full version with bugs fixed

    This is a VERY nice mod. I'm loving it right now. Did anyone else just take the ENTIRE recruit pool along on missions like me? Sure, it makes running away from random encounters a little trickier, but I love having a lot of guys (btw I think no mod added field recruits masters on the missions...
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    Fallout Tactics mod Equilibrium (2.2)

    I'm looking forward to the next BalanceDux editions. I too love using rl weapons and appreciate it if they are made to work similarly to real world counterparts. That adds an extra layer of fun, I love learning about weaponry, or imagine getting similar results in rl as in a game (doesn't...
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    Fallout Tactics Redux Version 1.3

    Always the one that's highest, and it is the only way to "legally" raise one above the 10 max. You should probably go into Multiplayer's character build and try it out first if you have more than 1 highest attribute though - the game chooses one arbitarily in that case, but it's nonrandom...
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    Fallout Tactics Redux Version 1.3

    Solution A) sounds just fine, thank you. Where do all these errors come from if they worked fine in the unpatched 1.27 version? Is it Bethesda's punishment for changing their work or calling it imperfect? :) Here's another one: - after completing Springfield, the bodies of all of the...
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    Fallout Tactics Redux Version 1.3

    - The Wachutu Elder does not give you the 4th Fusion Battery for deactivating the defenses before any Wachutu die in Preoria. This has already happened on my 1st playthrough.
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    Fallout Tactics Redux Version 1.3

    ^I'd mention that it is also a "bug" specific to version 1.27 - previous versions either had no auto-levelling at all (which is the version I used to play) or had full auto levelling and perk buying (but allegedly only for a limited number of recruits, based on who you took out and put back, so...
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    Fallout Tactics Redux Version 1.3

    Have you tried it at long range yet? Perception does not directly increase the % to hit, rather it modifies the penalty for firing at a distance. So if you're holding a gun to a raider's head, the % is going to be the same regardless of PE and only the Small Guns skill and enemy Armor Class will...
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    Fallout Tactics Redux Version 1.3

    2nd mission: - have the guard in the Elder's tent be awake & alert by default, and start attacking the Elder if the alarm is activated. That'll make the mission more challenging and focus on protecting the Elder first a bigger priority. - I'd like to see more exit grids if possible. Generally...
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    Fallout Tactics Redux Version 1.3

    ^Thanks. Nice. I've just cleared the map in the unpatched game (ie. wandered around until all was revealed and I got most special encounters, and I might do the same for Redux when I have the time. (Was any fixing possible to things like the Pipboy encounter, inability to leave secret locations...
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    Fallout Tactics Redux Version 1.3

    So you're basically telling everybody to edit one of your premade characters instead of Create New to get 2 extra attribute points? :( Why do you need to cheat at all?
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    Fallout Tactics Redux Version 1.3

    Very good answers, thank you. If you have not created them with the starting characteristics as the rules dictate it, the game recognizes that. If you edited say, a few extra attribute points on any of the original FOT prefab characters, the result would be the same. (You could press Take but...
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    FoT Redux 1.1 Comments/Issues/Bugs

    The animation does not concern me personally - immediately appearing at the top of the ladder (probably doing one of the standard animated movements for a few seconds first, for delay) would work just fine. Our only concern should be that dogs could be stuck on some levels because they can not...
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    Fallout Tactics Redux Version 1.3

    Ugh, really? I dislike "cheat" characters, with the exception of when if it is only a single rare early perk, or out of race trait, and the guy is intentionally a quirky offer. I'd much prefer if they were all built the normal way. I noticed that this mod has a lot of these - nearly all recruits...
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    Fallout Tactics Redux Version 1.3

    Starting my 2nd playthrough now, I want to thank you again - words can't express how much more it feels like a "real" game now :) Writing my thoughts as I go. - Your improvements to AI behavior has not gone unnoticed. :) (Enemies using cover smarter, attacking the hostages etc.) - Isn't it...
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    Fallout Tactics Redux Version 1.3

    Hi! I finished a playthrough with Redux 1.2 (I remembered FO:T the other day and wanted to replay it, saw the mod and decided to plug it in); Thank you for the effort, I had a ton of fun and your work is really appreciated. Now mixed: good and bad. - Slow rifles, fast pistols: SO MUCH YES...
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    Fallout Tactics Redux Version 1.3

    That's easy enough: let the Mother Deathclaw die in Mardin (or just shoot her, the BOS will think of that as an equally good solution) and do not protect the ghouls in Quincy. I'm not sure if there's a way to prevent mutants from joining, if not I guess a mod could tweak a mission objective to...
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