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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    Do you think that it might be worth it to include crafting schematics from @J_Fred's additions for vanilla armor and weapons in the main mod? The changes are pretty mild, and they provide an incentive to develop the Repair skill, which I feel is severely underused in the game.
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    Do we even have enough Junk for this? I have not tried it yet, but this implementation sounded better to me: It has an advantage of being simplier, and it won't randomly turn items into things if you just drop them on the ground - you need to specifically use skills for that. For example, you...
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    This. So it only happens on the first turn? There may be ways to exploit this, given how visibility is handled in the game, but an option is better than the lack of it.
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    How would they work? Anything that improved less popular skills is good in my book.
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    The gain is that the enemies can pick up dropped weapons, but they can't loot a corpse. So if, say, a pistol is dropped on death, it can be picked up by someone else and used against you. It adds flavor to the game and makes the fights more interesting.
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    I like the minimalistic approach of Effektor when you do not introduce new items just for the sake of crafting. Shotgun cells for a frag grenade, energy cells for plasma grenades, something else (micro fusion cells?) for EMP grenades. Maybe use a Molotov cocktail as a part of schematics? Why...
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    A hard limit to what you can win at a table in a day or two should be easy to implement. Similarly to how it is done with slot machines.
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    The skill requirements are fine (well, maybe not the ones for a dynamite). You are not supposed to do everything at once, and it provides a reason to tag one of the less useful skills. I would love to craft grenades with a high Traps skill. There is never enough grenades, and throwing weapons...
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    I am fine without restricting crafting to the cities. Though if you feel the need to do so for balancing purposes, or for role-playing ones, I would not feel too strong about it. That would have been great. The crafting aspect of the game is underused. That I had to google XL70E to remember...
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    Frankly, I mostly care for economic changes. :) 1) The AP change from 5 to 4 was a good one. I don't use pistols midgame, as I switch to shotguns and/or energy weapons, if I can afford it, so I can't say if they are overpowered or not. If they seem that way, nerf away. The point of a pistol is...
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    "Gifted" Perk: overpowered or not?

    5 is fine, I suppose. Ironically, the perk would have been more usefull to low-Int characters, but they do not get the access to it.
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    "Gifted" Perk: overpowered or not?

    And now you are not. The trait is ridiculously overpowered because it does not have a drawback - you can make up for the skill points lost by investing 3 stat points in INT, and that still leaves you with 4 as a net profit. But then again, some people like unbalanced things like this, it makes...
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    I meant the inclusion of Mr FixIt at all. I can only speak from memory now, but it is, basically, a crafting mod, isn't it? I am in favor of that. Other than the sounds, and changes to Bozar (it is really easy to get due to it being swapped with Light Support Gun - bandits near new Reno often...
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    I like the economy and Mr. FixIt aspects of the mod. Combat rebalancing - not so much. Currently there are too many changes I am not overly comfortable with. Still better than the original, though. I like how AP ammo and throwing weapons see more use now. (Can shotgun burst sounds changed...
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    Except sometimes there is no way to save before combat, e.g. in encounters. If the game crashes during such an encounter (and it does, quite often), your progress is gone for good. The current implementation of blocking the option to save is strange. Half the time I am not able to save in...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    If these people indeed exist (seriously, do they?), they would be spoiled much worse just by reading the list of things the mod changes.
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    Yes, especially when you killed them all yourself. Even if you didn't, it only alleviates the problem and doesn't fix it completely. I do not know whether it was intentional or not, but this ending contains a logical inconsistency. As for DeathClaws, this doesn't look like a bug. Sure, it can...
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    Fallout 1 - Fix one problem, cause another

    As far as I know, ddraw.dll and HiRes patcher are not related in any way. Your best bet would be checking your ddraw.ini settings to see if [Graphics]Mode is set to 0 (I figured that you have sfall installed). Other choice would be uninstalling HiRes patch and trying to experiment with Graphics...
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    FALLOUT: A Post-Nuclear Role-Playing Game Restoration Mod

    Pretty much. The 'secret' is to kill the Master before returning the Water Chip. Or getting Hardened Power Armor before that - whichever you prefer. I usually do what there is to do in the game (Shady Sands -> Junktown -> Hub -> Boneyard/BoS/Necropolis) before going to Glow and returning back...
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