About fallout endings:thank you killaps!

jupiter2

First time out of the vault
I have really been mesmerized by fallout ,at this point that ispent some nights playing until 3.am

The two fallouts are good gamesI prefer the first for the amotsphere and the seconfd for the interactivity,a third fallout using the qualities of his two brothers would have been perfect.

The only think that made me angry when i was playing was the ending systemsnat rhis point that i used waltkthrough to avoid bad disappointments.

When i play rpg i always try to get best ends,oddly enough,i dont,i feel guilty(i know this is only a game).

Thanks to kill apps patch i got ALL the best ends ,even for gecko.

The only thing i did not do was saving Chip's rate and exploring epa(this are did not attract me).


I was wondering if it would be hard to improve some elements for fallout 1 and 2 endings.

For fallout 2 i think to Deathclaws of vault13 ending.If u retrunr the vault without having killed someone of Enclave,they get slaughtered.

So i thought to the following idea:why not making a questi involving the player to save vault 13.

Here are a few ideas:The leader's instinct allow him to feel the attack of enclave and he asks your help to fight them

Or :chatting with the human who hates deathclaws(have forgotten his name),you learn that he gave enclave informations using the computers of vault 13).
Thus you warn the deathclaw leader and helps for the fight.

Or if u have a high speech ability you can go Navarro,say u have informations about vault 13 and makes him believe that there is a terrible virusin the vault.

Thus the attack is cancelled.


About fallout 1 i think about the Hubending.There was an ending saying:Thanks to Harold wisdom,ghouls and human lived in peace.


I wonder if there is a way to unlock this end because i think that hub ending is silly:if your return there after day 140 they all die,but if you end the game in 141 days without returning there,you dont have ends for the hub

It would aso be good to have a logical ending for the apocalypse resistants,i know you only have 90 days to avoid the bad ending without having a good ending(you just have no ending at all).

Saving the disciples in 90 days suppose you right go to the master and defeat him finding a good weapon or using the disk to talk about mutants sterility(it means you go to the rayon quickly,then to the steel brother hood and then church.

So i thought it ccould be interesting reither to unlock good endings if they are hidden somewhere (correcting scripts)either to create short endings with screens of the hub and of thesanctuary and a few lines oof story.

However someone told me it is harder to make mods on fallout than on fallout 2.
I think that correcting fallout endingdss would really be wonderful as the bugs endings are one of its greates flaws
 
I really like your ideas for an improved ending to the deathclaws in Vault 13. I always felt it was a shame you couldn't do anyting about them getting wasted. However, I think the talking deathclaws aren't very popular in the fan community so I doubt such an alteration would ever get made.
 
More endings were planed for Fallout 1, but they didn't all get implemented. Looking at the files in master.dat/text/english/cuts/ , there are good endings for the Followers and Hub. Also planned were invasions of Junktown, Shady Sands, and the Brotherhood if you took too long.

Actually, there were a lot of things that got left out. There is a conversion to play F1 in the F2 engine, so maybe someone will make a Fallout 1 Restoration Project. [Before you ask, killap is not planning to do it.]
 
Kanhef said:
Actually, there were a lot of things that got left out. There is a conversion to play F1 in the F2 engine, so maybe someone will make a Fallout 1 Restoration Project. [Before you ask, killap is not planning to do it.]
I thought TeamX was working on a Restoration Project for F1? TeamX's work with F1 was the main reason why I have not done any F1 patching/modding.
 
Kanhef said:
Ah. I always figured that after spending four years of your life on F2, you'd want to move on to some non-Fallout related projects.
Heh, oh I never said I am going to take up F1 modding. I've spent more than enough time working with Fallout 2 to embark on another post apocalyptic adventure. 8-)

Wow, it really has been 4 years hasn't it...
 
We are still working on F1 RP. But don't expect any results to be published until bug hunt related to the unofficial patches is finished. All upcoming F1 mods explicitly depend on that.
 
I was sad that bethesda didn't go with my idea to make the main character or any character in fallout 3 that child that you could have in Reno

Anyway maybe that deathclaw you rescue from the enclave could have heard something through his cell, super hearing? that room wasnt sound proofed was it? He could lead to the quest, as he might not reveal he heard the plans because he wasn't truely sure if you were on his side yet?


anyway
i dont ever seem to have any bugs and glitches and stuff with fallout 1, but if Mr. Bear went to work on restoring Fallout 1 i would really appreciate it

i think the first game is more true to the Fallout spirit
but i replay 2 way more often because there is so much more to do
 
Goweigus said:
i think the first game is more true to the Fallout spirit
Yep, Fallout 2 contains horseshit of epic proportions. And it's a perfect example how stupid design choices can kill great atmosphere and turn into the comedy.
 
And it's a perfect example how stupid design choices can kill great atmosphere and turn into the comedy
Unfortunately stupid comedy was an exact point of the F2 development team. And we got what we got. :evil:
 
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