I’m playing for the first time through Fallout 2 with Killap’s mod and Per’s guide/walkthrough (and some own item modifications). I can’t stand to play RPGs with any quest-bugs and Per’s guide is just so well written, and it’s interesting to read about all the possibilities in the game which someone can hardly find out alone. Many thanks to both guys and helpers for their precious work!
Here are some bad things where I’ve been bumped into so far:
Klamath
- Per’s guide: What minimum Lockpick value do you need for the door in Dunton’s house? I already had something over 60 (Lockpick tagged), what I think is pretty much for this beginner-location, and no success.
- Killap mod: What minimum Speech value do you need for scaring peacefully the Dunton brothers with the bug parts?
Vault City
- Killap mod: There is a table wrongly placed around in Valerie’s workshop, so you can’t access to it. This looks bug-fix worthy.
Gecko
- Killap mod: Quest 4 (Get 3-step plasma transformer for Skeeter) doesn’t trigger after giving the Super Tool Kit to him.
I tried both ways in quest 3: to give him the Kit right away when he asked for it and the other time I dropped the Kit first, got the quest 3 from Skeeter, quit the dialogue, grabbed the Kit again, and finally gave it to him. No quest 4 afterwards.
After accomplishing quest 3, immediately talking to him again or after fixing and/or optimizing the plant, I still don’t get this quest 4. Do you have to wait a couple of days/months until this quest triggers? This doesn’t look like a savegame-corruption because I have played through the Gecko quests two times now.
- Killap mod: I enjoy playing the good-way and try to solve the quest the best way for each community, so I have checked the endings in Per’s guide what is prolly the most suitable way.
I’m not sure what will happen but I think optimizing the plant with the Gecko holodisk from Festus secretly with the VC main computer should not trigger the ending 3 with the VC-invasion but rather have ending 2 forming an uneasy truce. Helping the bad rat guy with Gordon’s holodisk showing it to McClure sounds more plausible for an invasion because VC has taken notice of this improvement while secretly optimizing the data with the VC main computer don’t have to be necessarily noticed by the VC government. Festus is maybe arrogant but his way looks like the best one.
I know Killap’s mod is a bug-fix only mod but this is something worth of a correction, I guess. No one is perfect, neither game designers.
Raiders
- Per’s guide/Killap mod(?): After (almost) finishing Vault City and Gecko, I’ve searched every quadrant between VC and Broken Hills but can’t find the Raiders’ base. There is no “conspicuous green circle south-southwest of Vault City”. I talked to Sergeant Stark, so I know at least about the Raiders. I have encounters with them but no base in sight. I drove with the car through every sector between Modoc, VC, Broken Hills, and New Reno but no luck.
I read on in Per’s guide and it looks I could only get the location of the base after doing something in New Reno.
The order of the locations in Per’s guide should maybe reordered, so the Raiders should come after New Reno. I know there is no strict path in the game but this somehow looks misleading in the walkthrough. As far as there seem to be lots of enemies in the base to deal with, I think it can’t be bad to delay the location after New Reno.
Correct me if I have something wrongly done.
Broken Hills
- Per’s guide: Although it’s maybe plausible but not obvious, there is nothing mentioned that you can’t trade with Liz anymore after sending Jacob & Co. to jail.
Redding
- Killap mod: In Lou’s main dialogue part, there is a Goodbye-line missing. You have to ask her something until you can quit.
- Killap mod: If you heal the Sheriff’s leg, you get 50xp twice. The Sheriff seems to only thank you for this if you haven’t been in any Sheriff-quest yet. Possible to include this “thanks for healing” line whatever quest you have running at moment?
Encounters
- Killap mod: The "wolves" encounter consist of dogs. Can this be fixed?
That’s all so far because I had to start two times over due to own modifications to the badly item (mostly ammo and AC issues) system.
Although Fallout 2 has technically become dust in the wasteland, it still has a lot more inside than many RPGs today. It’s nice to see that there are still people around who still can enjoy this old game. I haven’t played through the whole game yet but I already think F2 just has to be played by anyone with RPG ambitions.