Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

Discussion in 'Fallout General Modding' started by AssaultPaladin, Jun 23, 2022.

  1. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    Hey all,

    I am wondering if anyone still has the files for Fallout Restoration Mod by TeamX/Wasteland Ghost? I used to play it years ago but it is no longer hosted on TeamX's website, just a 404 error when you try to download it. I have been playing Fallout Fixt and Fallout Et Tu, but I have an itch to play this mod as well.
     
  2. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
  3. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    Thanks you, but I am actually looking for the Restoration Mod for Fallout 1. That's my bad, I should have clarified now that I look back at my original post.
     
  4. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    • [Rad] [Rad] x 2
  5. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    That is exactly what I was looking for! Thank you!
     
    • [Rad] [Rad] x 1
  6. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    Hey guys, I just beat Fallout 1 with the following mods installed in the following order:
    • Fallout 1 Child Patch
    • Fallout Unofficial Patch v.1.2 and v.1.3.5 by TeamX
    • Fallout Update Mod v.1.2.5 by Pal
    • Fallout Restoration Mod v.1.0b1 by TeamX
    • Fallout 1 Restored Endings v.2.0 by Sduibek and its compatibility patch for the Restoration Mod by Kyojinmaru
    Everything was completely compatible and I was able to get good endings for the Hub and Followers (I killed the Master within 90 days). Also, if anyone runs into the infamous issue of the yellow forcefields at the Military Base not being able to disable for more than a millisecond, it turns out that issue is caused by the High Resolution patch. Launching the classic version (falloutw.exe instead of falloutwHR.exe) fixed the issue completely.
     
  7. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    Patch 1.3.6, downloaded at Nuclear City also comes with the Restoration Mod. Recently, I beat the game with it. Since I am the type of player who gets the implants, level grinds the Deathclaws at the Adtytum Warehouse, reads enough skill books to get First-Aid, Repair, Science, and Outdoorsman, I modified the number of days until the invasions in the vault13.gam file so I could get good endings for the Hub and Followers.

    A couple of issues I noticed from testing as well on earlier playthroughs with the Restoration patch:

    -When Adytum is invaded, dialogue with the new leader of the Follower's library crashes the game.
    -Even though I never returned to Necropolis after killing the mutants and fixing the water pump, I still got the invasion ending.
     
  8. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    That's awesome! I had no idea about the 1.3.6 patch, I may switch to that soon. Also, fun fact, the timer for the endings is only dependent on when you kill the master. If you save the Military Base for last, you do not have to worry about the getting bad endings and you can pretty 100% the game with no time constraints (except the 13 year one due to engine limitations).
     
  9. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    I've done some testing and found that the original 500 day deadline (400 days if you have the Water Merchants deliver to your vault) is restored in the Restoration Mod. In my opinion, the Restoration Mod helps give Fallout the polished feel that it lacks. Now if you enter a city after the deadline, people are no longer standing around alive and well as if nothing happened, which was odd.

    And as for Necropolis, if I want to get the good ending, I'll have to postpone killing the mutants at the watershed before tackling the Cathedral and the Military Base.

    Yes, I did kill the master first. I went back to Necropolis after to tell Set about the Master's death, only to find that the city had already been invaded by the mutants. I guess 30 days had long passed since I killed the mutants at the Watershed.

    I forgot to mention that in my recent successful playthrough, even though I never returned to Necropolis after killing the mutants and fixing the pump, when I got the Brotherhood to help assault the outer military base, in speaking to the elders, I had the option to tell them that the mutants had already invaded Necropolis, even though I never went back there or even heard about from anyone else (such as Patrick).

    The mutant timer is the one thing I don't like about Fallout 1 as it forces you to basically speed through the game to get the best ending. Since I am the type of player who level grinds deathclaws in Adytum, does all the quest, reads enough skill books to get 91% in First Aid, Science, Repair, and Outdoorsmanship, and gets all the implants (except Endurance if my current value is even), I modify the number of days in the vault13.gam file and I highly recommend anyone who gets the Restoration Mod do the same thing. This way, you'll have plenty of time to get the implants, do all the quests, level grind in Adytum, read books, get Hardened Power Armor and the Plasma Rifle upgrade in Adytum, etc. I also think that you can change the deadline for when the mutants invade Vault 13.

    If you're still interested, patch 1.3.6 can be found and downloaded here: Fallout 1: Unofficial Patch 1.3.6. - Моды и Патчи - Nuclear City (nuclear-city.com)
     
  10. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    If you do get the 1.3.6, I also recommend that you download SFall 1.18e as the SFall 1.3.6 comes with is bugged and doesn't give you the correct npc reactions even with high reputation or Charisma. Any later version after that is incompatible with patch 1.3.6. You'll also need to tweek F1_res.ini and ddraw.ini to your liking, especially the setting in F1_res.ini which allows items that you pick up to be put at the top, which you need to set to 0, otherwise you may be reloading your guns with ap ammo instead of normal ammo. When you install the patch, don't install any of the additions in the second menu including the Chemistry Addon, Combat Control, and the others as they are all pointless, especially if you want to keep the vanilla feel of the game.

    1.3.6 is probably the best way to play the game outside of FIXT or Et Tu, especially if you are a purist as it doesn't change the feel of the game.

    It also comes with the Restored Endings Mod, an NPC mod that doesn't change their hairstyles when they change their armor, a not-so-loud sound fix for the 14mm and .223 Pistol, Lenore's Script Fix, Dialogue fixes, reverse censorship patches, and other fixes.
     
  11. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    That is so interesting, thank you sharing the results of some of your testing! From what I understand, the towns are empty after you enter them past their deadline? I know in Fallout Fixt/Et Tu, you can find all of the residents dead with their bodies littering the streets. You also find dozens of mutants throughout the invaded towns. Does this also apply in the Restoration Mod? I have not tested it yet myself.

    As for Necropolis, I am guessing its invasion works differently than all other settlements because of the 30 day timer from killing the super mutants at the watershed. So I can see how it was triggered even though you did not enter the town again.

    As for what I was referring to regarding the mutant invasion timers, you do not necessary have to speedrun the entire game. Once you kill the Master, the mutant invasions stop and you can take your time for the remainder of the game. Between the Master's death and destroying the military base, you can do everything else you want to do before the game ends with no more time limits. Such as reaching the level cap, getting all implants, and completing all side quests. However, you do need to kill the Master within 90 days, kind of like how you need to find the water chip within 150 days. But after you do both of these within their time limits, you can play at your own pace and get all of the good endings.

    By the way, have you gotten the Brotherhood to attack the Cathedral instead of the Military Base? I have not tested it, but I believe this is restored in the Fallout Unofficial Patch v.1.2 if I am not mistaken. I read it in the patch notes at least.
     
  12. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    I have not figured out how to get the Brotherhood to attack the Cathedral.

    In the Restoration Mod, the towns are filled with dead bodies and there are mutants patrolling the streets.

    You can also postpone the mutant invasions by modifying the number of days in the vault13.gam file.

    Wouldn't killing the Master early in the game be too difficult? Not having Hardened Power Armor wouldn't do much against all those mutants, especially if you don't have good weapons.
     
  13. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    Good to know, thanks for the info!

    I was able to kill the Master within 90 days using the default combat character, Max Stone. Basically you can find the water chip and do as many quests as you can to level up by going to towns in this order: Shady Sands, Vault 15, Junktown, Hub, Necropolis, Vault 13, and then the Boneyard. Doing things in this order means post-poning the Brotherhood and Glow quests.

    You cannot really rest to heal, so you rely on stimpaks and town doctors. Also you want to avoid wasting time by bringing too many radscorpion tails to Razlo in Shady Sands or by reading skill books too often (at least until you beat the master). Also post-pone quests that require you to wait a certain amount of time, like rescuing Tandi 3 days after you clear the radscorpions.

    If you do all that, you should have enough money to get some pretty good weapons from the Gun Runners in the Boneyard. Doing a lot of the side quests in the order of towns above, you should be a decent level too with one or two maxed weapon skills. I recommend using the Tesla Armor you find in the top level of the Cathedral tower to negate as much energy weapon damage as possible. With plenty of chems and stimpaks, the fight is tough but very doable.

    I imagine it may be easier using a stealth or charisma build. However, instead of using your time travelling to towns and doing their side quests, you would want to focus your time on getting what you need to beat the Master. Like getting Vree's autopsy report from the Brotherhood if you do the speech option.

    As for the Brotherhood assault on the cathedral. I believe you just have to hack Morpheus' terminal in his room and also enter the Cathedral basement in order to discover the Master's lair. Then, when you scout the Military Base to the north, you get the option to tell the Elders about the Master and send Paladins there instead. I believe the Paladins follow you through the entire Cathedral unlike the ones that go to the Military Base.
     
  14. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    What if you create a character instead of using one of the premade ones, or are stupid? Can you still do all of the above and beat the Master? Can you do so with the usual optimal character, tagging Small Guns, Lockpick, and Speech?
     
  15. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    You can definitely use a custom character as well. If you go the combat route, you would just need a character built for combat, so a decent Endurance and a high weapon skill without the Fast Shot trait so you can target eyes for critical hits. What's nice about the optimal character is that you could go the speech route if you decide to commit to getting the autopsy report early on (going to the Brotherhood and Glow would kill most of the 90 days).

    As for the dumb character, I am not sure if it is possible to get beat the Master within 90 days because of how few skill points you get per level. I am sure with enough stimpaks and chems (I am fairly certain you can just keep stacking chem effects for outrageous stats), it is possible.
     
  16. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    In previous playthroughs, I tend to wait until level 21 after level grinding the deathclaws for the easiest time taking out the Master and the Vats. Then I get to see how effective my character build is when I kill all those mutants. That's why I had to change the number of days until the invasions in the vault13.gam file. I also change the number of days so I'll have enough time to get the upgrades from Smitty and Miles in Adytum.

    If I was to do the run you suggested, I would need to make some changes to my playstyle. Sounds like it would be the true Fallout experience though. Walkthroughs I found online for such runs tend to do things out of sequence, such as going to the Military Base first.
     
  17. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    Is there a reason why the mutant invasions were disabled in the final game? If so, why do Hub, Adytum, and Shady Sands still get invaded in the ending slides if you take too long?

    I remember long ago playing FIXT with all mutant invasions disabled except for Necropolis. I did everything I usually do, and still got the good endings for both the Hub and Adytum, even though the deadlines had passed. I wonder if there is another mod outside of FIXT that has the same effect?

    So I made changes to the vault13.gam file to modify the number of days till the invasion so I can get everything I need done in each playthrough. Here are the new dates of invasions using an online date calcuator:

    Adytum - 260 days = August 22, 2162
    Necropolis - 280 days = September 11, 2162
    Hub - 310 days = October 11, 2162
    Brotherhood - 340 days = November 10, 2162
    Junktown - 370 days = December 10, 2162
    Shady Sands - 400 days = January 9, 2163
    Vault 13 - 600 days = July 27, 2163
    Vault 13 Water Merchants - 500 days = April 19, 2163

    I followed the original pattern where the first two settlements were invaded 20 days apart, then everything else except for Vault 13 invaded 30 days apart. I wonder why the invasions follow this pattern where there are twenty days between Adytum and Necropolis being invaded, and a thirty day interval between each of the other invaded settlements other than the vault.
     
    Last edited: Aug 10, 2022 at 4:06 PM
  18. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    There were never visible invasions in the game / it wasn't just disabled. The killed townspeople and added mutants were done by a mod.
     
  19. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    383
    Oct 12, 2016
    It just doesn't make sense that when the deadline passes, the townspeople are still alive as if nothing happened. Yet the ending states that the mutants wiped them out. The mod additions in my opinion makes it more sensible. Although I can't figure out why the game crashes whenever I speak to the leader of the CoC members who have taken over the Followers.
     
  20. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Because the dialog file is fucked. Just another bug in the mod.