Fallout 2 mod Economy and Combat Rebalance mod

Discussion in 'Fallout General Modding' started by phobos2077, Oct 3, 2010.

  1. mad83

    mad83 First time out of the vault

    Nov 26, 2016
    hi Pyran,

    it would be very nice from your side if you will adopt this mod.

    Thank you for support classic Fallout games :D.
  2. Gearhammer

    Gearhammer First time out of the vault

    Jan 31, 2020
    Need help in EPA security level!!!
    Cant open door with lockers, even with red passcard. When i inspect the door it says, door has no lock but control panel is nearby...
    How to open it? I try to search this panel but i cant find it?
  3. _Pyran_

    _Pyran_ Where'd That 6th Toe Come From?

    Jan 31, 2017
    When there's enough time.
    >>EPA security level
    Watch the walkthrough on youtube.
    Take a screenshot or save. Someone will tell you.
  4. Gearhammer

    Gearhammer First time out of the vault

    Jan 31, 2020
    There is no youtube video with this mod...
    - EPA: loot rearranged/reduced somewhat; room with most powerful stuff at security level will be harder to get in...
    That room idk how to open???
  5. _Pyran_

    _Pyran_ Where'd That 6th Toe Come From?

    Jan 31, 2017
    The hint is this: Figure out the hologram task in PA. Fix the robots control computer (next to the character who suggests testing the solar scorcher).
  6. gustarballs1983

    gustarballs1983 Vault Senior Citizen

    Oct 28, 2009
    If you got the security card and can open security doors in red level, but not the doors with the armory, then know this:
    EcCo did few tweaks hre and there to the game including EPA armory door.

    If I were You, Id follow the case of "toxic caves elevator", since "no phisical lock and a panel nearby" preaty much means something, and i can already tell You, so that you don't waste car fuel, that theese door with EcCo mod installed, require Mk.II of the thing you're looking for, so don't come back there with just the regular version
  7. bratmanntoffel

    bratmanntoffel First time out of the vault

    Nov 17, 2015
    Hi Sagez, I was asking me exactly the same and took a look into the hs_barterprize.int just realising they are totally off. So I started to tweak them for the aim to make them consistent and lorewise natural and to make a trader char work.
    These are the key points:

    + selling value does not go above buying value and both meet at barter=300
    + price ratio (buy:sell) escalates from Klam to San Fran in reasonable (blance-wise: hard) way:
    8:1(KLA) to 15:1(SF) with barter=0, 3:1(KLA) to 5:1(SF) with barter=100
    + barter skill, CH, town reputation and master trader perk are taken into account
    + starting from ~barter=100 it is possible to do profitable trade runs between cities with existing trade routes and goods (hides, drugs, meds, gold,...)
    + items in demand are designed to match lore and local aspects (meds cheap in VC, hides cheap in Klam and vice versa, gold in demand here, uranium there and so on.)
    + completed list of towns

    For a closer look whats in demand in detail take a look on the proto ids below the town names in the ini.
    For a quick overview these are the main goods:

    Klam: meds++, some ammo+, hides--
    Den: meds+, jet++, booze-, some ammo+, hides-
    Modoc: food+, hides+, leather armors-
    VC: meds--, hides++, ref. uranium+, gold+, booze+, cats paw+ ;)
    Gecko: ref uranium+, gold+
    Abbey: booze+, books+, cats paw ;)
    Redding: gold--, jet+++, meds+, scribs+
    Reno: jet--, drugs-, booze-, gold++, energy weapons++
    BH: uranium+, ref uranium- , gold+
    NCR: gold+, ref.uran+, piston spear-, spiked sl-,...
    SF: (power armor+), ripper-, power fist-,...

    Actually I quoted out NPC followers when checking for barter skill (leftover from testing) so they might to be un-quoted in the ini file if you want follower help in barter.
    If doing so I recommend to change the barter values of NPC followers to lower values.

    Small side note, the script may contain some new protos I added for my personal game. If anyone has additional protos to the ones from Ecco some edits might be recommended. Still the script should work.

    See the adjusted file below:
    Last edited: Jan 26, 2021
    • [Rad] [Rad] x 3
  8. Sagez

    Sagez It Wandered In From the Wastes

    Oct 29, 2013
    Woah man, this is totally awesome. You could even start a new topic about it, so it won't be forgotten quickly (and so the other modders may use this formula).
    I'm just afraid that people will post new posts ;)
    Are all cities covered? Like, what is needed in San Fran and NCR?
    Thank you, great job.
  9. _Pyran_

    _Pyran_ Where'd That 6th Toe Come From?

    Jan 31, 2017
    If so, then this can be included in the update.
    • [Rad] [Rad] x 1
  10. bratmanntoffel

    bratmanntoffel First time out of the vault

    Nov 17, 2015
    Yes, all cities are covered. I updated my post for that. But NCR and especially San Fran mostly got local melee/unarmed weapons on discount the gangs in the area are using in my custom settings.
    Thank you really, I will consider putting the formula on topic.
    Last edited: Jan 19, 2021
    • [Rad] [Rad] x 1
  11. Hubal

    Hubal Still Mildly Glowing

    Sep 11, 2014
    @_Pyran_ Will your RUP have ECCO mod, burn's updated mods and tweaks incorporated?
  12. _Pyran_

    _Pyran_ Where'd That 6th Toe Come From?

    Jan 31, 2017
    EcCo mod doesn't contain tweaks by burn.
    RUP - I plan to update it. There will be tweaks, but only partially. I can't say the exact dates.
    If I understand you correctly.
  13. Stampedo

    Stampedo First time out of the vault

    Aug 17, 2011
    Hello, I've installed this mod but I don't see Mr Fixit. Now I'm not even sure the mod even works, how can I make sure?
  14. _Pyran_

    _Pyran_ Where'd That 6th Toe Come From?

    Jan 31, 2017
    Click the binoculars at yourself.
    Important, the mod is compatible with the classic RP 2.3.3. Not tested with RPU by burn.
    But, testing\adaptation for RPU is planned
    • [Rad] [Rad] x 1