Fallout 1/2 Modding Updates

Brother None

This ghoul has seen it all
Orderite
Mash has kept on tweaking his Fallout resolution patches. Fallout 1 High Resolution patch hits 1.1, Fallout 2 High Resolution patch hits 1.5 and the modding tool Mapper2 High Resolution Patch hits 1.1. The list of updates for both Fallout 1 HR Patch and Fallout 2 HR Patch:<blockquote>* Includes a fix for the Dialog NPC Screen, found by "weak-ling"
* Includes improved map loading, improved Ending Slide show and full screen credits.
* Includes a new fix for map scrolling boarders.
* Fixes the scroll jamming problem which occured on some maps.
* Fixed - NPC should now appear in the dialog view window unless they are off the screen.
* The Fallout 1 HR Patch now runs on US 1.1, TeamX 1.2 and Polish 1.2/TeamX versions. The Fallout 2 HR patch now supports US 1.02d, UK 1.02e, French 1.02d, German 1.02d, and Chinese versions of the fallout2.exe, as well as working with MIB88's MegaMod and killap's Restoration Project.</blockquote>Sorrow returned to his old Fatal Damage Mod and overhauled it into Fallout Revisited for Fallout 1, which changes a lot of the combat mechanics and fictionalizes some of Fallout 1's real-life guns.

TeamX also returns to the fray in updating their patch for Fallout 1 to 1.3.4 for both the English version and the Russian version. They have also updated the NPC mod to 3.4, also available in Russian or English. Patch notes for 1.3.4:<blockquote>Generic bugs:
- Fixed duplicated string numbers in obj_dude.msg, combatai.msg, pipboy.msg (tell-me-about, combat taunts, holodiscs data).
- Fixed broken NPC's comments in 1.3.3 patch.
- "Mr. Handy" robots now correctly use their guns (fixed wrong "Body Type" parameter).

Random encounters:
- Killing a child in the random encounter will affect your karma and Childkiller status now.
- Enemies in random encounters now don't carry weapons, they can't use.

Vault-13:
- Fixed infinite loop in Overseer's dialogue after "stupid" Dude became an enemy of the Vault.

Shady Sands:
- Katrina's reply to "stupid" Dude is now displayed in dialogue window instead of message window.
- Fixed "bad" colors in "good" floating messages for guards.

Raiders:
- Diana won't show sequentially two branches of her dialog during the conversation. If you are a Garl's freind already you'll see "friend's" part only. "Stranger's" part will be hidden.
- Removed "smart" option for "stupid" Dude in Gwen's dialogue.

Junktown:
- Killian:
* fixed infinite money bug;
* it is possible now for "stupid" Dude to take a "Stop Gizmo" quest (there are options for "stupid" ones allover the dialogue, but only one time in one neutral option "[More]" IQ requirements were too high).
- Dr. Morbid:
* his dialogue with the "stupid" Dude no longer ends unexpectedly when Morbid asks about examination payment (added "stupid" options);
* he no longer starts examination after choosing an option "Nothing, just making small talk."
- Now you can't steal armor from Killian's guard (left from shop's door).
- Ring guard's ammo are now consistent with his weapon (10mm JHP).
- Marcelle no longer falls asleep during "Save Sinthia" quest.

Hub:
- Fixed rare "error" message in Cleo's dialogue.
- Kane now sends Dude off immediately, if he became an enemy of Underground, not after his dialogue with Decker (which should never be possible in this case).

Boneyard:
- Zimmerman's guard now attacks Dude if he tries to use something on him (like he does if Dude tries to steal something from him).
- Fixed infinite money bug with Smitty and Nicole.

The Cathedral:
- Morpheuses ammo are now consistent with his weapon (5mm).
- Zark, Cathedral Thug, and Slummer, Brainwashed member of the Children, no longer mixed up.

BOS:
- Now you can't enter BOS bunker by picking up it's door with the electronic lockpick.
- Returned bad reaction check in Kyle's dialogue which was lost in 1.3.3 patch.

Military Base:
- Sarah no longer says "Can you excuse us, we're talking here!", if Flip is not near her holding cell.
- Sarah no longer says "No thanks, I already have a boyfriend." to female player.

Removed incorrect fixes:

Random encounters:
- Lance the scout for Shady Shads can be encountered as an alive character. Not as a dead body only. </blockquote>Jotisz' Vault Doors are also worth mentioning because - well - they're cute.
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Just look at them buggers go. Jotisz is currently helping several of the Fallout 2 conversion projects like Mutants Rising and Between Good and Evil to get appropriate Vault doors into the game.

In other news, the Vault of the Mad Brahmin-hosted Custom Art Repository is back on its feet and steadily filling up with FRMs to be used in Fallout mods.
 
Incorrect patch versions for both english and russian versions are shown in the description sections. Should be 1.3.4 instead of 1.3.3.
 
Brother None said:
The Fallout 1 HR Patch now runs on US 1.1, TeamX 1.2 and Polish 1.2/TeamX versions. The Fallout 2 HR patch now supports US 1.02d, UK 1.02e, French 1.02d, German 1.02d, and Chinese versions of the fallout2.exe, as well as working with MIB88's MegaMod and killap's Restoration Project.

yaaay
this means we'll see those it in the next versions
 
Great, i used Killap patch last time i played Fallout 1 (july i guess :P , all these visits to NMA got me in the mood), no bugs, no CTD, awesome experience.

Only problem i had was with the end scenes where the game tells you what happened to the places you visited, no ron descriptions for me this time. :(

Edit: I will try other mods after Fallout 3 is released, that will certainly get me in the mood to play a post-apoc. RPG again.
 
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