Fallout 1.5: Resurrection

Hmm, I think the culprit is the sfall version I'm using (4.1.6). I reverted back to the sfall that's packaged with resurrection and I finally found him. Did a side to side sweep of the whole map and on the 4th sweep he finally generated under Progema. I had my suspicions about the sfall, but the benefits far outweighed any negatives. This time though considering it was an explicit alien blaster playthrough it was a problem. Oh well...
 
Hmm, I think the culprit is the sfall version I'm using (4.1.6). I reverted back to the sfall that's packaged with resurrection and I finally found him. Did a side to side sweep of the whole map and on the 4th sweep he finally generated under Progema. I had my suspicions about the sfall, but the benefits far outweighed any negatives. This time though considering it was an explicit alien blaster playthrough it was a problem. Oh well...

Man those 4.1.x were all fucked up versions one bug after another with new bugs spited out each new release. try 4.2.1.1 or newer. Last I played 4.2.1.1 and everything was fine.
 
Man those 4.1.x were all fucked up versions one bug after another with new bugs spited out each new release. try 4.2.1.1 or newer. Last I played 4.2.1.1 and everything was fine.
I understand that the 4.1.x versions are rather dodgy, that said I dislike what they did in 4.1.9 where they created a new system for applying drug effects (every NPC has its own drug effects applied individually whereas before it was group-based). Arguably this is one of those cases where fixing bugs makes the game mechanics poorer. I used to roleplay drunken master unarmed specialists, roaming the wasteland conquering supermutants with the power of booze, now that's really awkward to accomplish. Fixing permanently lit flares would be a similar mistake to make. I had a look at the code and it looked way more complicated than what it was before, but one of these days I'll have to roll up my sleeves and try to revert it back to what it was.
 
I understand that the 4.1.x versions are rather dodgy, that said I dislike what they did in 4.1.9 where they created a new system for applying drug effects (every NPC has its own drug effects applied individually whereas before it was group-based). Arguably this is one of those cases where fixing bugs makes the game mechanics poorer. I used to roleplay drunken master unarmed specialists, roaming the wasteland conquering supermutants with the power of booze, now that's really awkward to accomplish. Fixing permanently lit flares would be a similar mistake to make. I had a look at the code and it looked way more complicated than what it was before, but one of these days I'll have to roll up my sleeves and try to revert it back to what it was.

Could you explain to me in more detail how did that work?
I mean booze only lowers your perception nothing great right?
Did you apply the booze to yourself and somehow got the "drunken master" perk and it broke after 4.1.9? if yes than please explain how did you got the perk.
or did you apply the booze to supermutants and they somehow all got weak?

This "fix" you speak of was ment to separate NPC's from benefiting drug effects from one another for example one raider uses psycho and all raiders from same group got the effects of psycho, it was literally stupid.

Anyways if it was the first option and drunken master was obtainable in some way, and it got broke by the fix, please say so in sfall thread. It wouldn't be the first time sfall update screwed something with Resurrection. Most likely if it is spotted it will get done properly, so that the functionality of the perk will be brought back.
 
Could you explain to me in more detail how did that work?
I mean booze only lowers your perception nothing great right?
Did you apply the booze to yourself and somehow got the "drunken master" perk and it broke after 4.1.9? if yes than please explain how did you got the perk.
or did you apply the booze to supermutants and they somehow all got weak?

This "fix" you speak of was ment to separate NPC's from benefiting drug effects from one another for example one raider uses psycho and all raiders from same group got the effects of psycho, it was literally stupid.

Anyways if it was the first option and drunken master was obtainable in some way, and it got broke by the fix, please say so in sfall thread. It wouldn't be the first time sfall update screwed something with Resurrection. Most likely if it is spotted it will get done properly, so that the functionality of the perk will be brought back.
There's no "drunken master" perk, that was just my shorthand for an archetype to roleplay. Booze does "only" lower perception, correct, but lowered perception is probably the strongest debuff in the game, enemies with PE 1 are completely harmless, peaceful like a bunch of lambs, you can move around them not triggering any combat. With the old system, you could just micro your way around a single enemy and eventually lower his PE with booze to 1 and because the debuffs were group-based, that PE1 would transfer to all the enemies on the map. You could wipe out highly homogeneous areas like Miliary Base in F2 or Metzger's compound with the most ridiculous builds (one time I cleaned the whole Military Base with a build that had only 3AP).

Stupid it might be, but the same could be said about a build that's based on throwing flares in the head. Except in the Fallout-verse, a flare is a contestant for the strongest weapon :). And the build is functionally distinct from the standard fare.
 
it sounds as drunkink to death enemies was just a bug. Lit flares been there, done that it's lame considering what One can do with big gun Fast Shot, 12AP (10AG 2x action boy) Bonus RoF and Sniper Perks, 10 LK and proper sfall burst settings. Now this build is simply op provided One has enaugh ammo for a decent Big Gun.

Fo1/et tu: Minigun/Bozar
Fo2/RP:Bozar/M60 or vindicator
Resurrection: Gatling Destroyer or small guns Kris-SMG
Nevada: M60 from secret merchant stock in Las Vegas

proove me wrong, but if conserving ammo correctly, this is the method of one shotting almost any enemy in the game.

Anyways i think Sniper is OP with burst weapons, it should be limited to called shots only.

Btw I'm used to grinding in modern ARPGs Like Diablo 3 so literally getting to lvl 99 in any "classic" Fallout is basicaly piece of cake provided that time doesn't run out ( like Fo1 "with" invasions or Resurrection scripted 10 years limit). chasing the rabbit in Fallout is fun for Me.
 
It's mentioned in the last update on their website that they are planning a patch 1.6 which would contain:

Lastly, I can now definitely say that we are planning to release patch version 1.6. Players have already reported to us a few bugs in version 1.5, which we'd like to fix. Don't expect as many changes as came in version 1.5 - this patch will be only about squashing the remaining bugs. We can't yet say when the patch will be released. We'll let you know when we ourselves know.

However years have passed and I was wondering if we will ever see that patch.
 
What are the caravan schedules in Sedit? I forgot to write them down when I had the chance, and now the merchants won't tell me. Thanks.
 
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I don't understand how it's possible for caravans to travel between Sedit and Albuquerque. They get interrupted by ghouls with big guns and are all killed in the first or second round. They consider this profitable?!
 
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I don't understand how it's possible for caravans to travel between Sedit and Albuquerque. They get interrupted by ghouls with big guns and are all killed in the first or second round. They consider this profitable?
It's really hard to describe the mental anguish I feel whenever my caravan has a Rebirth encounter. Resurrection is a tough nut to crack, but it's difficult for all the wrong reasons.
 
One gameplay question . . . I went through the floor of Progema without doing anything productive with the computer on level one, and the save file is overwritten. Is there any way to get through the complex from the cave into level two?

Same issue for me. How do I return back to the first level of PROGEMA?
 
You can't go back into PROGEMA if you haven't opened the emergency hatch with the computer (I don't remember exact check, but it's Science 100+).

The best loot is still available to you, but you miss some medical supplies, some books, energy gun and really cool pre-war lore.
 
Not to mention certain ingridient for a special encounter to make one of the best energy guns in game.

in one of the desks there's a cookie which is an ingridient to make an alien blaster energy pistol in McGyver special encounter. there's also 1 of total 5 plasma transformers found in the game, which are nessecary for upgrading weapons based on microfusion cells and small energy cells (not all of them are classified as energy weapons)
 
Can you give me some guidelines? I have trouble making a character and I don't know in which way should I go. This is my second playtrough after a year or two of not playing F2 mods.

Is 10 INT needed to beat the storyline in comparison to lets say 7-8? Do I miss a lot of stuff walking around with 7-8? Or just little extra dialogue?
What about AG? Combat seems to be harder than in F1 F2 and I like to participate in ring fights. I think going low on AG (6 or 7) and high on buffout.

And an extra point in PE, END or CH.

Skill point build so Skilled + second trait. Outskill the Gifted 10 INT build. I like this build, mediocore but efficient. As of perks I will go with action boy on LVL 12 and 16.

What about level cap in this mod? I know there is no level cap but what level should I be at the final quest with no grinding? Level 18 or 20? Or more like 15?

Sorry It looks like doublepost but I would like to ask you same question in regards to Resurrection and Nevada. In adequate forum topics ofcourse.
 
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I am kind of stuck story-wise. I have completed all quests that appear in Pipboy, except one about getting the miners (now dead) back to work.

I'm not sure what I am supposed to do at Scrapyard or Camp of Mutants.

Also, I have not done any Mutant Hunter quests. Are they required in order to advance the story?

I am just hoping to pick up a thread somewhere.
 
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Side quest
Guy living there asks you to kill some mutants nearby. Accepting quest adds new location- Asmodeus' Cave.
He's not offering any quests. Do I have to do something else first?


Main quest
Talk to the dying ghoul on one of sublevels. Sneak by or kill Supermutants. You can befriend them if you accept a side quest from Mutant Hunters and decide to betray them
Sublevels of what building? I already completed all the Empire quests, and seem to be unable to join the Hunters. Is there any other way to befriend the super mutants? How do I sneak past the super mutant guard on the bridge? I am not strong enough to defeat all of them.
 
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