Fallout 1.5: Resurrection

Discussion in 'Fallout General Modding' started by JaW, Nov 23, 2011.

  1. kokeeby

    kokeeby First time out of the vault

    20
    Jul 4, 2019
    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...
     
  2. gustarballs1983

    gustarballs1983 A Smooth-Skin

    659
    Oct 28, 2009
    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.
     
  3. kokeeby

    kokeeby First time out of the vault

    20
    Jul 4, 2019
    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.
     
  4. gustarballs1983

    gustarballs1983 A Smooth-Skin

    659
    Oct 28, 2009
    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.
     
  5. kokeeby

    kokeeby First time out of the vault

    20
    Jul 4, 2019
    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.
     
  6. gustarballs1983

    gustarballs1983 A Smooth-Skin

    659
    Oct 28, 2009
    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.
     
  7. Proletären

    Proletären A Smooth-Skin

    658
    Mar 15, 2012
    When is patch 1.6 expected to be released?
     
  8. Arathos

    Arathos First time out of the vault

    47
    Feb 2, 2017
    Isn't it already fully completed?
     
  9. Proletären

    Proletären A Smooth-Skin

    658
    Mar 15, 2012
    It's mentioned in the last update on their website that they are planning a patch 1.6 which would contain:

    However years have passed and I was wondering if we will ever see that patch.
     
  10. ironmask

    ironmask Where'd That 6th Toe Come From?

    445
    Mar 10, 2018
    • [Rad] [Rad] x 3
  11. datumizer

    datumizer First time out of the vault

    14
    Dec 9, 2015
    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.
     
    Last edited: Jul 2, 2020
  12. datumizer

    datumizer First time out of the vault

    14
    Dec 9, 2015
    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?!
     
    Last edited: Jul 5, 2020
    • [Rad] [Rad] x 1
  13. 5545Trey

    5545Trey Underground Deviant

    631
    Jun 25, 2014
    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.
     
  14. datumizer

    datumizer First time out of the vault

    14
    Dec 9, 2015
    Same issue for me. How do I return back to the first level of PROGEMA?
     
  15. Alphons

    Alphons National Beholder

    772
    Aug 9, 2017
    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.
     
  16. gustarballs1983

    gustarballs1983 A Smooth-Skin

    659
    Oct 28, 2009
    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)
     
    • [Rad] [Rad] x 1
  17. Tribalus Maximus

    Tribalus Maximus First time out of the vault

    20
    Dec 27, 2018
    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.
     
    Last edited: Jul 11, 2020
  18. datumizer

    datumizer First time out of the vault

    14
    Dec 9, 2015
    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.
     
    Last edited: Jul 13, 2020
  19. Alphons

    Alphons National Beholder

    772
    Aug 9, 2017
    Side quest
    Guy living there asks you to kill some mutants nearby. Accepting quest adds new location- Asmodeus' Cave.

    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
     
  20. datumizer

    datumizer First time out of the vault

    14
    Dec 9, 2015
    He's not offering any quests. Do I have to do something else first?


    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.
     
    Last edited: Jul 13, 2020