Fallout 1.5: Resurrection

Some script editing is needed to disable his leaving dialog... I think it is better to just keep your karma low either with ingame actions or with the save editor.
 
Woooooow! I just finished fallout 1.5 resurrection actually twice, playing as small guns character and using one with high speech to see all dialogue options and to complete all quests and it was frakking awesome experience! This gave me the same pleasure as if I was playing fallout 1 or 2. Great work!!!
 
I wasn't able to recruit him with -23 karma. I used save editor and lowered karma to -800. I recruited him. Used save editor again to return to -23 karma and he left the party. He only likes evil guys. Sad to see that I can't keep all companions like in FO2.
As I remember Gabriel joined me with -38 karma (it dropped after killing ghouls for Roduigez quiest and the value decrease kept in mind). Anyway coop with him wasn't too long: after meeting with Vex in Abq., when some disgusting acts in Gabriel's past emerged this bastard was used as a donor with $5000 profit.
 
I really liked this mod. Well, how couldn't I? It's a high quality old-school Fallout stuff from fans to fans, it can't be bad.

My most beloved thing in this mod are companions. They seem to be cliché and tend to have strict, karma-related personalities. Like Gabriel is strictly evil. He shows no remorse. No sorrow. He kills for money and likes it. Keri is strictly neutral. She doesn't like to side with one side only and views everything from her personal standpoint. Lystra is... you guessed it, a good character.

But it's not a bad thing in my opinion. Fallout 2 companions had more realistic alignments to some point, but in the end, they weren't as fleshed out as Resurrection ones.

So, what do we get? Awesome companion interactions. They speak to you, to each other, argue, chatter, have their own views on every situation they encounter. After PROGEMA's puzzle and Keri's comment on how worried Lystra was the whole time your PC was trapped inside the facility, I couldn't help but think: "these companions are friggin awesome".

I wasn't searching quests to get rewards or advance in uncovering the mystery behind your PC. I was looking for quests to trigger dialogues with my trusted companions. That's all I have to say about how amazing those characters were crafted.

The mod itself has some flaws I couldn't ignore though. They didn't really affect my overall opinion of the mod, but I feel skipping them will be unfair.

First of all, the game design. The game teaches you a simple fact - if you side with one faction, there's no turning back. The opposing faction is an enemy from now on. Like Sedit's Rodriguez vs. Ghouls situation. I learned the hard way that accepting jobs from shady Mexicans in a casino may result in certain disfigured human-like creatures with heavily burnt skin simply hate me from now on permanently. So I couldn't actually help Carpenter to save his son, because Senor orders me to kill him. And I can't just turn my back on him by accepting a higher price from the sheriff. (Westin vs. Bishop quest comes into mind, right?)

So then you come to Albuquerque, and you dislike Mutant Hunters, for example, like I did. So you go for Empire, pick up Lystra, run some introductory errands, come from Corath to continue working for the Empire, complete all of their quests and... nothing. The only lead you get to carry on your mission to find the Rebirth can be found by directly speaking to Sebastian, the leader of Mutant Hunters. Didn't the game told me before I shouldn't mess with factions I don't wanna be involved in? It feels awkward being forced to interact with a faction in such a way, just to get a lead for the main quest. I can understand some things like meeting Caesar in New Vegas, which is a forced encounter in certain situations, but it's used for another purposes.

In any case, the whole game flow seems pretty rash and irrational. Lack of a "hub city" is sad but it's all right, there are not many locations in the game for the hub city to exist.

If somebody is confused, The Hub, Vault City, Rivet City, New Vegas and Diamond City could be considered "hub cities" - those cities direct you to most of the other locations in the game. There is no hub city in Resurrection, because there are not enough cities for it. You could say Sedit is a "fork city", since it directs you to Corath and Albuquerque - this is the closest one this mod has to such a location.

Aside from other small issues like black spots on the edge of maps, good old lack of weapon balance or a lackluster end villain, this mod is awesome. It certainly feels like a Fallout 1-2 game in terms of atmosphere and gameplay. It even succeeded it's predescessors at certain points. Given the amount of time dedicated to this project, I can't say that I haven't enjoyed Resurrection to the fullest.

It even has good ol' speedrun potential.
 
This is a really fun, well done expansion! From someone who played FO1 & 2 dozens of times, but has been on FO3, NV, and 4 the last several years, Resurrection was just what the Dr. ordered. The 25 hour estimate seems low. You could put a lot more into it if you exhaust everything and walk the map.

There are only a few major locations, but they are rich with story and side quests. I actually thought the writing was strong (but hey my recent comp is Bethesda Fallout). The main story is interesting and plausible within the lore. With Killap's restoration applied to the engine, the combat is a lot more challenging. I started a lucky small guns character on very hard, but couldn't keep Mutt or Keri alive without slut saving.

My gripes are all minor. The inability to rest almost anywhere is a pita, especially if you want to take a caravan trip from Sedit. There are multiple good/evil solutions, but some of the quests have felt too linear. For example, why can't you take out both bosses in Corath? After reporting back to Sebastian, the only option is to fight your way out of the hunter's base?

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?
 
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Either go for Control panel -> Uninstall -> F 1.5 Res; or simply delete your Fallout2\Resurrection directory by manually.
 
Resurrection doesn't touch any main FO2 settings. You might want to check the display settings in your sfall and hi-res patch INI files.
 
A lot of people have complained about the difficulty level, I found the game plays easier if you take control of you party members through the SFALL command. It will stop them, especially the dog, doing stupid shit, makes targeting the enemy more effective. Overall I pretty enjoyable mod...7.5/10
 
Resurrection doesn't touch any main FO2 settings. You might want to check the display settings in your sfall and hi-res patch INI files.
I know for sure my Fallout 2 RP performance was at least 3 times better than now. What do I do with INI?
Also I remember somebody else was complaining about low performance after installing Resurrection.
 
A lot of people have complained about the difficulty level, I found the game plays easier if you take control of you party members through the SFALL command. It will stop them, especially the dog, doing stupid shit, makes targeting the enemy more effective. Overall I pretty enjoyable mod...7.5/10

That is until you get to the situation where you have to take out a bunch of raiders that all have about 100hp and higher tier weapons than you and your one companion. :>
Also I don't like the super strong ghoul encounters. In the beginning they basically mean you can instantly reload when you get them. Especially in a caravan run.

I know for sure my Fallout 2 RP performance was at least 3 times better than now. What do I do with INI?
Also I remember somebody else was complaining about low performance after installing Resurrection.

Just reinstall Fo2 then? It's not like 10 years ago where it takes half an hour.
 
That is until you get to the situation where you have to take out a bunch of raiders that all have about 100hp and higher tier weapons than you and your one companion. :>
Couldn't you just drug your way out?
 
Dont remember. Either i didnt had enough money because ive spend it on other things or i couldnt find drugs. Might as well be that i never use drugs. :>
 
Dont remember. Either i didnt had enough money because ive spend it on other things or i couldnt find drugs. Might as well be that i never use drugs. :>
Drugs might be not, although Psycho is nuts, but critical hits roll and aim to the head->aim to the eyes yes.:V
 
Working editor for resurrection F12se:

GOG
0. Resurrection folder
1. Have game running with a save
2. Make a copy of fores.cfg and rename it to fallout2.cfg
3. Make a copy of fores.dat and rename it to patch000.dat
4. Copy fallout2.exe from your FO2 (UP or RP) to Resurrection folder, or make a copy of FALLOUT2 (no extension) in Resurrection folder and add .exe extension to it
5. Open F12se and set the path in File -> Settings (you can press F12) to your Resurrection folder, edit your save
6. rename fallout2.cfg back it to fores.cfg
7. rename patch000.dat back it to fores.dat
8. load your edited save
 
Those steps are not longer needed, since vad has already updated his F12se to support the way Resurrection set up.
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I really enjoyed this, it feels like it fits rather neatly into the setting. My only issue is with a bit of a plot oversight more than anything technical. Major end of game spoilers... seriously...

So, you were a Ghoul basically rebuilt with healthy organs and tissue that are starting to fail. You are doomed to sicken, agonizingly, and die within the year and likely less. Fair enough... except I was carrying an FEV injection with a dose specifically designed to turn a person into a Super Mutant that I had refused to use. We know that at least one person with a terminal illness chose to get dipped to avoid certain death.

It might not have worked, perhaps the degeneration was too severe for the FEV to handle, but the option to use the injection on yourself as a desperate last ditch hope would have been nice. It felt like a massive oversight when I tried it, and it remained a useless quest item.

I choose to ignore the ending slide, and assume my character used it and eventually ended up in Jacobstown, but it would have been nice if the writer had remembered he had potentially included a chance at surviving for the player. Would have been a nice little secret ending, and reward for a good karma character.
 
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