Fallout 2 mod Fallout 1 in Fallout 2

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Yes, this part is not in and I'm about to throw out Heather as well. I loath her dialog and the dialog of everyone involved in this quest. The dialogues of her and the cut follower scouts feel very basic and raw, like a first concept or something. Pretty sure that's exactly why it got cut out. (I mean, come on. You click two dialog options and she's all like "I have to make money, do you want to know important information?" Ugh... I'd cut that too)

Keep in mind that Fo1in2 isn't Fixt - that means, similar to vanilla Fo1 it currently is not possible to get a good ending for the Followers. The "good ending condition" requires the player to train the Followers, but - as stated above - the quest isn't in the game.

I was thinking about ways to implement the good ending. Personally I have no idea how other restoration mods did this (maybe Laura and Nicole must survive, and some other conditions?). If anyone has suggestions, I'm all ears.
 
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Keep in mind that FO1@2 isn't Fixt
To expand on that, most of fixt stuff was either removed, modified so much it really ain't fixt anymore, or completly rewritten. With such trend, porting anything new from fixt 0.90 etc most likely won't happen; ideas - yes, if they're good, code - very unlikely...
 
Yes, this part is not in and I'm about to throw out Heather as well. I loath her dialog and the dialog of everyone involved in this quest. The dialogues of her and the cut follower scouts feel very basic and raw, like a first concept or something. Pretty sure that's exactly why it got cut out. (I mean, come on. You click two dialog options and she's all like "I have to make money, do you want to know important information?" Ugh... I'd cut that too)

Keep in mind that Fo1in2 isn't Fixt - that means, similar to vanilla Fo1 it currently is not possible to get a good ending for the Followers. The "good ending condition" requires the player to train the Followers, but - as stated above - the quest isn't in the game.

I was thinking about ways to implement the good ending. Personally I have no idea how other restoration mods did this (maybe Laura and Nicole must survive, and some other conditions?). If anyone has suggestions, I'm all ears.

Perhaps just a trigger checking Nicole is alive would be enough as you say. Laura, seems to get blown up in the cathedral lol, there is no way to warn her to leave which is kind of funny. Would be nice to be able to warn her and have her leave to the library map but that would take some coding which I'm not sure anyone has time for. I wouldn't link it to the survival of the attack team, as they all suck and die on mini guns etc. unless you baby sit them.
 
Actually Laura will leave the Cathedral if you talked to her in secrecy. It was bugged before, but I think I fixed it a few days ago. Will investigate once I'm back home.

The argument for putting her into the condition would be that, as a FoA spy, she might have valuable Intel which then helps the followers to survive a potential mutant attack (thus the good ending gets triggered).

Yeah, I'll add that in. Better than the shitty and unfinished CoC spy quest, imo.
 
Actually Laura will leave the Cathedral if you talked to her in secrecy. It was bugged before, but I think I fixed it a few days ago. Will investigate once I'm back home.

The argument for putting her into the condition would be that, as a FoA spy, she might have valuable Intel which then helps the followers to survive a potential mutant attack (thus the good ending gets triggered).

Yeah, I'll add that in. Better than the shitty and unfinished CoC spy quest, imo.

Sounds good. I'll check it out on the full release.
 
There is a bug and it won't work. It's fixed already, but not in the released build.
 
There is a bug and it won't work. It's fixed already, but not in the released build.

Got few bugs.
1. In Shady Sands brahmin pens map there is a peasant cook in the building next to kitchen stove. that peasant wasn't there in vanilla he uses similar script to the cook in Aredash's building. All it means One can get +1 free karma point for doing absolutely nothing.

2. since Fo1inFo2 reverted back to the original V13 cave map ( without FIXT bugfixes) I ran today into a vanilla bug. Party NPC ran through vault door, opened them, and next opened the second door behind the first, next he was running inside the rocks. the fix to this was simply by Locking the second door on v13cave map on a lock. Not the vault door but the ones behind it. Player never reaches there because map transition grid is just behind the vault 13 door. So player will never notice mentioned doors are locked.

scr00002.jpg


3. In Fo1inFo2 Vault medical supply cabinet is gone. this cabinet is not FIXT's addition *it was* in the vanilla game as well. Even the Vault medic mentiones the medical cabinet after passing a speech check for giving drugs and a second speech check for giving stimpacks.

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4. After killing Garl (leader of Khans) by fighting him one to one on the ring. The stuff he gives to the player (Metal Armor, Spiked Knuckles and Desert Eagle) are found at the *bottom* of the inventory like in Fo1 Vanilla instead of at the *top* like in FIXT *and* like in Fo2 default.

Is the Metal Armor from Garl ring fight ment to be given to player even with destroy armor mod enabled & Garl killed?
 
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1. Fixed on repo.
2. Fixed on repo.
3. You are right, he is talking about it. However, it is not in my Fallout 1 (unpatched). I am assuming it was added by some unoffical patch somewhere down the line? In any case, its *not* in a good position at all, as the player can walk straight through it. Will see what I'm doing about.
4a. The code is based on FIXT and we haven't changed anything here. I'm assuming Sduibek added it later. Anyways, I (probably) fixed it. Untested.
4b. Apparently the armor destroy mod kicks in too late, thus his armor is already moved to the player. Haven't tested it yet, but it should be fixed.

Also I'm locking this thread now, because the alpha has been released here.
 
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