Fallout 1 Mods Unite!

All these mods are compatible ;).

PS Patch by Avega is beta-version, but now TeamX works on full 1.3 patch.

PPS Sorry for my english :).
 
So in what order shall I install?

I remember when I first installed the NPC Upgrade and then the 1.2.5 Upgrade, the NPC's ceased to show the advanced tactical options. No armour changing and stuff. And no wonder, since the relevant script files have been overwritten.
Should I try to install them in a different order?
 
Silencer said:
So in what order shall I install?

I remember when I first installed the NPC Upgrade and then the 1.2.5 Upgrade, the NPC's ceased to show the advanced tactical options. No armour changing and stuff. And no wonder, since the relevant script files have been overwritten.
Should I try to install them in a different order?

I would install them in this order
1. Unofficial 1.3 patch
2. 1.2.5 Upgrade
3. NPC Upgrade

I gather see these mod get bundled up aswell. You should see my F2 game. Its playable but all those mod made my game pretty unstable. I'm afraid if I would reinstall F2 I never get my game modded like that again.

So Team-x if you got some time to spare pleaaaaaaaaaaaaaaaaaaaaaaaaaaaaaase bundle these great mods/patches together
 
No, you must install them in this order:
1. 1.2.5 Upgrade
2. Unofficial 1.3 patch
3. NPC Upgrade

In Russia we have only 1.1 version of Fallout. This is why Pal named his mod "Fallout 1.2.5". And Avega named his patch 1.3, because he wrote it after 1.2.5 version by Pal.

PS Sorry for my english.
 
Fallout 1 Mod/Patches Help

So I was looking to mod my FO1 game and I found a variety of mods and patches. I went to the Team X site and downloaded the Fallout Update Mod v1.2.5, Minifix 12.08.2005, and the Fallout v.1.2 patch (semi-official). I was going to D/L the 1.3 patch and the NPC patch too, but for some reason they aren't downloading correctly. So I guess my question is are all of those compatable and if they are, what order should I install them in? Also is the 1.2 patch neccesary if I plan on installing the other things? And finally if they aren't compatable, which ones do you recommend the most. I've already beaten the game so it's not really a question of an as close to normal playthrough. Thanks in advance.

P.S. If the files aren't in a zip folder, do I just stick them in my main Fallout folder to install them?
 
Fallout Update Mod v1.2.5 and Minifix 12.08.2005 are not compatible.

Official patch 1.2 was newer published by Interplay, but 1.2 version of Fallout truly exists. So semi-official 1.2 patch includes original Interplay fixes from 1.1 to 1.2. If you already have 1.2 version of Fallout, you don't need this update. If you don't - download and install it before install any mods.

What problem with downloading? A just have checked all files - they are correct.

PS Sorry for my english :).
 
So, in general, installation order should be:

0. Semioffical 1.2 patch (optional)
1. 1.2.5 Update mod
2. Unofficial 1.3 patch (will replace some parts of the previous mod)
3. NPC Upgrade

Check corresponding included readme files for more details and installation instructions.
 
The additions work, but one problem. If Ian gets upgraded or if I give them armor, the game begins to slow down?

Is this a common problem?
 
Carib FMJ said:
The additions work, but one problem. If Ian gets upgraded or if I give them armor, the game begins to slow down?

Is this a common problem?

Yeah, I noticed that too when I was playing.
 
The additions work, but one problem. If Ian gets upgraded or if I give them armor, the game begins to slow down

It's Fallout 1 engine bug. All be work really good if you pack files data\proto\critters\*.* in to master.dat.

No over way.
 
Fuck that, I just stick with the upgrades, which do add some lil depth. It's fun playing Fallout 1 again, ahh, the memories. The good times, good times.
 
You know guys, I just thought it would be nice if a future Fallout 1 mod included the premade characters with (or, if that's possiible, gave every character) the gift of the Friendly Foe Perk from Level 1. If this feature was built-in in Fallout 2, I think it would be reasonable to unlock it for all characters in Fallout without the need to expedite a Perk at Level 3.
 
If this feature was built-in in Fallout 2
That's erronous argumentation. F2 has many different misfunctionalities added if you'll compare it with the F1. Wrong 14mm pistol sound, wrong Turbo Plasma Rifle AP requirements, Sexappeal trait in cost of Nigth Person, some disabled perks that were really appretiated by some players.
That's inconsistent position to think that something is good just because it was altered or added in the second game. ;)
 
Puhlease, Lemurian. This is a pure-convenience perk. It's stupid to have it require taking in the first place ;)
 
Alchemist said:
Anyway, methinks, that will require engine hacking that only Avega could do. :)

You say that as if you were going to duck into the shadows and not be seen again until Avega had saved the day and returned to whatever fortress of solitude he came from.

B& for double registering
 
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