A small bug report:
Arroyo:
# Your readme says "• Stealing from the Elder's chest, Hakunin chest, or Aunt Morlis' vase will result in a karma drop." I ripped off the Elder and Aunt Morlis, but incurred no Karma drop. Trying to steal from Hakunin's chest only made him notice me (and give me a minute pang of guilt) but my Karma was untouched.
# I know this is not a bug, but you can't pick up the rock you placed behind Klint, the one that tells you that you're running the Killap expansion/patch of superduperness. But as long as the Hand icon appears over it, people will try. Did you make this notice look like a rock just to annoy Per?
Klamath:
# I couldn't find the dog that had they key to the north section of Trapper Town. Did you remove him?
# The alternate way to kill Keeng Rat:
# # I think you need to explain better in-game how to accomplish this. A player will see the damaged support beams and immediately get the right idea, but there are no actual indications of how to cause a cave-in. (Try to explain to a person how to get into the Military Base, you'll know what I mean.) I tried using a crowbar and/or attacking the support beam before finally finding the "proper" method. As you can use the Hand icon on these broken support beams without that doing anything, I suggest making the game display a message when you do so, something like "A well placed explosive could destroy this support beam and possibly cause a cave-in."
# # On that note, blowing up the northernmost damaged support beam can trap the player if he decides to run into the northeast corridor (towards the Trapper Town parking lot) after setting the charge. Is this intentional?
Primitive Tribe:
# I can't help but be a little bothered by the linearity of the quests here. They must be done in a certain order, or not done at all. Is there any chance that this could be changed?
Misc:
# When Combat Looks are turned on, I never seem to get the proper gender type when I look at the bodies of non-human critters. Looking at Rats, for example, gives the message "She looks: Dead", while Pig, Mole and King Rats (as well as Robots) show the "He looks: Dead" message. Does the game not allow for an "It looks: Dead" message?
Finally, in regards to the Fallout 1 gun sounds mod...when I tried using the stand-alone mod FO1 Gun Sound mod some months back, the first shot with the old sound would work, but then the game would crash. Does the FO2EXP mod use the same mod, or did you do yours from scratch?
(Also, I was the one that first requested that Killap should add the FO1 gun sounds into his expansion, so if anyone is frustrated over its inclusion, blame me.)