Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

Skynet said:
Killap, Did you receive the Abbey stuff, that I e-mailed for you on 23.03.2006 (using your gmail address)?

I haven´t got any replies...

Ah, many apologies. Yes, I did indeed receive the materials, but I never responded. I got really sick with the flu (5 days of it) a day or so after I read the message and I guess it just slipped my mind since then. I do appreciate you sending me the stuff and I will let you know if I run into any issues with it. Thanks again!!
 
Adding Vaults

Now, I'm not a mapper, modder, or anything of the type, but it seems to me that it would be easy to create the maps for the Vault locations suggested by Glovs (at least for the first two, which he suggests being similar to Vaults 13 and 15). Simply copy & edit the others. Maybe I'm pointing out the obvious, or maybe it wouldn't work for some reason I'm too ignorant of Fo2's engine to grasp. Anyway, Killap... if there's any way I can help without knowledge of scripting, programming, or practice with the map editor, let me know.
 
Dude if u realy want to restor fallout2 to its glorious beginings then put the EPA primitive village and the abby in.

And chainge some of the weapons. The pipe rifle ofinstance could be in shot gun form or even add a .22lr calibure round and weapon to the game belive me its the most common ammunition in the world has been for about 150 years and probably will be for another 150.

Make more cars available in the game and dont make them all weird to get like the orginal one. make some of them have to be dug out of a sand drift or need something simple but esential to make them go like a set of keys.

like make a corpce that u find in the EPA forinstance have a set of keys to a car in the garrarge a hummer type of some saught.

Add more vaults make up a story line where u find a one with inhabitants that dont know any thing of the outside world ect and u tell them and aid them possible way to get a GECK?
Thats just some thaughts from the muff
 
You poor sad man - I'd quickly change your views and spelling before any of the other big guns arive.

Dude101: I really like the Vaults idea, and also maybe the sub would be fun to play around with

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It should go NE to SW - this way makes problems with the tiles. But i'll draw out a plan soon.
 
Hotel California that's one hell of a map my congratulations to whoever did it.
And muff from all your ideas, sounds like you must have mistaken this forum with the fallout tactics one :lol:
 
Hotel California said:
Dude101: I really like the Vaults idea, and also maybe the sub would be fun to play around with

It should go NE to SW - this way makes problems with the tiles. But i'll draw out a plan soon.

Wow, that is indeed a nice start to the sub. I was not initially thinking of adding in the sub, but then again it was on the list of things to add in to the original game. If you complete a map for it I will indeed consider adding it in.

@Muff: I do plan on adding in the EPA and Abbey. Do read the beginning of this thread to see my plans. As for the rest of your ideas...again read the entire thread.
 
Sorry for the pore spelling i dent have time to check through it all the time because i have to use a public computer at my local librarie to use the internet.

Sorry if some of my surgestions seem out of place i would like to mod fallout my self and i let a few ideas from my own fallout ideas slip through.

Sorry if i have offended any one with the reply to your post ill save it to disc and read it at home.
 
Don't know much of the back story for the sub apart from materials that have been scavenged. Thus i've tried to keep the map really scarce of useful stuff. However, the reactor room i thought would be nice to be very unaccesible (jammed door one side, long torturous route the other) and perhaps flooded with radiation from the engines. Dunno - what should i include?

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I've used the old rusted metal walls (i think) so i hope it looks better than the vault ones. It also allows for that cool twisty door.

You'll have to code all of the descriptions differently and make all the ladders/locks/etc work Killap if you're using it.
 
Why - because it is a seriously bad idea? Yeah i know, i'm just brain farting. I'm probably just messing around with this and maybe i'll create a real map for something later on. But it could be used if anyone agrees. I personally think it is a bit crap.
 
@Hotel California

I think adding the sub is very cool! The last map is dead on with the type of walls and doors - but the floor plan should be changed a bit.

Real subs have a main corridor running from stem to stern with branch corridors every so often. Engine room at rear, Controll room at center, and weapons room at the bow. The Control room is usually raised (using stairs to access) and has only one way in or out.

The double exterior walls you added are also correct.

If someone could create some roof tiles to look like a sub, then the map would be complete. Though I believe the map would have to be orientated differently to accommodate for roof tiles and being able to see/find the door/hatch in from the outside.
 
Was the spaceship quest truly finished? If not maybe this would be a good thing to implant in the add on pack.

the XL70E3 can only be gotten at one place. whats up with that. Did the developer do this on purpose? anyways maybe its a bug thats coursing so it won't spawn in shops and on enemies. maybe it would be nice to make is a rare in encounters gun.

I taught that the random encounters where pretty much the same and got boring. Like encountering 5 bandits with always using the same weapons. Maybe it would be cool the make such encounters variable. 2 - 8 with different weapons and more xxxxx versus yyyyy. I thinks dude_obj made such mod (FO2XP) where the random encounters where more interesting. maybe you could use that.
 
Seeing those submarine maps and the talk about radiation near its reactor got me thinking about something that is missing from Fallout 2 - radiation!

There are a couple of places where radiation should be found in the game, but isn't. Is it too hard to add some radioactivity to, say, Gecko and its power plant? The Broken Hills mine?

At least it's worth a thought.

EDIT: Typo.
 
Gecko's Non-Nuclear Plant

Gecko definitely needs more radiation; if it's possible, the reactor pit should be fixed. No way a PC should be able to run into a nuclear reactor and come out fine. Also; the sub is an excellent idea.
 
The conversation in gecko with the enclave could use some modification. When you piss the guard off he tells you that he send guards to you, but they never arrived maybe you could put them in ?
 
Oracle said:
The conversation in gecko with the enclave could use some modification. When you piss the guard off he tells you that he send guards to you, but they never arrived maybe you could put them in ?

I second that.

When I got to that part in the game the first time, I got all pumped up for some near impossible battle with the Enclave, but nothing happened.
 
Hubologist Stash?

So has anyone thought of making a map for that one? It could be made into a mod, then maybe included with some expansion pack (along with Abbey, Primitive Tribe and whatnot...)
 
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