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

Ooh ooh, another suggestion.

Maybe you could remove the NPC companion limit?

It'd be cool to have a small army.
 
GlowHound said:
Ooh ooh, another suggestion.

Maybe you could remove the NPC companion limit?

It'd be cool to have a small army.

or atleast increase the limit by 1. I kinda miss the time when i brought 6 NPCs due to a bug in unpatched games
 
Erm, how's that part of what the devs intended? Check how Magnetic Personality works. It's pretty clear they wanted 5 to be the limit. RP is about what the mods cut due to lack of time or whatever. If you want unlimited NPCs, there's a mod on here for that somewhere. Have a look in the files section.
 
Ooohh, forgot about that...

It was more of a suggestion for the extra goodies like the NPC armor mod.

I knew about the unlimited NPC mod but didn't want to download it because I don't know if it will work with killap's patch and I'd rather not have to download everything again due to a bug.


Eh.....but I'm going to give it a try.

Edit: The mod has to be run with DIMS' Mod Runner and since there is no patch000.dat file the mod doesn't work.
 
@killap
Have you thought about looking over this thread from the beginning again and seeing if there is anything that was suggested but you thought couldn't be done? Now that you have sfall to work with, maybe something is now possible that was not before?
 
Request:

I need someone (or multiple people) to aid in writing dialogue for the new NPCs available from the EPA. Please pm me if you are interested in helping.

Request filled. Thanks for the responses.
 
killap said:
Request:

I need someone (or multiple people) to aid in writing dialogue for the new NPCs available from the EPA. Please pm me if you are interested in helping.
Is that a matter of scripting or just of writing the conversation text lines themselves? I am capable of the latter but not of the former...
 
It'd be great (though probally too much work for one guy) to do some talking heads for Vic and all the NPCs and mabye even make them ACTUALLY talk!
But tbh recording voices and stuff is to much really to ask and it doesn't really need it.
 
It would be nice for a character with a high enough Doctor skill (100%? 125%? 125% plus the repaired Vault City Courtyard autodoc?) to be able to heal Marcus' knee and thus enable him to run like the other NPCs. His low speed is a bit of an annoyance.
 
Marcus has a bad knee?

Funny, I just thought he walks because Super Mutants don't have running animations.
 
Make Kaga's encounters choosable (dunno if there's such a word, but I think you got my point) - he may be a real pain in the ass and the fact that you have no dialogue options with him whatsoever is annoying. Yesterday I fought him for the fifth time and scored a critical on his ass that rendered him unconscious for a couple of rounds. I wounded him enough to get him to talk, but he just got up and nothing happened - I tried talking to him, but he just stood there like a zombie. I tried to fight him again, but he killed me with a critical from plasma grenade.

The idea of unkillable NPC is un-fallouty. Either give some dialogue options for him, make him killable in every encounter or let the player choose if he wishes to have Kaga in his game or not (like Cassidy's talking head or AP ammo patch).
 
On the fifth he's able to die.

Here's a tip: If you hit him and get him unconcious, end combat and quickly loot the CRAP out of him before he wakes up.
 
Yeah, I killed him now. But it's rather frustrating that I have to start the combat again five times in order to kill him. Additionally, he's got shitloads of HP - I'm not sure how much (I don't have Awareness), but more than 200 for sure. A challenge, yes, but still it's a bit annoying.

These encounters need some work - the whole thing breakes when he gets knocked out. I didn't want to kill him (heard there's non-violent way to finish this), but this way I have no choice (I knock him out almost all the time).
 
GlowHound said:
He's got 600 HP.

And the non-violent way is only on the second time, I think.
Yes, this is correct. Perhaps I will modify things again for 1.3 and make the non-violent method available on the 3rd and 4th encounters as well.


Also, I no longer need assistance in writing dialog. I got a great response from everyone and I appreciate the desire to help.
 
Some Suggestions and a Bug.

Found a bug while clearing out the mine in Redding - I killed all wanamingo's but the quest is still open (Yes I got all of them on all 4 different maps). I'm pretty sure this isn't related to the patch but simply because the game didn't give me credit for killing the silver wanamingo (No exp.). I can send save file if you'd like to check it out for yourself.

Suggestions:
Re-balancing the Character Stats vs. Character Skills (I'm going to try and keep this brief to not clog up your thread)

An example: Gifted is by far the best optional trait in the game. (it even seems insulting to dedicated FO players to call it "optional" if your playing a "be all you can be" character - skills increase every level but you have to take a level 12+ perk to gain ONE stat).

I think that the game should be tweaked so that Stats aren't so vastly superior to Skills - If you have 200% Speech and Ch.1 you can't do half of the things you can do with Ch. 6 and 70% Speech.
Anyways I hope that was brief - I have more ideas if your interested.
 
Here's an idea: characters with crippled limps shouldn't be able to run away in battle. They should be confined to walking (limping) away. I mean... they're supposed to be crippled, aren't they? It only makes sense.
 
What if their arms are crippled? Or they have been blinded? This is already the case. Pay attention in combat and you will see it. Cripple an enemy's arm, they run away. Cripple a leg, and they break off combat but can't move more than 2 or 3 squares away between rounds.
 
I'm fully aware of that (well, I didn't know the exact numbers, but I was aware that they did lose action/movement points for being crippled). What I'm suggesting is that the animation for them be changed to the "walk" animation if their legs are crippled. Hell, they shouldn't be able to run at all if they're crippled in the legs. The PC shouldn't either.
 
encinodude said:
What I'm suggesting is that the animation for them be changed to the "walk" animation if their legs are crippled.

Again, as I said, this is already the case. This is what happens during combat. Enemies with crippled legs can't run away. They can only run if they are blinded or have crippled arms, yet the description is always the same: It is () wounded with crippled limbs.

I don't remember what happens out of combat.
 
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