FALLOUT: A Post-Nuclear Role-Playing Game Restoration Mod

I know, it doesn't look good this way, but all I did was replace the shades of brown with various shades of purple from Morpheus's robe. I could just take the lower section of Morpheus' robes and place them on vree's body, but there might be a bunch more repainting and adjusting that way.

I understand if no one else wants her to look this way, but I still consider it an improvement :wink:

--EDIT--

VVREENP-0.gif


Again, I'm playing around with the robes, of which I stole from Jain. :whistle:

Obviously, I would need to adjust a few things, like the position of the right collar, and how her shoulders looks height-wise, but this is about what it would look like. As for making another colored robe, I could try that in the near future...
 
Wasteland Ghost said:
If a new Fallout player installed WG's restoration mod and tried to play the game, he'd get seriously messed up. It's quite possible the Hub would be destroyed before he'd found the water chip.
I do not recommend ANY mods to a new player. Patches only.
Some new players are going to install the mod regardless of your recommendations. I would, for example. Also, I'm not a new player and the mutant invasions completely messed up my game to the point where I quit and started over. It's not that they happen (which is good), it's that they happen super fast (which is bad). Like I said, with the default settings its possible for the Hub to be wiped out before you get the water chip. If you try to do the Glow quest, the Brotherhood will probably be gone by the time you get back.

Minimally, I would triple the amount of time before each invasion. It's easy enough to justify: since the Master and the mutants are immortal, what's their hurry?
 
UniversalWolf said:
Some new players are going to install the mod regardless of your recommendations.

Well, then they get what they deserve, don't they?

About the invasions, I'll agree that the reason they weren't implemented may well have been that the developers noticed they screwed up the game, so that it makes sense not to put them back in exactly as they are in the code remnants.
 
About the invasions, I'll agree that the reason they weren't implemented may well have been that the developers noticed they screwed up the game, so that it makes sense not to put them back in exactly as they are in the code remnants.
Agreed.

And, as I said earlier, what's the reason for restoring the invasion if no one will ever see it? Personally, I don't understand players who say "this mod screwed up my usual gamestyle". Hell, this is mod! Game has to be different and you have to play it differently. And for those who prefer "the usual" there always is a patch. ;) That's why we keep them separate.
 
Wasteland Ghost said:
I don't understand players who say "this mod screwed up my usual gamestyle".
The current default makes large portions of the game inaccessible to an ordinary player. I doubt that's what the developers had in mind originally.

Per said:
Well, then they get what they deserve, don't they?
I guess. Be prepared for years of forum posts with titles like, "The HUB IS GONE WTF!?"

I think "restoration project" implies a certain level of fidelity to the original game though.
 
The current default makes large portions of the game inaccessible to an ordinary player. I doubt that's what the developers had in mind originally.
May be. But this mod is for experienced players. And for those, who want to actually see an invasion. Because it's a part of the game too. If you don't - edit game variables, it's not too hard. ;)
I guess. Be prepared for years of forum posts with titles like, "The HUB IS GONE WTF!?"
An answer to this is simple: see readme file. :)
 
Restoration

Hello Wasteland Ghost
I know that its done when its done, but still :D how is it going with phase 3 (the most difficult one)?
Do you have some list of things you want to restore in each location (like followers spy; BoS female paladin romance and so on?)
Sorry for those questions, but I cant help myself!
Is there any way to help you with this great project ?
Thanks for your work and dedication to keep good old Fallout alive after all these years, great work indeed!
Pavel
 
Don't know if this has been asked already, but is it even feasibly possible to get Hardened Power Armor (and Turbo Plasma Rifle) with this installed? I mean, it might be achieved with really high outdoorsman (and maybe pathfinding perks) but...

To get power armor:

1) Go to BoS
2) Get quest for The Glow
3) Get Rad-X from the Hub, save the BoS initiate (this will be hard if you're at a low level and have gone straight to BoS to hurry to get HPA)
4) Go all the way to the Glow
5) Once you have the holodisk, go all the way back to BoS from the Glow
6) Get normal power armor
7) By this time, depending on your Outdoorsman, you really won't have much time left to get the water chip and back to Vault 13, but assuming you do:
8) Go to Necropolis
9) Take water chip back to Vault 13
10) Go all the way down to Boneyard
11) By this time, the 90 days 'til Boneyard invasion has probably happened already, meaning it's too late to get Hardened Power Armor
11a) Even if you do get here in time, you probably won't have enough time to still go back and forth between the Hub and Boneyard for the HPA quest
11b) Once you have managed to even do this, there won't be much time to do the rest of the quests in Boneyard

Of course, this is probably not that hard to achieve with high Outdoorsman, but I don't want to have to gimp my other stats (and skip all the early-game content (Shady Sands, Vault 15, Junktown)) in every playthrough just to get to the Boneyard on time. (Also, I am just theorizing with these points above, I've only tried this once and failed). I can handle the 150 day Water Chip + 500 day Vault 13 invasion, but all the extra time-limits are really encumbering, to be honest.

tl;dr I don't like the 90 Day Limit on the Boneyard invasion. Just constructive criticism so don't rage at me telling me to "not install it in the first place".
 
Reconite said:
Don't know if this has been asked already, but is it even feasibly possible to get Hardened Power Armor (and Turbo Plasma Rifle) with this installed?
Pretty much. The 'secret' is to kill the Master before returning the Water Chip. Or getting Hardened Power Armor before that - whichever you prefer. I usually do what there is to do in the game (Shady Sands -> Junktown -> Hub -> Boneyard/BoS/Necropolis) before going to Glow and returning back, and still have several days left. I am not resting to heal, relying on services of local doctors and Stimpacks instead.

By then I'm usually level 7-9, and know about Master's existence. It is entirely possible to kill everyone at the Cathedral with a level 3 character without a single game reload. And with Purple Robes you don't even need to kill everything.
 
Would you be so kind as to let me know which files are needed to add the Caravan changes/updates?

I am working on a small/medium mod that like this one needs 1.2/1.3 to function -- although mine is mostly just balance and realism changes. Anyway if you could let me know which files you needed to change, to specifically make the Caravan and Random Encounter changes, i'd really appreciate it :)

Thank you :)
 
Also (sorry for all the questions) do you recall if Mrs Stapleton's inventory worked correctly the last time you played 1.3.x? In the scripts there's a Staple_Box_Ptr but for me it doesn't work like it should (talk to Mitch to see it working) because only bottle caps get moved around, all the other items just stay on her body.
 
UniversalWolf said:
Minimally, I would triple the amount of time before each invasion. It's easy enough to justify: since the Master and the mutants are immortal, what's their hurry?

This.

And also, it would be VERY cool if there was some way to actually interact with the invasions happening. Like, if the time limit is 90 days, then if the player enters The Hub between 90 - 100 days, he won't find everything destroyed, but instead will find some people alive behind barricades, defending against the pressing mutant army. Only after a 100 days the player would actually find just dead bodies everywhere.

It would give the player a chance to same something and get some much needed action. Plus, there's the loot... :twisted:
 
Nice idea - but that would be a full blown mod, requiring a lot of scripting and map building - sounds good if you ask me... :wink:
 
And also, it would be VERY cool if there was some way to actually interact with the invasions happening. Like, if the time limit is 90 days, then if the player enters The Hub between 90 - 100 days, he won't find everything destroyed, but instead will find some people alive behind barricades, defending against the pressing mutant army. Only after a 100 days the player would actually find just dead bodies everywhere.
It's easy to make, but what's the point? Mutants army is huge — no way to defend against it. So player will simply die.
 
And also, it would be VERY cool if there was some way to actually interact with the invasions happening. Like, if the time limit is 90 days, then if the player enters The Hub between 90 - 100 days, he won't find everything destroyed, but instead will find some people alive behind barricades, defending against the pressing mutant army. Only after a 100 days the player would actually find just dead bodies everywhere.
Really cool idea. But I have no clue if 10 days is a time window big enough, this should be a value on the safe side. Ideally, the number of mutants could grow with time, taking one building at a time. That would give a sense of urgency and reward the player in respect to how fast he can help that city.
From a conceptual point of view, one may think that the Master send small squads of mutants across the wasteland instead of big armies the main cities. mmm... although from a warfare strategy point of view this probably isn't the best tactic.
Wasteland Ghost said:
It's easy to make, but what's the point? Mutants army is huge — no way to defend against it. So player will simply die.
Well, couldn't you make the army smaller at first? :)
For example, at 90 days a squad of 4 mutants would show up and take over a building. This would result in all the NPCs in that city entering in alarm mode and barricade houses and streets. After all of the city is lost to the mutants, the NPCs refugeed in the sewers would survive... maybe 20 days until they die; or less and then getting back to the city if you're able to save the city (which seems unlikely at that point since it would be filled with mutants).
So the sewers could be a way of keeping important NPCs alive for a bit longer.
If the player is capable of killing all mutants in a city at a given time moment, then that city is saved and it is assumed the city is capable of entering siege mode (setting up barricades, scouts, traps and mine fields) and is able to stop incoming mutant threats (resulting in self-sufficiency in terms of ammo and guns).

As for the mutant invasion, it could evolve like this:
- when the time trigger occurs, 4 mutants show up in the city and take over one building
- every 6 days, 4 new mutants show up and take over a new building
- each mutant squad will occupy one building and stay there

Open issues:
- when a building is occupied should NPCs there die or should they be able to take refuge in the sewers (moving back to the city after the mutant threat is gone)? What about important NPCs?
- if you want to spice things up, maybe the player is able to convince someone (BoS, raiders, ???) to help defending the city. Or when you get your hands on a purple robe (and enough CH or/and speech) you are able to send the mutants away (order them to get back to the Master, or to get to the coast and make a boat and sail the Pacific, to go to the Glow and wait there for new orders, etc).


Problem:
The problem with all this is: where are the consequences?
At some point people must start dying due to the super-mutant invasion. But having a city getting completely wiped out from day-to-night, even though realistic, seems a bit of a gameplay killer. IMO it shouldn't be an all or nothing situation.



EDIT: but please leave all this for when you finish the 3rd part of this mod: "location-by-location restoration".
I'll have no problem in editing the values in FALLOUT_DIR\DATA\VAULT13.GAM for now :)
 
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