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

Wasteland Ghost said:
When you kill the Master, invasion stops (it was in original files, I decided not to change anything). «Bite the head off the snake...» ;)

A question out of the curiousity, if (most of) his army is destroyed together with his Military Base, how does he manage his campaign?
 
Harahvaiti said:
Wasteland Ghost said:
Yes, I know (even fixed a bug, which prevented them from leaving peacefully). But you have to remember: there is no strict sequence in solving the main quests in FO1. And such moments are designed to encourage players to choose different way next time. There are plenty of ways for playing FO1, that's why I love this game so much.

concerning the water chip quest, i dont consider it anymore longer as a true main quest, because its possible to finish the game even if you dont bring the water chip to vault 13. thats how my last run ended, ive just destoyed the military base and the cathedral... and was teleported to v13 to chat with the overseer...

I think we can definitely consider this a bug.
 
I think it depends. If you destroy the cathedral and mariposa, go back to Vault 13 and get kicked out, I would call it a bug (because they still need a waterchip). But if you would go back and they say "well.. ok... lets go outside, it seems to be ok now" then it's different again, imo.
 
Lexx said:
But if you would go back and they say "well.. ok... lets go outside, it seems to be ok now" then it's different again, imo.
The Overseer isn't going to suddenly be alright with leaving the Vault just because the Vault Dweller got rid of the mutant threat (he was loathe to leave the safety of the Vault before he even knew the mutant threat existed). Besides, in Fallout canon, it was his sworn duty to make sure people didn't leave the Vault for 200 years.
 
Yes, this is the problem. So.. if the Overseer isn't going to send out another one to get a water chip in the last few days, it all makes not much sense.
 
But what if the Vault Dweller never even got the water chip?

To answer my own question, I suppose it's possible that the Vault Dweller stopped off and found a water chip after completing the final task and before he arrived back at Vault 13. Since the game automatically "teleports" the player to Vault 13, who's to say how much time passed and what the Vault Dweller did during that time.
 
2Dravean
Yes, it is possible. And, with Wasteland free of "evil", anyone else can go and search for the chip. Again, player's became too dangerous for the Overseer to let him stay or even let him continue his quest. So, there are plenty of explanations for this way of ending the game.

2Sorrow
To finish anything will be an impossible task. :)
 
You get the chip before the master/base in any normal game. So, it won't do any harm if you "fix this bug". But there are more important things to do.
 
even fixed a bug, which prevented them from leaving peacefully

Hmm, will try that cause last time i remember saying some like: yeah Lou is dead but you guys can go away, or something and after that combat started and they kept running away from me, i was forced to kill them, i guess now i can finish the *take out the mutants at the watershed* quest in a social way

To answer my own question, I suppose it's possible that the Vault Dweller stopped off and found a water chip after completing the final task and before he arrived back at Vault 13. Since the game automatically "teleports" the player to Vault 13, who's to say how much time passed and what the Vault Dweller did during that time.

In my opinion it would be better if the overseer says something about sending another one in search for the water chip (without voice cover, of course)
 
One solution would be to require getting the water chip to finish the game. If Master + Vats are destroyed first, have the Overseer remind the player that they still need the chip and continue playing. Have the final speech play when the player talks to him again after returning the chip. That probably won't require any new dialog or content. I don't know if it's possible to override the end-of-game scripting like that, though.
 
Loosing the opportunity for shooting the overseer in the back is not worth it IMO. And its not very minimalist. Maybe having the overseer wait for you at the entrance of the vault as if you weren't teleported (before the "real" ending). You'd have to disable the lower levels in the vault arrival map too.
 
2Kanhef Yes, it is possible solution. But it will make a final sequence slightly meaningless. We know why the Vault Dweller was expelled, and it is not consistent with "find the water chip first then we'll ask you to get out". IMHO.
 
i30817 said:
Loosing the opportunity for shooting the overseer in the back is not worth it IMO. And its not very minimalist. Maybe having the overseer wait for you at the entrance of the vault as if you weren't teleported (before the "real" ending). You'd have to disable the lower levels in the vault arrival map too.

"losing the opportunity"??? Man, that's a bug, one Wasteland Ghost will remove in his next patch probably (if he didn't already, I can't remember right now).
 
I think SorgFall may refer to pressing A to enter combat mode. It's quite possible they only intended for you to shoot the Overseer if you fulfil the karma/berserker requirements.
 
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