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

that's a bug, one Wasteland Ghost will remove in his next patch probably

He might be refering to the press A and shoot the overseer with a desired weapon (which i dont think its a bug) instead of the scripted sequence.
It's an easter egg and has never been anything but.

wow, a easter egg, i thought it was the ending for characters with bad karma.

(to Wasteland Ghost) take a look at this http://www.nma-fallout.com/forum/viewtopic.php?t=51167. as the all mighty Per Said:

There are traces in one script of a sort of ongoing romance with a female paladin in the Brotherhood. If you hit on her and managed a critical CH check, this would trigger various floats over time like "Come to bed, honey" and "I've missed you so much." However, the dialogue doesn't properly reflect this, so either they were aware that stat checks can't produce criticals and decided to just leave the unfinished part of the script as it is, or they didn't know but it would have worked a little oddly in any case.

sry if you already knew this but its a nice feature to point out :)
 
Dravean said:
I for one love the option of killing the Overseer. I hope that won't be removed.

True. Even the best of men could "snap" after such betrayal. :)
 
SorgFall, I'm perfectly capable to speak for myself. ;) Do not mix scripted sequence and cheating with 'A' key. First is perfectly normal and never be removed (if your caracter is evil, he will shoot Overseer, othervise he will not), second is a bug, like bug with escaping Leutenant's interrogation by pressing 'A' key, but now we can do little about it, because it is not possible to interrupt combat mode instantly after it's begun.
 
Wasteland Ghost said:
SorgFall, I'm perfectly capable to speak for myself. ;) Do not mix scripted sequence and cheating with 'A' key. First is perfectly normal and never be removed (if your caracter is evil, he will shoot Overseer, othervise he will not), second is a bug, like bug with escaping Leutenant's interrogation by pressing 'A' key, but now we can do little about it, because it is not possible to interrupt combat mode instantly after it's begun.

OK, I'm sorry. :oops:

Yeah, I was referring to the 'A' thing.

BR4ZIL said:
that's a bug, one Wasteland Ghost will remove in his next patch probably

He might be refering to the press A and shoot the overseer with a desired weapon (which i dont think its a bug) instead of the scripted sequence.
It's an easter egg and has never been anything but.

wow, a easter egg, i thought it was the ending for characters with bad karma.

(to Wasteland Ghost) take a look at this http://www.nma-fallout.com/forum/viewtopic.php?t=51167. as the all mighty Per Said:

There are traces in one script of a sort of ongoing romance with a female paladin in the Brotherhood. If you hit on her and managed a critical CH check, this would trigger various floats over time like "Come to bed, honey" and "I've missed you so much." However, the dialogue doesn't properly reflect this, so either they were aware that stat checks can't produce criticals and decided to just leave the unfinished part of the script as it is, or they didn't know but it would have worked a little oddly in any case.

sry if you already knew this but its a nice feature to point out :)

Does this mean then that there could be some actual use of Charisma?

Mbah, this also spoils the game. I always play at 1 CH. Definitely not worth just for flying comments putting a high charisma, lol. :D
 
The file, you are referring to, is not a patch. It's mod. It has too many bugs and too many questionable features, so I decided to start from scratch.
 
Wasteland Ghost said:
The file, you are referring to, is not a patch. It's mod. It has too many bugs and too many questionable features, so I decided to start from scratch.

Sorry, I have to disagree, it's quite firmly based in Fallout dialogue files and cut content.
 
No it is not. Not exactly, to be precise. There are only 2 original quests: "find a spy for the Children among Followers" and "Romeo and Juliette". All other quests were made up or changed by Pal. I'm talking about becoming a member of the Blades, Christopher the Bounty Hunter quest, such NPCs as Elder, Barterman and Bodyguard (from early concept/demo, and with Pal's changes there are too much free items for the game start). Den is a man from Cathedral, there was no reason to place him in Hub, Kyle - guide to the Used Cars map with a wonderful authors explanation:
it was my own idea to create this character, because many times I have played the game to completion, and I hadn't a chance to get into that random location: He will guide you there.
Uthern and Scout Super Mutants in LA before the invasion. Becoming a BOS paladin...

Pal never tried to restore original FO1. He read fallout.ru forum and tried to meet other players expectation. That was a big mistake. Don't understand me wrong: I have a deep respect for Pal and his work, he is (was) a member of TeamX and his work has inspired me to start this Restoration. But his ideas mostly has nothing to do with BIS ideas.
 
How about this quest from the glow:
from the nearly ultimate fallout guide:
Disarm Traps for the Facility

This pops up once you deactivate the robots from Zax. There's no way of getting it crossed out.

This appeared in the pip boy and i didn't know what it referred to.
 
Deactivation of robots leads to activation of traps. You can't deactivate traps, so you can't complete this quest. But I'll try to change it in Restoration Mod. ;)
 
Scrapheap?

So, do you have any plans to implement anything from the Fallout Demo? My understanding is that Scrapheap uses the same map as Junktown ad that there are quests in Scrapheap that aren't in Junktown, so I am not sure if that is cut content or what, but it might be fun to implement?
 
No, I don't. Demo is a weird mix of SS and Junktown (and Cathedral :) — Elder uses Morpheus animation). It is not a solid concept with it's own ideas or NPCs/quests. So I don't think it's "restoration" will be appropriate.
 
I'd like to chime in and say that altering the ending of the game would be silly. I understand why one would want to play on, but doing so would trivialize the sentiment of the final scene. Furthermore, the developers designed the game to end the way that it did, without any planned but unrealized alternative (at least, to my knowledge). Would it really be restoring anything by allowing the Vault Dweller to continue to explore? Could you possibly consider it cannon?
 
Of said:
I'd like to chime in and say that altering the ending of the game would be silly. I understand why one would want to play on, but doing so would trivialize the sentiment of the final scene. Furthermore, the developers designed the game to end the way that it did, without any planned but unrealized alternative (at least, to my knowledge). Would it really be restoring anything by allowing the Vault Dweller to continue to explore? Could you possibly consider it cannon?

Well, as far as I know the storyline, the Vault Dweller wandered around the wasteland for a while before he actually settled and formed a village of Arroyo. He didn't decide all of a sudden to travel North and form a village over there right after shooting the Overseer. I'm sure he did some traveling/thinking about his life before he decided what he wanted to do. For example, he could decide to go back to the towns invaded by mutants and kick their ass or something. So I see nothing wrong with being able to play after shooting the Overseer as long as the player will not be able to enter Vault 13. Also, following your logic we shouldn't be able to play after Fallout 2 ending as well, and yet we can =/
 
Blah, none of my characters would ever go north and found a tribe.

It's almost as bad as awakening in a cage and discovering that one had Imoen, Jaheira, Khalid and Minsc in party :| . Which is why I dislike direct sequels.
 
zenitfan4life said:
Well, as far as I know the storyline, the Vault Dweller wandered around the wasteland for a while before he actually settled and formed a village of Arroyo. He didn't decide all of a sudden to travel North and form a village over there right after shooting the Overseer. I'm sure he did some traveling/thinking about his life before he decided what he wanted to do. For example, he could decide to go back to the towns invaded by mutants and kick their ass or something. So I see nothing wrong with being able to play after shooting the Overseer as long as the player will not be able to enter Vault 13. Also, following your logic we shouldn't be able to play after Fallout 2 ending as well, and yet we can =/

I understand that there is ambiguity at the end of the game. I don't mean to imply that the Vault Dweller did nothing but head north and found Arroyo. I am sure that he/she may have done many things before that. I understand also that it would be fun to be able to revisit these places, etc. etc.. I said that already. However, what I was trying to say is that if the developers wanted that to happen, they very well could have made it happen (see, end of Fallout 2). As far as I know, there were no abandoned plans to make the first game that way as well, therefore, you are not restoring anything, but rather adding (it's a fine line).

Why is that problematic? It seems to me that Fallout ends the way it does because of an artistic decision made by the game's creators. Circumventing that is, to me, much like painting over one of Picasso's sketches because you wanted it to have more color. That said, I don't feel that adding in a missing or planned-but-abandoned area is the same thing, mostly because this is meant to be a restoration project. Those things that were meant to be in the game originally, but didn't make it to the final release, are being reconsidered and possibly realized. Like I said, I don't think that there were plans to make the ending like that of Fallout 2's, with the continuation of game play and additional features. Ultimately, of course, it is up to the people creating the mod, what is in and what is out, I simply though I would share my perspective.

As far as the comment about my logic not accounting for the way that Fallout 2 is concluded, I disagree. I was very obviously talking about the developer's decisions, therefore the decision that they made for the end of Fallout 2 pertains in no way to the way that they chose to end the first game. It was their artistic choice to begin with.

Just for shits... Who's to say that he didn't just decide to go north and found Arroyo? The ambiguity is important.
 
2Of
Because of I'm dubious myself and because of there are many people who want to play after an end and as many peope who want to keep the end the way it is, I'm thinking about not including this possibility in RP and making it a standalone mod for RP.
 
Wasteland Ghost said:
2Of
Because of I'm dubious myself and because of there are many people who want to play after an end and as many peope who want to keep the end the way it is, I'm thinking about not including this possibility in RP and making it a standalone mod for RP.
An excellent idea.
 
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