Hey, chiming in to say it's magnificent that Fallout 1 is still getting this kind of attention. I just reinstalled it and promptly got killed by rats. Ah, the nostalgia...
I'm not caught up with this thread, or the current state of Fallout modding in general, so I hope you don't mind if I shoot a few questions your way: Is it possible to mod perks and traits, and if so, to what extent? For example, I assume if it was easy, someone would simply have attached the Friendly Foe perk's effect to all of the traits you can pick (or Awareness, etc.), so that unless you choose to play without traits at all, friendly NPCs would always get the green outline.
Considering you can only get up to 7 perks in Fallout 1, and you need to deliberately farm xp to get more than 5, I'd really like to see an (optional, of course) mod that consolidates and reduces the number of available perks, so there isn't such a huge number of useless trap choices. If you include multiple ranks, there's nearly 100 perks in Fallout. That's just absurd.
And for the current discussion at hand, I haven't played that far myself, but I noticed this comment on the NPC mod's page:
I have 2 questions, First would have to be what code do the fallout files use? Second is, would it be possible to code junkdog.int (dogmeat) to actually leave your party when you tell him to stay? So he acts like the other companions. The nighkin in cathedral are passive only if he is dead or not in party.
So, if you tell Dogmeat to wait somewhere, does that actually enable the diplomatic solutions to the Cathedral and Military Base or not?