Fallout 2 was what gave me the idea. Never mind
Actually, I thought about it a little and it should be said that Fallout 1 is at the dawn of mutant-human relations. In fact, most humans (Shady Sands, Hub) haven't seen a mutant yet. So there is no telling how they would react. Even a normal play-through may be possible if the player behaves. Even as a super-mutant.
However, the most interesting scenario is probably being captured by Harry in Necropolis, dipped by the Lieutenant and then finish the rest of the game. Which may be still substantial. Especially, a ghoul/mutant may take the revenge path (as outlined by Talius) and kill the master and Lou before getting exiled from the vault.
Last, Fallout is more tolerant. Harold & Talius, but also the Necropolis ghouls, are tolerated (there are Hub caravans going to Necropolis). Plus there was the cut content of “nightkin tinkerers” who would have lived among humans, too. I think most of the “mutant-hate” came as a consequence of the invasion, but FO1 is mostly pre-invasion.
REGARDING COMPANIONS
I downloaded the TeamX npc mod: f1npcmod.rar (“Fallout 1 NPC Mod by TeamX v3.5”) and put the critter folder into my FO1 game, and then tested it with “FO12_critters_editor_1.3.4.9” and “ProtoManager 1.1.4”.
I had some bizarre results. It really seems as if those pro files have issues, and it may not be the editors fault.
For example, when I moved on & off the Power Armour entries it would sometimes adjust (base HP and carry weight) and sometimes not. While neither would apply in-game.
Most notably, though, was that the companion's HP scaling worked in “FO12_critters_editor_1.3.4.9” by adjusting the base, not the bonus. While, “ProtoManager 1.1.4” completely ignored the HP scaling. I haven't tested it, but HP “may” not improve in “Fallout 1 NPC Mod by TeamX v3.5”. However, this appears to be fixed in Fixt. When I used the pro files from the Fixt folder, HP is increased via bonus and both editors display it correctly.
What is not fixed though is the +3 ST bonus on power armour. “FO12_critters_editor_1.3.4.9” displays it, and adds the bonus to base, but not to the total. Neither does it show up in-game as far as I can tell. The only exception is carry weight which is assigned a bonus of +75. The remaining adjustments to base (HP, Melee damage, carry weight, Unarmed, melee skill) may be or are ignored in-game.
“ProtoManager 1.1.4” completely ignores the +3 ST of power armour and only displays the +75 bonus to carry weight.
I checked other “vanilla” NPCs in Power Armour and none uses “extra” to add +3 to ST. Instead they upped the base ST, and reduced HP bonus by 3.
Consequently, wouldn't it be better to do the same for the Power Armour? Just add 3 points of ST to base, and reduce the HP bonus by 3 points, as HP is apparently not supposed to adjust through Power Armour. And then remove the bonus from carry weight (as it's base only now). This way, all should adjust automatically when switching to power armour.frm (carry weight, Melee damage, Unarmed skill & Melee skill) the only things that need to be set manually are: AC, DT, DR and +30% Rad Resistance (the last doesn't matter but wth).
This may work smoother. Unless, there is an issue in the pro file regarding +3 ST that only needs re-setting (and again it may be the pro files error, not the editors). Or it all (melee damage etc.) actually works fine in-game, but I doubt it.
- Next issue is less significant. The original “Fallout 1 NPC Mod by TeamX v3.5” included a typo. Tycho in Leather Jacket (pro file 340, 349, 358) has the DT & DR of Leather Armour. AC is correct. That's a typo of the original, which is still present in Fixt. (Not that he'll ever wear Leather Jacket, but...)
While doing the above, I also checked the numbers of “Fallout 1 NPC Mod by TeamX v3.5” and they are exactly the same as in Fixt 0.81alpha. No difference. And if they all apply properly, they should also in-game.
A few technical comments though:
- Companions level up every 4th player level. I think that's good, however, Katja is the weakest (HP wise) and the last companion to be picked up, which may be around level 6 to 8 on a normal play-through. Which means she hits stage 3 on level 14 to 16, which is a tad too late. (Note: I assume the game is over about reaching level 12 to 15). I think all three companions should be late-game ready about level 12 (roughly?). As Katja can't reach that in a normal game, perhaps it may need to reduce the number of player levels required for a companion to level up. Perhaps every 3rd player level? A problem of reducing it to 3 is that Ian and Tycho may level up too early (rubber-band issue). Anyway, it may be worth looking into.
Alternatively upping HP may help too. In fact, I would consider to upgrade all three on stage 3, like: Ian, stage 3: 90 (+56), Tycho, stage 3: 100 (+67) and Katja: 45 (+16), 60 (+31), 80 (+51), as, in my experience, companions can die very quickly. Sometimes they are only able to take a couple of “normal hits” before snuffing it.
- Tycho Small Guns: He has the lowest numbers. However, don't NPCs profit from weapon abilities? If so, Tycho is designed to get regularly a bonus from Accurate (shotguns) & Long Range (rifles). If you factor that in he is the best shot of the three, as Ian and Katja only use Pistol/SMG (aka raw skill). Perhaps that factor needs to be added on top when looking at his numbers. The problem is, of course, that allowing all animations, creates the issue of where to place Tycho (too good with rifles) or (bad with anything but rifles). But even if NPCs don't profit from abilities it still may have been the designers intention that Tycho is actually skill+20 or skill+long range, in opposite to the other who are just “skill”. I think it's worth nothing that Tycho's low Small Gun percentage may be deceptive.
- In the original Ian has Big Guns and Katja has Big Guns and Energy weapons. At first, I thought this makes sense, as Katja may have picked up that knowledge by living among the Followers, however, she has only a ST of 4 (7 if Power Armour applies, which it may not). Shouldn't that cause problems with both heavy and energy weapons? Which means it may need to up her ST, or question the whole concept of her using those weapons at all.
Perhaps it's not such a bad idea to dismiss it as an early concept, and give her an ...AS.frm (grenades are good in Fixt), while Tycho could become good at Energy Weapons eventually (like stage 3). Distribution wise it could make sense (Ian: SMG/.223er & Big Guns, Tycho: Rifle & Energy Weapons (may disable Gatling (& pistol) by not giving him the Minigun (and perhaps even pistol) animations, so he's still mostly rifle, he'll only switch from sniper to laser/plasma at the end-game) and Katja: close combat & grenades). It may not be true to the original, but that may have been an unfinished concept anyway that could have developed into either direction (more ST or no Big Guns). And technically speaking, neither of the “original companions” was using Big Guns (they had no animations for it), so all this is open to interpretation (aka dangerous thoughts and heresy) anyway.