memetics
☢ Mysterious Stranger ☢
Cubik2k said:Sorry but in my opinion no one... Do not mix weapons/armors etc in FO1 with items from other games, even FO2. FO1 has own special climate and any new items will ruin this. However, this is my opinionSduibek said:It's been a while since we discussed this, so here's the list of upgraded Fallout 1 weapons that appear in Fallout 2. Which of these would make a nice addition to Fallout FIXT without ruining anything gameplay-wise?
Okay; after reading back through this thread again and some other discussions, I've formed an opinion: Please don't add any new weapons to Fallout. It's okay to have merchants who can modify a weapon to improve it, but adding new weapons (especially the more-powerful ones) messes with the game balance - and more importantly, as Cubik2k said, it screws with the overall tone and feel of the game. Fallout 2 is where to go if one wants more energy weapons, aliens, and pop-culture reference goofiness, I think. Keep Fallout 1 true to itself. :=)memetics said:Honestly, I don't have much of an opinion of what weapons should be added in, taken out, or left alone...
Mods/patches can focus on fixing bugs, restoring content, adding new content, changing content, or combinations of the above. I'd be happiest if this mod kept focused primarily on bug fixes and secondarily on restorations, and that's it. But I totally get how fun it is to add new stuff in a mod, so I'm not saying not to do that at all, but I'd encourage you to keep any new content available in a second mod - or at least switchable in its entirety with one big master-switch in an .ini file (or at setup time).
-m