[FO2] Guide updated

RE: Guide updated

>will that also be the final
>version?

I'll keep adding stuff and revising as long as there is stuff to add.

>and when will the
>updated version of the FO1
>guide turn up?
>

To begin with there'll just be the "final" version. Sadly I haven't had anything like the feedback I've had on the Fo2 guide, so there's not much to add (I understand that Fo2 would be the more popular game, but why is the Fo1 board so utterly dead?). Expect it about the same time as the Fo2 update, that is, undecided. :)

/Per
 
RE: Guide updated

Oh guess that I'm a bit blind...heh sorry:D

Anyway I had a question about the Horrigan dessert encounter.
You sad that you were once able to attack them.
How did you trigger that? Did you press A all the time when the encounter was loading up? and will they fight you if you attack them or will they just do nothing like the deathclaws you can kill in the NCR quest were you have to guard the brahmin?
---------------------------------------------------------------------------------------------------------------------------------------------------------

signature

http://www.nma-fallout.com/fallout2/heads/frank.gif

When you meet me you know that your end is near!

Just watch what happened to that sorry dude!
http://www.geocities.com/bodyguard_frank_horriganse/frankmovie1.00.gif
 
RE: Guide updated

>Anyway I had a question about
>the Horrigan dessert encounter.
>You sad that you were once
>able to attack them.
>How did you trigger that?

I had an NPC that entered combat mode for me; I doubt you can do it yourself.

>and will they
>fight you if you attack
>them or will they just
>do nothing like the deathclaws
>you can kill in the
>NCR quest were you have
>to guard the brahmin?

Horrigan did nothing. The two soldiers fought back when I attacked either them or Horrigan.

/Per
 
RE: Guide updated

[font size=1" color="#FF0000]LAST EDITED ON Oct-22-02 AT 11:19AM (GMT)[p]Well, maybe it can be done with the help of explosives...have to try it.

Besides the bug that Chitsa should have one more stat point than the other premade charas dosen't excist even in the unpachted version.

This can you also find out if you haven't got the unpatched version by searching the patch000.dat (with f.e. datman) for the diplomat files in the premade folder. They aren't there so that means they haven't been fixed course they aren't bugged.

---------------------------------------------------------------------------------------------------------------------------------------------------------

signature

http://www.nma-fallout.com/fallout2/heads/frank.gif

When you meet me you know that your end is near!
 
RE: Guide updated

>Well, maybe it can be done
>with the help of explosives...have
>to try it.
>

OK, I'll save you the trouble and tell you how to do it. :) Recruit Laddie and go to the exit from Modoc. Tell Laddie to stay, then kick him. He'll turn hostile, but not unlink himself as an NPC. Exit to the world map and walk around until you get the encounter. As soon as it starts Laddie will enter combat mode and attack you. This lifts the input lock so that you can act, while the encounter proceeds as usual but in "combat time". The funny thing that I did was to stand between the soldiers and the people they're shooting. Since they never make a "real" attack, you're standing there in the rain of bullets completely unharmed. :)

>Besides the bug that Chitsa should
>have one more stat point
>than the other premade charas
>dosen't excist even in the
>unpachted version.
>

I can imagine that. Several things that I included in the first version of the guide that I'd only read about but not experienced directly have turned out to be incorrect or in any case unverifiable. But I seem to remember that this thing was described rather matter-of-factly. I'm cutting several other speculative notes for the update, including the deathclaw fights in Redding - sorry, White! (Unless someone testifies to their existence, of course.)

As for the update, better expect it at the beginning of next year. The main reason for the "delay" is that most of the work that's left now requires extensive script checking, and besides the fact that the Fo2 scripts are much more cluttered than the Fo scripts I only have limited access to them.

/Per
 
RE: Guide updated

[font size=1" color="#FF0000]LAST EDITED ON Oct-23-02 AT 00:35AM (GMT)[p]<astonished... thinks to self>Its Per, baby. Per!</self-thought>
Well Per, I really love your guide. Of course, it can be improved -- Just a smidgen or two. I think that you should state in the very beginning of your New Reno section that you should be very careful when parking your car. In fact, you should tell everyone that when they first get to New Reno (if you have the option, I'm not sure, maybe that's why you said all that stuff about walking to New Reno from Golgotha), that they should press the "2" key on their keyboard to go to second street. I really would've liked to get the grav plates at the end. Oh well. You should also state that you MUST kill Dr. Schreber to get K-9 to come with you in quest 2 in your Navarro section. I know, its obvious, but it took me a while to figure out. Finally, I wish to thank you for such a neat guide. Sorry if I say anything here that was already said; I didn't have the time to read all those other posts before this...

Oh, and another thing: I wasn't able to do all those fancy keyboard tricks you did to get into to the "record mode" to see the unimplemented Den area and the shuttle area with my Macintosh version, but you can also go to SF and press 6 on the town map, and in the Den, press 3 (you already said that about the Den in your guide, but you might want to repeat that where you talk about the unimplemented shuttle).
 
RE: Guide updated

[font size=1" color="#FF0000]LAST EDITED ON Oct-23-02 AT 01:08AM (GMT)[p]<pauses after reading posts> Wow, you guys are a lot cooler than I thought. To be completely honest, the first time I came to the NMA forums, being a Macintosh person, I felt "Oh dear, some more PC people and their darned half-brained chatter..." Heh. Well, to be entirely truthful, I'm very humbled now. Even people with a... erm... manual... input... um... handicap... (yeah, that's good) can be very intelligent, insightful people, (in the case of Starseeker here).

Of course, I wouldn't have had that problem if I was Republican. No... no. Republicans understand everything. Republicans even understand the importance of bondage between mother and child. Well, as Vice President Dan Grouse puts it.
 
RE: Guide updated

Yo thanka:7

Besides

The trick to get Frank's weapons can also be done with robots (getting the robo rocket launcher and robot melee attacks).

Also the Piriha thingie actually works!

Check out the "Question about the random encounter PariahDog and perks Gain IN / EN " thread.
---------------------------------------------------------------------------------------------------------------------------------------------------------

signature

http://www.nma-fallout.com/fallout2/heads/frank.gif

When you meet me you know that your end is near!

Just watch what happened to that sorry dude!
http://www.geocities.com/bodyguard_frank_horriganse/frankmovie1.00.gif
 
RE: Guide updated

Here is something I haven't seen mentioned:

I've noticed that there seems to be a level of some sort in terms of your sexual ability. I managed to get different dialogues from Mrs. Bishop after getting sexpert, gigolo, and the Karma Sutra Perk. You would think sexpert is better than gigolo, but it doesn't appear to be. I am curious about wether this has any actual effect in your "performance".

Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: Guide updated

>Well Per, I really love your
>guide.

You are hereby pardoned for being a Mac person. ;)

>I think
>that you should state in
>the very beginning of your
>New Reno section that you
>should be very careful when
>parking your car.

Hmm, yeah, probably. There is this slight inconsistency in the guide where I state in the introduction that it's not meant for people who haven't played the game, and yet one is almost forced to write it that way anyway (because "in this building there's a slaver named Metzger" looks much better than "in this building there's a slaver named Metzger, but you know that already or you're blind and dumb"). A cautionary note would be sort of superfluous if I'm assuming that the reader is reasonably familiar with the game, but it would be consistent with the rest of the guide.

>In fact,
>you should tell everyone that
>when they first get to
>New Reno (if you have
>the option, I'm not sure,
>maybe that's why you said
>all that stuff about walking
>to New Reno from Golgotha),
>that they should press the
>"2" key on their keyboard
>to go to second street.

But that's cheating! OK, might as well mention it since the end result is the same anyway.

>You
>should also state that you
>MUST kill Dr. Schreber to
>get K-9 to come with
>you in quest 2 in
>your Navarro section.

Ah, yes, thanks.

>(you already said that
>about the Den in your
>guide, but you might want
>to repeat that where you
>talk about the unimplemented shuttle).
>

This was sort of intentional; there's nothing to see inside the shuttle and nowhere to go, so it'd be pointless to do it while actually playing. In the Den area you can at least look around, leave the map and continue playing.

/Per
 
RE: Guide updated

[font size=1" color="#FF0000]LAST EDITED ON Oct-25-02 AT 08:59AM (GMT)[p]Well reading the missing section of Fallout 2 in your guide I found out something very intresting with the Kaga thingie.

If you rename Vic's script file (dcvic) to qcfrank (Frank Horrigan) you can have Horrigan in your squad (you must also have the original Vic in your crew). But then he also names theese Kaga messages in combat like: "there is another chosen to kill" or that Arroyo shall be damned for throwing him out and more.

Strange...
---------------------------------------------------------------------------------------------------------------------------------------------------------

signature

http://www.nma-fallout.com/fallout2/heads/frank.gif

When you meet me you know that your end is near!
 
RE: Guide updated

[font size=1" color="#FF0000]LAST EDITED ON Oct-25-02 AT 08:55AM (GMT)[p]Klamath quest conclusion

Well I've finally found a way to cross out all quests that you get in Klamath (thanx to your quide as usual :7)

When you take the "guard the brahmins" quest, go to the Dunton's and ask for work. Instead for doing there "rustle the brahmins" quest do the speech thingie so that they run away and that you get the +50 karma and 250exp. which aren't shown in message box (its actually the things you gain for completing Torr's quest). Now kill of the radscorpions. Afterward you aren't supposed to be able to talk to Torr ( just the red floating text) anymore course in that moment the Duntons are supposed to run away. But because the Duntons already have run away and that you actually have already gained the uhm "stuff" for this quest you're able to talk with Torr in a dialog.

You're now able to tell Torr to run away (you also get a new dialog which says that you don't have time to guard the brahmins anymore, but pressing that line dosen't seem to do anything). Do that and after he is gone run to the exit grind yourself.

Watch your pipboy quests. The "Guard the brahmins" and the "rustle the brahmins" quests should be crossed out and you're able to get the sixth quest also.

Also you can actually gain 1000exp. for recruiting Sulik.

First do one of Ardins quests and ask either for no reward or for Suliks freedom so that you get 500exp. Now before going to Maida talk to Sulik. You will notice that he isn't free yet (cause you haven't talked to Maida). You can now if you want to pay the 350 bucks for an additional 500exp. reward.


-------------------
http://www.nma-fallout.com/fallout2/heads/frank.gif

When you meet me you know that your end is near!
 
RE: Guide updated

In your overwhelming intelligence you seem to have forgotten the fact that not everyone has the -possibility- to learn English; eg. when living in Europe, like me.

I assume it was just an attempt to make a compliment...

And Fallout just isn't a game for no-brainers I guess, and people who stick here mostly really like the game, and have the smarts to continue.

Ontopic : The point about the grav plates was good, I think you should put it in the walkthrough Per.

And thanks for the best complete FO2 guide there is!
 
RE: Guide updated

Relatively close... I have done almost all the script checking needed (though some things still elude my grasp, such as the pariah dog bug, which shouldn't work as far as I can tell). Now I have to get back to my own computer and test some of my findings, which could still take some time... expect it to be another month and you hopefully won't be disappointed.

/Per
 
RE: Guide updated

[font size=1" color="#FF0000]LAST EDITED ON Jan-13-03 AT 11:16AM (GMT)[p]The Laddie trick dosen't work, he just disappears...

I did it exactly the way you described, but it didn't work. Last thing I tried was to blow myself into the exit grind while the explosion also hit an NPC. I know that when NPC gets hit by an explosion they go into combat mode for one round so theoretically seen, I thought that the NPC (Lenny) might go into CM when encountering the FH encounter but again "he" didn't.



http://www.imahosting.com/sigs/falloutburn.gif
 
RE: Guide updated

Looking at what I wrote it seems a little odd. You shouldn't tell him to stay, or he won't be in your party when you attack him. Try this, then: have Laddie in your party, hit Jo then run to the exit grid. Laddie should be following you and hostile. Or if that doesn't work, wait for a few days and I'll be able to check it again myself.

/Per
 
Back
Top