FO2FairPlay

Timez

First time out of the vault
https://github.com/tnevolin/FO2FairPlay
Experimental release 0.1

This is a collection of small modifications to highlight many game features (items, actions, strategies, builds, etc.) those are there in plain sight but not used due to their obvious inferiority in light of other overly superior features or exploits. In short - I like to make game more variative and flexible as it was advertised to be.

It is not anything fancy or huge. Just some small things those always annoyed me and prevented me from trying some different approaches to the game. Unfortunately, I didn't find these tweaks anywhere in other mods.

I have tested them and they work. Very simple start. No configuration file for now. Probably will create one as I accumulate more and more. It is also just simple scripts on top of sFall so can be incorporated into other mods as well.

Suggestions for more changes like that are welcome.
 
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Modified book mechanics. Now they may affect different skills and they are also equivalent of SP pool spending. Along with Skill cost changed based on added and not on current skill level this completely eliminates difficulty or drug exploits in spending SP either directly or from books.

It is also fun to read messages about books affecting related not primary skills. Funnier message versions are welcome!
Unfortunately, I didn't figure out yet how to insert messages into MSG file in non invasive way except to use external installation program. So they are just hardcoded now.
 
"Less clutter and micromanagement distracting player from the story."

There is clutter and micro-management in Fo2?
 
Unfortunately, I didn't figure out yet how to insert messages into MSG file in non invasive way except to use external installation program. So they are just hardcoded now.
You can just add your own msg and use add_extra_msg_file function.
 
There is clutter and micro-management in Fo2?

Depends on how you classify it. You can reword it if you think other words fit better.

What I meant is player need to know game mechanics, research internet reviews, and use exploits to maximize their potential. There is such thing as better build and if some newbie managed to put 1 point into AG or IN they are seriously screwed to the level they may hate quit. I don't want this to happen and I want to give any build some chance to pass the game either with more or less combat but not absolutely frustrating.

And yes. There is a micromanagement in FO2. Take constant buying and selling for one. Scrolling inventory, looting, redistributing stuff across companions and car, moving them back and forth, etc. People are constantly complaining about this. Why do you thing inventory filters/sorters are so popular.

Skill point exploit with difficulty and drug fiddling is just annoying. I would love not to use it and even be sure not to have it in the game to keep piece of mind.
 
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