Spoiler for those who have never played. If you havent and might play dont read on!
My Mod a bit reminsicent of the old toxic caves cheat but much much better and more logical I think.
For one in the original toxic caves cheat with all this armor and weapons lying around at the entrance then why did smiley whom we are coming to rescue fall prey to the geckos?????
Mine accounts for smileys presence in his predicament.
And it also always bothered me that by the time you are skilled and equipped enough to enter the old toxic caves storage area the gear you will then find in it will be ho-hum to you.
In unmodded FO2 you pretty much need to have as a minimum the armor offered in the basement and to get past the robot you need to have weapons at least equal to whats offered in the basement.
So in the end it was an anti climactic location in vanilla FO2.
I think I fixed that and with this mod you will be able to get down there the first time you go to the caves to rescue smiley.
The locker right at the cave entrance includes a very small supply of things just to help you on your way to include a electronic lockpick which you will need to get into the basement.
Even though its very early in the game make sure your repair and lockpick skills are semi respectable (50's or 60's skill% in each is enough I think)
I dont think I went overboard with supplies, I didnt want to make it a limitless Mod like the Klamall mod in Klamath but certainly it should be definetly a signifcant treasure of sorts as befits a well secured military storage area thats been left alone since the war.
So I included about a squads worth of high end armor from Combat Armor to Adv PA II.
Hmm now that I think about it, since its prewar storage facility maybe I should have not used any advanced PA.
Next version will have the Adv. Armors converted to regular PA.
Compared to some other location Mods, I added generous supplies of ammo (but much less than in the klamall mod but more than in the chopshop mod...... that New Reno Mod i always thought was too thin on Ammo with maybe a understrenght platoons worth of Ammo, but with a Brigade size supply of weapons hich the player could never possibly use even if he was maxed out for followers.)
And not every kind of Ammo and only a small fraction of weapons available in the game are in my mod but usally the weapons you will find, you will also find a very good supply of Ammo for.
Also added generous supplies of doctors bags, hypos and other Meds.
but i tried to be realistic since no storage area ,short of major warehouse would have everything, especially in wartime.
So for sake of realism I made a lot of intentional omissions:
No quest items of any kind, no fallout hint book etc
Also since i like to think of gameplay as new reality, and i thought what would I REALLY want in adddition to guns/ammo so I equipped the basement with plenty of food and water.
All this as provions in case i decide I need to hide out for a while or even spend a winter locked away if need be.
Also some reading material, supertool kits and various other engineering supplies are provided in case the elevator breaks down while I am down there .
So i should always be able to self rescue.
Most of the stuff is in the lockers, I tried to add a locker for more stuff but after I did, the game became unstable so i left it out in the end.
The desks are full as well.
I also added a few things on the floor in a small locker-less room next to the main room.
That is mostly stuff other folks wont be interested in, like food, wate,r buckets, fur to keep warm and sleep on etc.
Just my personal Nod to realism.
I even included a bunch of buckets you can take from there to the other side of the basement for your "business".
This is pretty much the location Mod I wanted for years.
Lots of valuable stuff but at a not crazy amount, unknown to the NPC-public, hard to find location, that I can securely lock.
Oh and I left Smiley at his old spot, so you can still rescue him.
I tested it a couple times on FO 2 with the RP (it for sure wont work with the megamod since the ammo scripts are so different)
Instructions:
-just enter toxic caves and leave right away.
-then save in the desert and copy paste my file over your KLATOX.SAV file in that save's SAVEGAME folder.
Even if you entered only the first level of the caves the data for all 3 levels is in only one .sav file.
Anyone want me to email him the file for beta testing?
Fred..
My Mod a bit reminsicent of the old toxic caves cheat but much much better and more logical I think.
For one in the original toxic caves cheat with all this armor and weapons lying around at the entrance then why did smiley whom we are coming to rescue fall prey to the geckos?????
Mine accounts for smileys presence in his predicament.
And it also always bothered me that by the time you are skilled and equipped enough to enter the old toxic caves storage area the gear you will then find in it will be ho-hum to you.
In unmodded FO2 you pretty much need to have as a minimum the armor offered in the basement and to get past the robot you need to have weapons at least equal to whats offered in the basement.
So in the end it was an anti climactic location in vanilla FO2.
I think I fixed that and with this mod you will be able to get down there the first time you go to the caves to rescue smiley.
The locker right at the cave entrance includes a very small supply of things just to help you on your way to include a electronic lockpick which you will need to get into the basement.
Even though its very early in the game make sure your repair and lockpick skills are semi respectable (50's or 60's skill% in each is enough I think)
I dont think I went overboard with supplies, I didnt want to make it a limitless Mod like the Klamall mod in Klamath but certainly it should be definetly a signifcant treasure of sorts as befits a well secured military storage area thats been left alone since the war.
So I included about a squads worth of high end armor from Combat Armor to Adv PA II.
Hmm now that I think about it, since its prewar storage facility maybe I should have not used any advanced PA.
Next version will have the Adv. Armors converted to regular PA.
Compared to some other location Mods, I added generous supplies of ammo (but much less than in the klamall mod but more than in the chopshop mod...... that New Reno Mod i always thought was too thin on Ammo with maybe a understrenght platoons worth of Ammo, but with a Brigade size supply of weapons hich the player could never possibly use even if he was maxed out for followers.)
And not every kind of Ammo and only a small fraction of weapons available in the game are in my mod but usally the weapons you will find, you will also find a very good supply of Ammo for.
Also added generous supplies of doctors bags, hypos and other Meds.
but i tried to be realistic since no storage area ,short of major warehouse would have everything, especially in wartime.
So for sake of realism I made a lot of intentional omissions:
No quest items of any kind, no fallout hint book etc
Also since i like to think of gameplay as new reality, and i thought what would I REALLY want in adddition to guns/ammo so I equipped the basement with plenty of food and water.
All this as provions in case i decide I need to hide out for a while or even spend a winter locked away if need be.
Also some reading material, supertool kits and various other engineering supplies are provided in case the elevator breaks down while I am down there .
So i should always be able to self rescue.
Most of the stuff is in the lockers, I tried to add a locker for more stuff but after I did, the game became unstable so i left it out in the end.
The desks are full as well.
I also added a few things on the floor in a small locker-less room next to the main room.
That is mostly stuff other folks wont be interested in, like food, wate,r buckets, fur to keep warm and sleep on etc.
Just my personal Nod to realism.
I even included a bunch of buckets you can take from there to the other side of the basement for your "business".
This is pretty much the location Mod I wanted for years.
Lots of valuable stuff but at a not crazy amount, unknown to the NPC-public, hard to find location, that I can securely lock.
Oh and I left Smiley at his old spot, so you can still rescue him.
I tested it a couple times on FO 2 with the RP (it for sure wont work with the megamod since the ammo scripts are so different)
Instructions:
-just enter toxic caves and leave right away.
-then save in the desert and copy paste my file over your KLATOX.SAV file in that save's SAVEGAME folder.
Even if you entered only the first level of the caves the data for all 3 levels is in only one .sav file.
Anyone want me to email him the file for beta testing?
Fred..