Just created my first location Mod, gear in secure area

palmerwmd

It Wandered In From the Wastes
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..
 
I also have a second version were smiley has alreaedy been rescued for those you wish to add it to a post rescue game in progress
 
If your not interested in helping beta test it for me no need to thread hi-jack.:roll:

PS: tu lieber selber was
 
I respect what your trying to do Palmerwmd...but changing the balance of the game can be problematic.

Lets say at level 2 I have put all my skill points into Lockpick and Repair, I even tagged them knowing that just in Klamath, (well a quest from Klamath anyway), I can get all of the good gear. Well after looting the caves and grabbing all of the good stuff...the game would be come really boring. You would kill everything you encounter so easily, and where is the fun in that.

Treasures in Fallout should be far and few between IMO, as is I think the game has too much weaponry. I always found the second half of the game dropped off in excitement because of the over abundance of goodies. The best items should be super rare, one or two in the whole game, and getting them should be a real challenge.

Having the Toxic Caves as a location Mod is OK, but an old abandoned house in the middle of nowhere could achieve the same thing. Saying all that - its good to see fresh modders on the scene. :wink:
 
I agree a bit and have found that the games i played without such cheats are sometiems the most fun..

But i remember my disapointement the first time i went into that ominous basement and after fighting the robot and getting thru the repair and lockpick in this hiddenout iof the way location I was thinking: "what, this is it???"
it wasnt as much stuff as i could not have bought, after a couple good runs plundering marauders and then sellling the proceeds to buy stuff in NCR.


And i also thought the other mods of this type, klamath mall, klamaht downton, arroyo and chop shop mods each had significant flaws due to unrealistic locations or content.
( I will take out the Adv power armor i think to make it more realistic after all it is prewar or wartime storage)

Also some weapons that exist in the game never get any play like plasma pistol which can get used now
reasom is usually by the time you "meet" for example plasma pistols and they could be an option you already possess, bozar or plasma rifle or at least LMG all of which are more effective.

so some rarely used exotic items no one ever uses because by the time u can get them in late game they are useless, are suddenly viable.
like the pulse pistol vs the rat god (great visuals :D)
items developers spent time on, may now see some use.

Also for example the vindicator minigun. in the game it is almsot impossibleyot keep it supplied so in the end most ditch it for bozar.. now you cna play vindicator minigun because thats one kind of ammo i put plenty of into the basemeent:)


Also I think the advent of F2se does not make mods like this obsolete, becuase F2SE causes lockups on some machines, destroys the balance much more than a mod like this and completely demolishes the 3rd wall .

And mods like this have been VERY popular. just look at the download numbers and rating oif chop shop by odin, lamath and arroyo location mods etc.
Do I need to host my file for downlaods or how does it work?

Still would like some beta testing since i only played it on Win 7 64 b on GOG Fo2 w/ RP.

Am curious if it woks well for others too so i cna add it to the NMA mods downloads in good conscience. :)
 
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