need help in fallout 2

i never saw the agriculture quest. looks like that is what i am gonna look out for when i start my new game again, shortly.
 
about the fixit patch you mentioned for fallout 1, when i try to install it it sends it to a directory called fallout fixit in my fallout directory when i point the install program to the fallout directory, shouldnt it be installing directly to the fallout directory itself? the data folder is in there. it doesnt need to be in another directory, so far i keep cancelling installation cuz i cant seem to make it install in the right folder. is it supposed to do this?
 
You can't get Tandi. Trust me, I tried.
Tandi becomes a party member once you rescue her. It's expected that you return to Shady Sands with her, and return her to Aradesh.

It's been a long time (come to think of it), but IRRC, the PC can sneak in the back [North] door and pick the lock on the jail cell; fight Garl, or even convince him that the PC is his father; [though I've not done that one, and have only read about that somewhere]. But you can definitely leave the raiders with Tandi in tow.
 
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The agriculture or crop rotation is unmarked, if you have science 40+ you will get a conversation option with a farmer telling him about it and some xp as a reward. If you don't have science 40+ you can still use 'tell me about' and get the xp anyway.
 
Gifted (cheating)
I remember the feeling of "discovering" the Gifted Trait after floundering aimlessly in FO2 with a failure of a character and coming away with the conclusion that it was indeed a "cheating" Trait, just as much as Bloody Mess was a "waste of space" joke of a Trait. I've thought about what it would take to MAKE it feel like the pros didn't so heavily and utterly outweigh the cons, but going with the "stats at the cost of skills" model made deducting any more than the base amount mathematically impossible to attempt. Otherwise you could theoretically have a character LOSE skill points as they level.

But, as with all games that I adore and see some room for improvement, I'm always thinking about what COULD work to make it better.

What would you say if the downside to Gifted was that the equation for determining your Skill points was halved? Or maybe the stat-based points per level were halved AND the static base points were also removed? That would make for one helluva a dense character with incredibly slow skill growth. BUT there are still many ways to gain skills outside of level points, so it wouldn't result in a character's progression grinding to a halt, really. But the real questions are, would this be enough of a downside for Gifted to stop being such a cheat Trait? Would it be too much? Would Gifted be worth EVER picking if it went that far?

I always wonder, really...
 
Maybe only being able to pick 2 tag skills in addition to the current skill effect would be fairly balanced.
 
I used to love "gifted" untill I begun to fail to see the real use for it.
Your stats can be raised temporarily with drugs whenever needed - while otherwise, your skills are what matter most.
So, in the end, it's more like a lure-trait, than a real gift
 
The worthwhile skills can all comfortably be gotten to or way past 100% before the end of the game. To be honest I don't remember exactly whether chem-raised stats alter thing on level up, ie raised endurance affecting hit point gain or mentat raised INT affecting skill points, but I don't think so? Either way, there's not enough readily available chems for you to be able to use them at every level up without some serious travelling, and in that case you might as well just go straight to Navarro and pick up the APA and trololo.

Also, half the -10% skill you get are irrelevant, but all the stat points are useful. Also, -5 skill points per level, oh no. *raises IN by 3 and gets a net 1 more skill points per level and 4 extra SPECIAL points*
 
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Chems aren't a readily available resource at the beginning of the game... when the game is at its most brutal. Having those extra 7 stats made a MASSIVE impact on the beginning of the game, and a substantial impact on the rest of it. Also, no, chems didn't alter everything. While the coding was pretty sloppy at times, it was solid where it needed to be. You couldn't get "free" skill points by temporarily boosting your IN. Of course, there were PLENTY of other ways to boost your skills, so that's not saying much. But still, that's one area where it didn't really matter. Another thing that chems couldn't do was a damn thing about your LK. Nothing- NOTHING at all -could boost your LK past where it began. Only the 2 zeta scans could change your LK stat, meanwhile other stats could be substantially boosted by chems, and there's plenty of times where LK is a very precious stat.

Gifted wasn't some throwaway Trait at all. It really was broken, all things considered. Thus my eternal pondering of what it would take to balance the Trait without changing what it was GOOD for. Increasing your stat pool by almost 20% is not insignificant, nor mere convenience. The sum total of what it offers is massive. Losing 5-145 skill points from start to finish across the game was an EASY sacrifice to make for those 7 stat points. If nothing else, it was mathematically imbalanced. 7 points of IN makes for 14 skill points points per level, so you're effectively "trading" a net positive amount of skill points (which isn't a drawback) to gain 7 extra skill points to do whatever you wish with. That's ridiculous.

A positive trade off in exchange for a positive trade off. Very broken.

By total contrast, Traits like Bruiser were a net negative in exchange for net negative, and it was a complete waste of a Trait... UNLESS your goal was to deliberately gimp your character as much as possible.
 
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