New Files Up: Survivor Mod

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Night Watchman
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Lisac2k sent us the Survivor Mod for Fallout 2, a complete mod that changes quite a lot ingame. From the author:<blockquote> It's a weapons/npc/items/critters/maps/scripts/dialogues/fixes/car mod. All in one.

The main idea is: you can go through the whole game using only one class of weapons. If you want to use energy weapons only, now you can. If you want to go through the game with a melee character, just go ahead! The weapons and their parameters are changed, and you'll find more powerful weapons of every class as you go further and further through the game. The game is NOT so well balanced (it was hard to make it perfect), so you might find big guns very powerful, but don't forget they need many action points to be used. Melee weapons are not so strong, but they require less action points etc... There are some moments during the game, where scripts give you weapon/equipment/items etc. depending on your skills. Some shopkeepers will sell you nice equipment if you pass weapon class skill check (e.g. if you have 125% or more of energy weapons skill, a shopkeeper will sell you a big-bad-mo-fo energy weapon). The conclusion: choose your favourite weapon class and boost it through the game. That's the main idea of this mod. Other things in this mod (as bug fixes, dialogue changes etc.) you might find useful, too.</blockquote>Download it along with an appropriate language pack for you - it won't work without one!

Links: Survivor Mod for Fallout 2, Survivor Mod English Language Pack, Survivor Mod French Language Pack, Survivor Mod Russian Language Pack, Survivor mod homepage
 
A new version of survivor, shiny! Lisac does a great job with FO modding, he was really good when on the NWS team.
 
Thanks! Well, it's not really a NEW version... This one supports more languages (US English, Russian and French) and can be easily upgraded to any of those (German and Polish versions are being worked on, too)... Official thanks goes to Andrey "Malkom" (RUS) and Bewaltz of Nukacola.com (FRA) for translations.
 
I kind of like the idea of a shopkeeper noticing what you have in your immediately-viewable equipment, and then make suggestions for a sale tailored upon their customer. That speaks to me of a good shopkeeper.

I haven't played the mod yet, so I can't make any judgements of how it is done. Yet, it does sound pretty well done so far from my impressions.
 
Roshambo said:
I kind of like the idea of a shopkeeper noticing what you have in your immediately-viewable equipment, and then make suggestions for a sale tailored upon their customer. That speaks to me of a good shopkeeper.

i've been praying for games where your 'visible' gear has some impact on your persuade/threaten/presence in relation to the NPC. not just static, but in relation with the NPC itself & his level of 'development'. that shouldnt always be positive either of course. good equip = likely target for organised thieves, a good mark for salesmen to ask more for their goods because they know you can pay or the contrary lower prices because they want you to come back.

deepest gear related stuff that we've had til now is running around naked in the city park in Arcanum. :lol:

ok maybe not that bad, but you get the point. :wink:
 
Well, the shopkeepers aren't the best I could make... In the first version of the mod I just've tried to disable the shopping at good shopkeepers (NCR, SF, New Reno) early in the game. Stealing from them is also disabled (WTF? You've stolen that MINIGUN in front of my eyes in my very own shop and I couldn't notice it, although I was standing two feet aside and watching you all the time? - Buster, NCR)

This issue shall be improved in the sequel (which is being produced), I promise ;) The shopkeepers shall pay attention on your inventory, level, karma status and city reputation. Did I mention there will be scarcity of ammo and some other important items? :twisted:
 
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