Patches for Fallout 2

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That still won't change the fact he removes his robe before each battle...

I think the idea is great, but then I think they'd have to change how he removes his robe right before battle.
 
I wonder why he keeps the robe on him anyhow? Maybe he might catch a cold or sumthing if he didn't wear it most of the time.

peeps
peeps
 
The Robe is a different FRM compared to his combat model, He uses to seperate FRMs which is unlike any other critter in the game. you should be able to replace either one of these with a new FRM
 
Fallout Patch "1.06"

I have been using ModRunner to play mods, and I think a lot of them really constitute "mini-patches" for the game. In my opinion, Fallout 2 had a few problems that I think these mods address pretty well.

If there is going to be a new patch, let's call it "1.06" for convenience (and I would beg you Mighty Programmer Dudes to do so sometime in the near future), here's what ought to be included:

Abbey Mod - This was intended to go into the original release, but got cut.

B-Team Mod - Allows sidekicks to appear as they should when wearing armor. Also does something to patch Sulik.

Cities Mod - Removes the hard-coded 49-city limit, but the instructions require performing some unnatural acts to get it to work.

Friendly Klint Mod - This allows one of the other tribals to accompany the Chosen One on his or her adventure.

Mysterious Stranger Mod - This version matches the strength of the Mysterious Stranger to the Chosen One's level. Having a Mysterious Stranger show up in a leather jacket to face off a guy in Power Armor doesn't make any sense.

Cult of Personality Mod - The maker says that this mod will bring the perk more in line with the intent of the book. I would also argue that this should remove the Charisma restriction for recruiting followers.

Fire Gecko Skinning Mod - From what I can tell, not being able to skin fire geckos was an oversight. this makes it possible to skin them and (hopefully) make some money from them.

Holy Hand Grenade Patch - This was another intended location in the game that was not programmed properly.

Yours,

Hackenberg
 
Re: Fallout Patch "1.06"

hackenberg said:
I have been using ModRunner to play mods, and I think a lot of them really constitute "mini-patches" for the game. In my opinion, Fallout 2 had a few problems that I think these mods address pretty well.

If there is going to be a new patch, let's call it "1.06" for convenience (and I would beg you Mighty Programmer Dudes to do so sometime in the near future), here's what ought to be included:

Abbey Mod - This was intended to go into the original release, but got cut.

B-Team Mod - Allows sidekicks to appear as they should when wearing armor. Also does something to patch Sulik.

Cities Mod - Removes the hard-coded 49-city limit, but the instructions require performing some unnatural acts to get it to work.

Friendly Klint Mod - This allows one of the other tribals to accompany the Chosen One on his or her adventure.

Mysterious Stranger Mod - This version matches the strength of the Mysterious Stranger to the Chosen One's level. Having a Mysterious Stranger show up in a leather jacket to face off a guy in Power Armor doesn't make any sense.

Cult of Personality Mod- The maker says that this mod will bring the perk more in line with the intent of the book. I would also argue that this should remove the Charisma restriction for recruiting followers.

Fire Gecko Skinning Mod - From what I can tell, not being able to skin fire geckos was an oversight. this makes it possible to skin them and (hopefully) make some money from them.

Holy Hand Grenade Patch - This was another intended location in the game that was not programmed properly.

Yours,

Hackenberg


Some of those are already included with 1.05 patch. 1.06 will also include atleast Improved Abbey mod, Cult of Personality Mod and City limit patch.
 
Cult of Personality removing the minions cap would be a good idea.
The cap is a bit weird anyway -- consider how K9 ignores the cap when he joins you but still fills a slot.
 
Jim Reaper said:
I've recently discovered Fallout after buying the Ultimate collection and am currently playing through Fallout (just got the water chip). I was just wondering if it was worth installing the patch and also, what other mods would you guys recommend, bearing in mind that I haven't played Fallout 2 yet.

Not to disrespect Celestial or anything, but I think everyone should play the game "properly" (with the 1.02 patch) at least once before moving on to install one or more mods like Cel's patches. After all, the vanilla versions are what it's all about in the first place.

My usual response to questions whether I would like to support/participate in a patching project is that I'd love to see something like the magnificent Baldurdash fixpack, which:

* Addresses only known or obvious bugs and glaring logic/continuity errors.
* Makes the minimum necessary change to fix each problem.
* Documents problem, cause of problem, solution to problem and effect of solution for each and every fix.
* Always errs on the conservative side and doesn't change, add or remove anything just because it seems like a good idea.
* Seeks to fix the game, not develop it or put a personal touch to it.

Anyone else waiting for this kind of "bare bones" patch?
 
Per said:
My usual response to questions whether I would like to support/participate in a patching project is that I'd love to see something like the magnificent Baldurdash fixpack, which:

* Addresses only known or obvious bugs and glaring logic/continuity errors.
* Makes the minimum necessary change to fix each problem.
* Documents problem, cause of problem, solution to problem and effect of solution for each and every fix.
* Always errs on the conservative side and doesn't change, add or remove anything just because it seems like a good idea.
* Seeks to fix the game, not develop it or put a personal touch to it.

Anyone else waiting for this kind of "bare bones" patch?

I second that. It would be a nice basis for more "loosely" applied "fixes" like adding missing (and unfinished) places back too.
A vanilla patch which only fixes what a "real" patch (i.e. by BIS) would fix would also be great for new players who haven't played the game yet.
 
While the so called 'vanilla' patch is a good idea, I'd much rather play the 1.06 patch, and see new thigs after all these years.
 
Ashmo said:
Per said:
My usual response to questions whether I would like to support/participate in a patching project is that I'd love to see something like the magnificent Baldurdash fixpack, which:

* Addresses only known or obvious bugs and glaring logic/continuity errors.
* Makes the minimum necessary change to fix each problem.
* Documents problem, cause of problem, solution to problem and effect of solution for each and every fix.
* Always errs on the conservative side and doesn't change, add or remove anything just because it seems like a good idea.
* Seeks to fix the game, not develop it or put a personal touch to it.

Anyone else waiting for this kind of "bare bones" patch?

I second that. It would be a nice basis for more "loosely" applied "fixes" like adding missing (and unfinished) places back too.
A vanilla patch which only fixes what a "real" patch (i.e. by BIS) would fix would also be great for new players who haven't played the game yet.


There is "vanilla" patch available already. This unofficial (1.03beta) can be found in here: http://seraph.samods.org
 
Lionh34rt said:
When is Celestial's Fo2 patch coming out?

As soon as I say the magical incantation. So you'd better be nice to me or else...well why spoil the surprise. 8)
 
OK...now that was a little ... odd....

Anyway, Once I finish making my new mod I will have to re-do it I suspose for the 1.06 patch? grrrraaa! Or I could just not bother I suspose :)
 
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