Patches for Fallout 2

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Heya!

After the "Fallout" of 1.06 (pun intented....) I have some ideas, I had earlier but then seemed not necessary any more....

Perhaps you can get "The Glow" as EPA and a Clone of Arroyo for "Primitive Tribe" - "The Abbey" is already there....
And then perhaps "Tandi" as Suliks Sis ;-)))
Could be a Step in the right direction ???

The Problem are not the maps, but the scripts....
I would try it myself, but I dont have a (working) Script (De-)Compiler (nor a working PC-FO....) ;-(((

So, are there some Pros here, who could manage that?

Welll, these surely arent the Originals, but htese we would never have.....



Greetings
Jona
 
Would that make Arroyo and the Primitive Tribe look a little bit same? And what kind of map is the EPA or the Abbey?
 
Skynet said:
We could use the (ARVIL2.MAP) unused Arroy map as a primitive tribe map.

Please do, anything that you guys add to the game can be nothing but good. Except for black leather samarai outfits and XII century katanas.
 
Todo said:
Would that make Arroyo and the Primitive Tribe look a little bit same? And what kind of map is the EPA or the Abbey?


Well a bit, but it could be edited. EPA is a goverment military base and Abbey is a monastery area (same fashion as Fallout 1 Cathedral).


There is also a scripts for "Village outside Vault City" made by original Fallout2 team, but they are not used cause there´s no map for it. Should not be hard to implent it.
 
I really like to know if anyone is working on the maps. All this talk bout those missing maps makes me wanna play them. I looked forward to 1.06 mainly coz of the new map and the kaga mod.

why don't I pick up the map project myself ? Well I don't know sh*t about modding. All those modders out there earned my respect
YOU RULE :D
 
Hi!

Well, I would like to help out a bit.... but first I would need a WORKING (De-)Compiler for scripts....


I never knew about, that a Kaga Mod should have been included in 1.06 - so far it IS included in JonaMod.....
You can also see a -slightly modified- Abbey Mod in it...
It would be great, if I managed to put something more in, although I didnt plan to do so.....



Greetings
Jona
 
jona0 said:
Hi!

Well, I would like to help out a bit.... but first I would need a WORKING (De-)Compiler for scripts....


I never knew about, that a Kaga Mod should have been included in 1.06 - so far it IS included in JonaMod.....
You can also see a -slightly modified- Abbey Mod in it...
It would be great, if I managed to put something more in, although I didnt plan to do so.....



Greetings
Jona



Both the kaga mod and the "abby mod" didnt work for me. I made a new game had the city patch installed and jonamod. Maybe coz you mod the mac version of fo is giving me the problems.
 
Skynet said:
Todo said:
Would that make Arroyo and the Primitive Tribe look a little bit same? And what kind of map is the EPA or the Abbey?


Well a bit, but it could be edited. EPA is a goverment military base and Abbey is a monastery area (same fashion as Fallout 1 Cathedral).


There is also a scripts for "Village outside Vault City" made by original Fallout2 team, but they are not used cause there´s no map for it. Should not be hard to implent it.

Government military base? Me want to see :!: :D

Monastery? People wearing robes and talking all sort of silly philosophical dilemmas. Yes please. :P
 
All right, this is not the catch-all spamathon thread. I've left this alone all this time because it's Celestial's thread, but since some of you can't control your spamming in this or other threads this is now locked until Celestial has something to add.
 
Thanks Monte. :)

Now, I've unlocked the topic but don't place ideas for the patches anymore cause there won't be anymore of them (except 1.06), just questions if you cannot figure something out. I'll start to get nasty if someone don't obey the rules here and spam again.
 
Okey, I have a question. What files/directories do you have to put read-only when using the 1.05 + update1? The readme on 1.05 doesn't say anything about this.
 
Just the .pro files in the data\proto\items and data\proto\critters. I've forgot to se them to Read only :oops: but it's set properly in 1.06 now. I'll include a note in the readme to check if the files are set correctly.
 
hey Cele welcome back.

I would some info on patch 1.06.
Did you manage the get some of the old 1.06 back from you crashed pc ?

I'm glad your picking 1.06 back up. good luck with it
 
Thanks. :)
Right now I'm testing everything and wait for some material from Jargo. The patch won't have the EPA and the Abbey. Maybe someday we'll release the EPA as a single mod and it will be compatible with 1.06 for sure.
 
Celestial said:
Thanks. :)
Right now I'm testing everything and wait for some material from Jargo. The patch won't have the EPA and the Abbey. Maybe someday we'll release the EPA as a single mod and it will be compatible with 1.06 for sure.

Greetings from scenic Pohang. I am glad that you were able to recover so much for the patch. Is there a cumulative list of what's in the patch?

You also mentioned EPA and the Abbey. Are you going to do them or do you have someone who is going to take on those projects?

Hackenberg
 
Can't wait to see EPA. It would be cool if a Fallout 2 Expansion pack was released. Hell I'd pay for it. Which would include everything on a nice spiffy DVD... Fallout 2 only.
 
I have been trying to upload a "Critter Patch" that contains 8 new critter models converted from FOT. I think it should have worked this time, so feel free to use them guys :)


HMVBOY - Vault-Boy (Full aniamtions and can be used by the player)
MABULL - Brahmin Bull
MADOG2 - Mutant Dog
MAHAIR - Mutant Hair or Rabbit (No way is this a Deathclaw!)
MAMOKY - Mutant Monkey (No way is this a Baby Deathclaw!)
MARAT4 - Giant Rat (Could be used as Raccoon
MASCR3 - Rad Scorpian
MAWOLF - Wolf
 
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