Will you participate?

  • Yes

  • No


Results are only viewable after voting.
Did you get the secret holodisk and the unique Nuka Cola in Osceolia?
I'm pretty sure the holodisk has been moved to the generals body in the mods I use. There wasn't one near the chair but he had one on him.

I got Roshambo's Nuka Cola, yes. Nice little tidbit on the wiki:

Fallout wiki said:
Roshambo was named after an ex-administrator of No Mutants Allowed, also known as "The Roshambo Warrior" and "Rosh", who was vocal in his criticism about Fallout Tactics during the game's production.
 
Last edited:
Started the Fallout 2 playthrough with Megamod and the Talking Heads addon.

New talking heads look absolutely great and mesh well with the rest of the game.

Both Arroyo and Klamath were changed a lot by Megamod.

Temple of Trials had some puzzles removed and new ones added and depending on how you solve it you can either become a shaman or a hunter. Some new quests, including an extra step of the main quest that requires you to find chemicals in Klamath Rat Caves that will cure the Arroyo harvest (village actually dies if you don't solve the problem in a couple of weeks).

Klamath changed too- cattle guarding/ rustling quest is gone, Torr instead can be employed by Whiskey Bob to collect empty bottles. With high Strength you can work as a bouncer at the bathhouse. Crazy robot in the vertibird canyon was replaced with Wanamingo.
Rat Caves instead of something resembling a mine are now a sewer and a couple of connected basements of the old mall. Keeng Raa't made a nest in a control room.
 
You are our number one player! It will be great to hear more about your adventures with the Megamod.

I'm sorry that I'm falling behind.
 
Don't sweat it, you still have plenty of time!

New NPC in Klamath marked Colly on my map. It's south from Klamath and East from Umbra Tribe from RP.

Small village with background radiation. On your way in a gang tries to rob you, but you can talk them out of it. I've asked about joining them, but I'd have to kill one of the other residents. One of the civilians is sick, but I don't have enough Doctor to diagnose him (probably radiation, but using Radaway didn't help).

2 small locations near Den- Car Crash and a farm. Car Crash is probably a reference to something with some minor loot and a ghoul speaking gibberish.
After talking with the owner of the farm about his debt to Metzger they get attacked by slavers. Me, Sulik, Klint and farmers were no match to them so I've decided to gear up in Den and return. After returning with an extra level and a better gun I found the farm empty- they were enslaved and their brahmins taken. I'll probably reload and see how it plays out if you save them.

Den wasn't changed a lot- only RP stuff like the orphanage quest and the 3rd district.

Also cattle rustling wasn't removed, but to get it offered to you, you have to sell the location of Toxic Caves to Sajag and help him hunt some geckos (they kill Smiley though).


Edit: Played a bit through the weekend.

Colly- I was able to join a gang after finding out that the only fat guy in town has a stash of radioactive canned food and convincing him that it might kill him. Gave the gang leader 100 cans. Cured the guy with diarhea, who was stealing the radioactive canned food.
One of gang members trains Unarmed and Melee.
I have a choice between killing the bartender John and a former gang member Berk or the gang leader (the bartender would like to avoid other gangsters dying). Talking with gang leader's girlfiend and his brother might open some opportunities, but I want that Unarmed training.

Jennings Farm- saved them from Metzger's men with a grenade from Den. Said they'll move to Klamath, but I didn't check if they actually move.

Modoc- church is a bit different. There's a blacksmith near Rose's that makes equipment from ore you can mine with a pickaxe or drill in iron ore mine.
Boy from a new farm asked me to find his dad, but I found him dead in trapped corridors under the farm. Kid said that he has some relatives in Broken Hills he can live with.
After lifting a boulder with a crowbar I found the hideout of Cold Hearts gang. To join them I have to plant laughing gas on Salvatore.
After solving Slags' problem I could ask Jo about making an underground tunnel to the Ghost Farm. He asked me to find a specialist.

Vault City- new quest to help Charlie's (guy that dies in a tent from radiation) brother escape the pen to get some help. I've already cured Charlie by the time I got his brother out of pen and they had some nice dialogue. I've realized I've never successfully taken the Citizenship Test, so I'll wait with Gecko plant quest until I hit level 12 for Gain Luck and Zeta scans from Hubologists.

Gecko- it looks like the Enclave prank call is present, but I didn't dare to do it yet.

Redding- did a caravan run to Shady Sands and brahmin drive for Stockman's and was able to afford the Highwayman. Found the guy to make a tunnel in Modoc, but he wants couple thousand.
New thrown weapon- dynamite sticks, very similar to the ones in Nevada. Dan McGrew can teach you to make bundles out of them for $500.
New quest- son of one of the miners decided to leave and find fortune in Den, but father hasn't heard from him since he left. Found his body in a special encounter outside of Redding. 12 massacred bodies and a tribal that told me that they were all killed by magical amulet. Looking through the bodies I was ambushed by a baby deathclaw. It was tribal's trap and I killed them both.

New Reno- some characters from RP aren't present- barking man connected to EPA, Three Card Monte and Lloyd's girlfriend.
Mason didn't have his shades while pickpocketing. Planted the laughing gas on Salvatore. Yes, you can kill him this way if you swap the tanks, but I want to get peaceful Wright takeover with all other bosses alive (you can weaken the families by sabotaging the Enclave deal, recruiting Myron and dealing with Bishop's mercenaries raiding VC).
New addition- weapon upgrades require parts, but I was able to find a speedloader in the back of New Reno Arms while I was visiting Algernon. Eldridge offered me a location of a high-tech bunker in exchange for any Gauss weapon.
Tully gave away the location of Abbey. There's a taxi driver that offers rides into exotic places for a lot of money- Golgotha is only $500, but he can also take you to SAD for $1000 or Cafe ot Broken Dreams or Guardian of Forever for a couple of thousands.

Random Encounters- it seems that depending on your Repair skill you can loot armour from enemies, as after reading a few Dean's and getting to around 50 I'm able to get basic jackets from bandits around Reno. Didn't get the option to get leather armour yet.


I have to say that I was expecting bugs, but so far it's very smooth with one crash when I was looting a dead Golden Gecko. After reloading I was able to loot it normally.
 
Last edited:
Pool party at Bishop's

scr00004.png
 
7 Charisma- I was planning to have +1 from the operation and +1 from Mason's sunglasses, but the new location Monastery wants the vertibird plans and brands you as traitor if you give them to BoS, while the glasses were removed from Mason (they're still in Golgotha).
 
7 Charisma- I was planning to have +1 from the operation and +1 from Mason's sunglasses, but the new location Monastery wants the vertibird plans and brands you as traitor if you give them to BoS, while the glasses were removed from Mason (they're still in Golgotha).
 
The last few quests for Monastery pushed me into level 29 and I was able to finish the game.

I'll write longer impressions, but overall despite some bugs I had a really good experience.

The worst one was definitely not being able to use a rope on the beam in EPA and explore beyond the ground level (though as far I've seen there weren't major changes from Restoration Project).

IMG_20220802_204451.jpg

IMG_20220802_204438.jpg

IMG_20220802_204421.jpg

IMG_20220802_204332.jpg
 
I was able to finish the game.
Another one down! Nicely done! Looking forward to your longer impressions. Only F:NV left for you then...
----------


I have managed to squeeze in some Fo:T this week. I'm done with the Reavers now and am about to tackle Canyon City. It's the final stretch for me.

Junction City was alright. There were a shitton of Reavers to deal with in their hideout but otherwise not much to do. Chuck managed to fool me into buying his "robot part" which I received some well deserved flack for in the mission debriefing.

I liked Cold Water, it was fun visiting an inhabited town and having a few shoot-outs with Raiders once in a while.

Great Bend was too railroaded for my taste and the overall mission was boring with the goal of just killing all the robots. However it was quite fun to crush some robot Load Lifters in the Pneumatic Press by the end. I'm glad they included that.

Newton was good as you could approach the mission whatever way you liked. It wasn't to hard either. I got the tank up and running so that's nice. Last time I played Tactics I didn't have enough repair skill to do that. Let's hope I find some more Tank Shells, i currently only have one...

We'll see when I get some more time for gaming...

e: Good damn! I did the Canyon City mission as well but the Tank got stuck. It wont budge. Is there any way I can bring it with me upon leaving the map? I mean it got there so it must be able to move it...

e2: I solved the stuck tank in a clever way. There's loads of threads about vehicles in Fallout: Tactics getting permanently stuck. I solved it by moving everybody to the exit grid and before the game had loaded the world map I managed to get one squad member into the tank. That way I got it with me when I left the map even though it was tied to the ground. I was lucky the tank was stuck so close to the exit grid.

e3: Beuna Vista done. Ok mission, nothing special. There should have been some shortcuts so that backtracking wouldn't be so tedious. End fight at the nuclear power core wasn't that epic. What did you think @Alphons? Didn't see it in your list.

---
Does anyone know what happened to the Pulse Rifle Prototype? I don't have it. It should be some kind of EMP weapon right?

e4: And no Tank Shells in the store... Something is wrong...
 
Last edited:
I should be done with my Megamod impressions later today.

Over the weekend I've reinstalled NV and while I was initially planning to play with only the basics of Viva New Vegas guide, I saw that since I've played NV in 2020 some pretty cool stuff has come out, plus I've wanted to check out some mods that I haven't used. I've picked mostly quest and new locations mods.

I still have to finish fixing the game with GECK, as some locations overlap between mods (for example Bonnie Springs is repopulated by Tales From New Reno 0, but also has new interiors from both AWOP and NV Interiors).



Megamod

I've had a lot of fun with Megamod. It's uneven in some places design-wise (like the bunker with rats), but it fits nicely with the rest of the game.

Combat is a bit harder and I didn't feel safe even in APA. Final fight with Kaga and the encounters with Morton brothers required some preparations.

Early on I was expecting to swim in money due to ability to salvage armours with Repair skill (things like combat armour or power armours also require Science), but it didn't affect much, as merchants had less money.

There're some new items and perks- sadly perks felt a bit worthless. If you kill enough enemies of some type- Rats for example- you can pick a Rat Master perk that give you bonus XP for killing Rats. Another new perk is Bounty Hunter which felt a bit like a trap. From the description I was expecting option to collect some scalps/ heads from evil characters and turn them in for some money. Instead from time to time you get an unavoidable fight with a gang leader and a bunch of his henchmen, all armed to the teeth. The higher your level the more deadly they are and the leader has more money on his body.

New locations and quests were really enjoyable, my favourite were definitely the changed quests in Arroyo and Klamath and the Cold Hearts in Modoc.

There's a new questline that gives you an alternative option to finish the game. Sadly you only get Myron's and Harold's endings, probably due to other endings having a flag that checks for the destruction of the Oil Rig.

There's a crafting system, but I only used it from time to time. In Arroyo depending on how you complete the Temple of the Trials you can become either a hunter (weapons) or shaman (potions and poisoned weapons). Becoming one gives you access to unique recipes, other can be learned from Wooz (Molotovs), Balthas (leather jackets and armours) and Troy or Myron (Stimpaks and drugs).

The sentry robot version of Skynet has a lot more firepower than the Robobrain, but it's much harder to acquire, as you need a part from one of the other sentry bots in SAD. Klint was great with his banter with every other party member and comments about places you visit, plus his healing and foraging skills are useful. Private Dobbs is a great shot, but I wish he talked more. The conversation you have with him about the world ending after you release him from SAD and asking him to stop calling you Sir really show the full potential he could reach. You also have the option to cure Lenny of his ghoulism, hopefully it works better than in Resurrection.


The Bad:

I've had some minor annoyances and bugs.

During one of Cold Hearts' missions you have to retrieve weapons from a group of enemies. Killed everyone and looted every body and locker. No option to progress the dialogue with quest giver. Reloaded a couple of times and finally got lucky. On the floor I saw a crate and noticed that one of helping NPCs comes to it and picks it up. Reloaded previous saves and it was in the same guy's inventory every time. Pickpocketing worked.

After convincing certain girl to leave with the guy she loves screen fades to black and the guy dissapers, while her corpse spawns where she was standing.

The next 2 bugs are more severe- combat turns never end in Broken Hills Mine and if one of enemies spot you, game has to be manually killed. I was allowed to progress through the quest by using Stealth Boy and stealthing by the bugs.

Second doesn't allow the full exploration of the EPA as the beam on the ground floor can't b used at.



Conclusion
If you have ever played the entire Fallout 2 with Restoration Project and then realized that you still want more stuff to do- jump right in.

If not- I'd think first whether you really want to make the really big game Fallout 2 + RP is and make it even bigger.
 
Last edited:
Thank you for that! It's great that we had someone play the Megamod and then write impressions. I'm will probably just go with the RP when I get onto Fallout 2 since it was a very long time ago I last played that game, and then the time factor of course. But I would like to try the Megamod in the future, some of the things you mention sound intriguing. It's good to have mods like the Megamod to shake things up for games that can become far too familiar.

You have to tell us more about your New Vegas setup when you have figured it out!

-------------
I just beat Scott City and the invasion of Cheyenne Mountain has begun.

Scott City was a fun mission as I could finally just drive around with the tank and have my crew blast everything to pieces. I've still not found or been able to purchase any Tank Shells so that's annoying. It would have been very deadly otherwise. The industrial complex was very big so it took some time to clear it. I killed all four Behemoths, a bit unnecessary since some are hiding away in remote areas of the map and they also eat through loads of your ammunition that is probably better just saved. But I thought why not?
 
Just playing Atom a little bit I think we found the real successor to Fallout. UnderRail is good but it is solo and tbh the combat is so autistic I might not ever beat it without using a character guide.
 
Man I lost all progress I made on the Cheyenne Mountain map. I didn't have far to go to the Vault Zero door. The game just crashed and it continues to crash every time I load the quicksave. I will have to begin the mission anew. Very annoying when you have as little time as me. An hour of gaming lost is just a nightmare.
 
Last edited:
Megamod was fun, but it's basically a mod on top of a mod (Restoration Project) on top of a large game, so in the end I was a bit exhausted. I think new update is planned this year, so some of the bugs I've encountered might be fixed.

Tactics really slows down in some moments, where it took me a few sittings to beat one mission (Great Bend, Supermutant missions). Xkcon's was great as I could go do something else if I got bored.
Thankfully near the end it picks up the pace.


ATOM- first one has some problems like the perk tree or lack of memorable fights and quests (many simple fetch or kill quests), but it definitely was an effect of devs lacking experience.
By the time you reach the Dead City which received a free expansion couple months after ATOM reached 1.0 you can feel the difference.
And then Trudograd is even better.

Underrail- I've personally had more fun once I scaled down the difficulty and just did whatever instead of following a guide.


NV- might take a while as one of the mods crashed Westside for some reason and another I've apparently incorrectly installed and protectrons had broken meshes.

I've decided to check yesterday how AWOP without Toront's tweaks changes Ghost Town Gunfight and it was pretty funny to see.

It adds an NCR ranger around the Saloon who gives you a quest to check out some nearby locations. She of course joins Goodsprings against Cobb.
AWOP "corrects" this advantage by buffing the PGs "a bit".

Did all optional stuff (had meds, Chet's shipment, Trudy and other townsfolk joined plus got the dynamite) and in the end whoever survived the initial barrage from grenade launcher was killed up by 2 guys with Assault Carbines while me and Ringo were turned into goo by Cobb's Plasma Rifle.


Edit: Damn. Thankfully I didn't get any crashes.
 
I did progress in Vault 0 but then the wreckages of destroyed Load Lifters blocked an entrance that made access to that area impossible. I like the idea of wreckages being obstacles but it's also annoying that you can't get passed them in any way.

I will restart Vault 0 from the beginning and be more careful when destroying Load Lifters. I just want this to be over with.
 
:lmao:
Imagine if that was the ending of the game- Brotherhood couldn't beat the Calculator because the wrecked robots created an unpassable wall.
 
Back
Top