Makenshi
Ahoy, ye salty dogs!
I know absolutely nothing about how to make a MOD, and thought I’d like to learn, I really don’t have the time for it now (job related pressure). Maybe after I’m retired, in a few years… That’s why I’m posting this, in hope that you guys (Killap, MIB88 and others) will like my ideas and put it to good use.
First there are ideas for some places, and then there are general game play ideas. There it goes:
Vault 15:
1. Change the Hunting Rifle in the toilet ground on second floor to the locker in the third floor, replacing that goddamn SMG. It makes the 10mm pistol obsolete before it’s even used (don’t tell me to shoot rats, for God’s sake), and the game too easy – I kept bursting people’s faces since the Khans until the super mutants in Necropolis.
The Khans base:
1. Change their armors: Garl should be wearing Leather Armor, not Metal Armor, and the rest of the raiders should be wearing Leather Jackets, not Leather Armors. The idea isn’t to make the combat with them easier, it’s to prevent the player from getting Metal Armor too early, making both Leather Jacket and Leather Armor obsolete before they’re really well used. The way the game is, the Jacket is taken after cleaning most of Vault 15 and left when the first Khan raider is killed; then the Armor is taken from his body and used until Garl is killed and his Metal Armor taken.
Besides, a bunch of Leather Jackets is easier to carry than a bunch of Leather Armors, preventing (or reducing) the “coming and going” between the Khans base and The Hub, as if the Vault Dweller didn’t have a goddamn water chip to find and could waste time selling armors. And the Jackets are cheaper than the Armors, so the player won’t have almost ten thousand caps so early.
2. Change their weapons: too much Desert Eagles for my taste; change them for 10mm pistols, leaving just Garl with a Desert Eagle. If I well remember the bastard has a SGM, and it’s still early for a burst weapon. Other option is to leave Petrox and Diana with Desert Eagles and Garl with a Shotgun. In any case, erase the shotgun in the fridge (or is it in the desk?).
Junktown:
1. Include 2 additional bodyguards for Gizmo, both wearing Leather Armor and using Hunting Rifles or Shotguns; that will harden this battle, which is too easy for my tastes. Put them in the following arrangement (one each side of Gizmo):
2. Izo isn’t even a shadow of Kane, the right arm of Decker, down in The Hub. Adjust him to be more dangerous, give him some brass knuckles, or give him a Shotgun instead of unarmed. Also, make it possible to pick up his Metal Armor, it’s time to get one now.
3. Change Killian to be wearing Metal Armor, so he looks more respectable and make things balanced for those who wish to play an evil character, which will pick his Armor along with the dog tags. Also put a Metal Armor as one of the rewards for getting proof against Gizmo, making things balanced for peaceful guys that wish the Metal Armor but ain’t willing to kill neither Izo nor Killian.
4. Change Killian’s weapon to an SMG (if I well remember he uses Desert Eagle) and make the ‘SGM and some 10mm bullets’ be one of the rewards for getting proof against Gizmo, instead of ‘Shotgun and some shells’. Again, goodies and evil ones can get the SMG (The Hub is the next town, time for some bursts!).
5. Add the possibility of telling Killian about the morbid business of Doctor Morbid with Bob ‘Iguana Bits’ of The Hub, so that the crazy doc may be arrested.
The Hub:
1. It pains me to see that so much cops use Combat Armor but the sheriff Justin Greene and his deputies use Metal/Leather Armor, so I think it’s time to give Combat Armor to them as well. I’d remove those cops in Metal Armor in the town’s entrance too, as they’re not a good sight; in my opinion, every cop in The Hub should be in Combat Armor, including that lonely cop in front of the Children of the Cathedral’s hospital near the water merchants. Remember that The Hub is the biggest town in Fallout 1.
2. Now there’s a trouble: if all the cops are in Combat Armor, the battle with Decker will get easier, which is a bad thing. Prevent this by changing Decker’s gang to wearing Leather Armors instead of Leather Jackets, except for Kane, who’s already a real motherfucker anyway.
3. The .223 pistol is the best Small Gun in Fallout 1, so I don’t think it should be available before taking the water chip back to Vault 13. Besides, it makes the 14mm pistol obsolete before it’s even used, just like the SMG does with the 10mm pistol. If possible, erase Irwin from The Hub and make him appear only when player comes back to The Hub after delivering the water chip to the vault (just like the Children of the Cathedral’s member that appears in Junktown).
4. Add the possibility of telling the sheriff Greene about the deal between Bob ‘Iguana Bits’ and Doctor Morbid of Junktown, so that the bastard dealer may be arrested.
Necropolis:
1. I may be wrong, but if the Vault Dweller killed the super mutants at the watershed, how the hell it was discovered by the Master that it happened? So I think there shouldn’t be those invading super mutants that wipe out the ghouls. Or at least there should be survivors of the attack in the sewers, just as it’s told by the ghoul survivor that is hidden behind the shelf. Or maybe the player could arrive in town (if the players decides to go back there) right in the middle of the invasion and try to help the ghouls defend the city. Whatever, it’s just an idea.
The L.A. Boneyard:
1. Katja is usually a late game character, assuming the player goes either:
a) To places he/she knows of (highlighted in the map after someone points the direction to the place, as Ian does by telling the Vault Dweller about Junktown and The Hub);
b) Or places that should interest for the quest (when you are in The Hub and discover that there may be a water chip in Necropolis, there’s no sense in going to the Boneyard. In Fallout 2, for example, after leaving the Den there are Redding to the south and Vault City to the east, and logic demands that the Chosen One goes to Vault City, because he’s after Vault related things).
So I think she should be boosted up by using Metal Armor and having some Frag Grenades (20 would be nice ^^), not Throwing Knifes.
2. Fix the quest to find the spy of the Children of the Cathedral among the Followers of Apocalypse.
3. NEW: After clearing the deathclaw's nest for the Gun Runners, the Vault Dweller can get weapons and loads of amno, or give them to the Blades so that they can fight the Regulators. It would look nice if, after choosing this 2nd option, the Blades remained well equiped. If I well remember, they only appear in combat armor wielding lasers and all during the battle (correct me if I'm wrong).
General game play:
1. Don’t know if it’s possible, but apply a combat control system to the game, making it possible to tell the party members what to do and use, just like in Fallout 2. It would be really cool to have the party members in Power Armor (or at least Combat Armor), helping ‘til the very end.
2. Make the characters appear with the armor that is wearing, like in the B-Team MOD for Fallout 2.
3. Make Dogmeat wait if told to do so, like in Fallout 2, so he is not ‘Deadmeat’ in the end of the game (actually I ended the game with it alive once… injected some psycho on it, and locked it in an empty room before battle when possible. But it was too much trouble, too much load game…).
4. I’ve played Fallout 2 with B-Team MOD as well as with patch 1.05; in both the party members, when having their look changed by the use of armor, use not only the weapons that they claim to know how to use, but ANY weapon in the game. Of course, they are a threat only when using weapons in the same category that the ones they claim to use. Example: Sulik says “we be good with fists, spear, big hammer, sub-machine gun”. In fact, the only gun he uses is the SGM, and no other you give him. But with B-Team or patch 1.05, he equips any weapon, and is a nice shooter with Small Guns (Gauss Rifle man…), thought he’s hopeless with grenades, mini-guns, laser rifles, etc.
I wrote this entire 4th topic to ask: was this intentionally put in by the creators of B-Team MOD/patch 1.05, or is a game system related ‘bug’? Is it possible that, with the modifications above (combat control system, armor, etc.) applied to Fallout 1, this will happen? Don’t blame me, but I’d love to have Ian, Ticho and Katja with Plasma Rifles (hope they’re good with Energy Weapons…) and dressing Combat Armors.
5. If all the above is possible, then push the luck and make the party members gain levels, just like in Fallout 2.
Hope you guys like it! 8)
First there are ideas for some places, and then there are general game play ideas. There it goes:
Vault 15:
1. Change the Hunting Rifle in the toilet ground on second floor to the locker in the third floor, replacing that goddamn SMG. It makes the 10mm pistol obsolete before it’s even used (don’t tell me to shoot rats, for God’s sake), and the game too easy – I kept bursting people’s faces since the Khans until the super mutants in Necropolis.
The Khans base:
1. Change their armors: Garl should be wearing Leather Armor, not Metal Armor, and the rest of the raiders should be wearing Leather Jackets, not Leather Armors. The idea isn’t to make the combat with them easier, it’s to prevent the player from getting Metal Armor too early, making both Leather Jacket and Leather Armor obsolete before they’re really well used. The way the game is, the Jacket is taken after cleaning most of Vault 15 and left when the first Khan raider is killed; then the Armor is taken from his body and used until Garl is killed and his Metal Armor taken.
Besides, a bunch of Leather Jackets is easier to carry than a bunch of Leather Armors, preventing (or reducing) the “coming and going” between the Khans base and The Hub, as if the Vault Dweller didn’t have a goddamn water chip to find and could waste time selling armors. And the Jackets are cheaper than the Armors, so the player won’t have almost ten thousand caps so early.
2. Change their weapons: too much Desert Eagles for my taste; change them for 10mm pistols, leaving just Garl with a Desert Eagle. If I well remember the bastard has a SGM, and it’s still early for a burst weapon. Other option is to leave Petrox and Diana with Desert Eagles and Garl with a Shotgun. In any case, erase the shotgun in the fridge (or is it in the desk?).
Junktown:
1. Include 2 additional bodyguards for Gizmo, both wearing Leather Armor and using Hunting Rifles or Shotguns; that will harden this battle, which is too easy for my tastes. Put them in the following arrangement (one each side of Gizmo):
2. Izo isn’t even a shadow of Kane, the right arm of Decker, down in The Hub. Adjust him to be more dangerous, give him some brass knuckles, or give him a Shotgun instead of unarmed. Also, make it possible to pick up his Metal Armor, it’s time to get one now.
3. Change Killian to be wearing Metal Armor, so he looks more respectable and make things balanced for those who wish to play an evil character, which will pick his Armor along with the dog tags. Also put a Metal Armor as one of the rewards for getting proof against Gizmo, making things balanced for peaceful guys that wish the Metal Armor but ain’t willing to kill neither Izo nor Killian.
4. Change Killian’s weapon to an SMG (if I well remember he uses Desert Eagle) and make the ‘SGM and some 10mm bullets’ be one of the rewards for getting proof against Gizmo, instead of ‘Shotgun and some shells’. Again, goodies and evil ones can get the SMG (The Hub is the next town, time for some bursts!).
5. Add the possibility of telling Killian about the morbid business of Doctor Morbid with Bob ‘Iguana Bits’ of The Hub, so that the crazy doc may be arrested.
The Hub:
1. It pains me to see that so much cops use Combat Armor but the sheriff Justin Greene and his deputies use Metal/Leather Armor, so I think it’s time to give Combat Armor to them as well. I’d remove those cops in Metal Armor in the town’s entrance too, as they’re not a good sight; in my opinion, every cop in The Hub should be in Combat Armor, including that lonely cop in front of the Children of the Cathedral’s hospital near the water merchants. Remember that The Hub is the biggest town in Fallout 1.
2. Now there’s a trouble: if all the cops are in Combat Armor, the battle with Decker will get easier, which is a bad thing. Prevent this by changing Decker’s gang to wearing Leather Armors instead of Leather Jackets, except for Kane, who’s already a real motherfucker anyway.
3. The .223 pistol is the best Small Gun in Fallout 1, so I don’t think it should be available before taking the water chip back to Vault 13. Besides, it makes the 14mm pistol obsolete before it’s even used, just like the SMG does with the 10mm pistol. If possible, erase Irwin from The Hub and make him appear only when player comes back to The Hub after delivering the water chip to the vault (just like the Children of the Cathedral’s member that appears in Junktown).
4. Add the possibility of telling the sheriff Greene about the deal between Bob ‘Iguana Bits’ and Doctor Morbid of Junktown, so that the bastard dealer may be arrested.
Necropolis:
1. I may be wrong, but if the Vault Dweller killed the super mutants at the watershed, how the hell it was discovered by the Master that it happened? So I think there shouldn’t be those invading super mutants that wipe out the ghouls. Or at least there should be survivors of the attack in the sewers, just as it’s told by the ghoul survivor that is hidden behind the shelf. Or maybe the player could arrive in town (if the players decides to go back there) right in the middle of the invasion and try to help the ghouls defend the city. Whatever, it’s just an idea.
The L.A. Boneyard:
1. Katja is usually a late game character, assuming the player goes either:
a) To places he/she knows of (highlighted in the map after someone points the direction to the place, as Ian does by telling the Vault Dweller about Junktown and The Hub);
b) Or places that should interest for the quest (when you are in The Hub and discover that there may be a water chip in Necropolis, there’s no sense in going to the Boneyard. In Fallout 2, for example, after leaving the Den there are Redding to the south and Vault City to the east, and logic demands that the Chosen One goes to Vault City, because he’s after Vault related things).
So I think she should be boosted up by using Metal Armor and having some Frag Grenades (20 would be nice ^^), not Throwing Knifes.
2. Fix the quest to find the spy of the Children of the Cathedral among the Followers of Apocalypse.
3. NEW: After clearing the deathclaw's nest for the Gun Runners, the Vault Dweller can get weapons and loads of amno, or give them to the Blades so that they can fight the Regulators. It would look nice if, after choosing this 2nd option, the Blades remained well equiped. If I well remember, they only appear in combat armor wielding lasers and all during the battle (correct me if I'm wrong).
General game play:
1. Don’t know if it’s possible, but apply a combat control system to the game, making it possible to tell the party members what to do and use, just like in Fallout 2. It would be really cool to have the party members in Power Armor (or at least Combat Armor), helping ‘til the very end.
2. Make the characters appear with the armor that is wearing, like in the B-Team MOD for Fallout 2.
3. Make Dogmeat wait if told to do so, like in Fallout 2, so he is not ‘Deadmeat’ in the end of the game (actually I ended the game with it alive once… injected some psycho on it, and locked it in an empty room before battle when possible. But it was too much trouble, too much load game…).
4. I’ve played Fallout 2 with B-Team MOD as well as with patch 1.05; in both the party members, when having their look changed by the use of armor, use not only the weapons that they claim to know how to use, but ANY weapon in the game. Of course, they are a threat only when using weapons in the same category that the ones they claim to use. Example: Sulik says “we be good with fists, spear, big hammer, sub-machine gun”. In fact, the only gun he uses is the SGM, and no other you give him. But with B-Team or patch 1.05, he equips any weapon, and is a nice shooter with Small Guns (Gauss Rifle man…), thought he’s hopeless with grenades, mini-guns, laser rifles, etc.
I wrote this entire 4th topic to ask: was this intentionally put in by the creators of B-Team MOD/patch 1.05, or is a game system related ‘bug’? Is it possible that, with the modifications above (combat control system, armor, etc.) applied to Fallout 1, this will happen? Don’t blame me, but I’d love to have Ian, Ticho and Katja with Plasma Rifles (hope they’re good with Energy Weapons…) and dressing Combat Armors.
5. If all the above is possible, then push the luck and make the party members gain levels, just like in Fallout 2.
Hope you guys like it! 8)