Fallout 1 mod Restoration Mod Enhanced

This mod depends on sfall?
Restoration mod - does not require sfall, but it is more convenient with it. ...can connect the Appearance mod, speed up animations, sort inventory and some other functions.

- NPC Mod 3.5 (by Foxx)
This mod was made by TeamX - and with it, the companions have armor displayed.
- NPC Mod No Armor (by TeamX)
And this fix disables the display of armor on companions. And it only applies if you don't like that your teammates change their appearance.

Foxx created the NPC mod Extended (v1.1), which replaces the NPC mod 3.5 by TeamX. And by default, companions don't trade with you. The function is blocked.
 
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This mod depends on sfall?
Nope...
I hope it's compatible with F1 Community Edition
github/alexbatalov/fallout1-ce
...and nope. Yet. I hope the same too. Thing is, 1.2 and RM have exe edits. I don't know how relevant are the RM edits, but at least the 1.2 edits are surely needed.

I'm still updating the mod, mostly more english fixes, typos, term standardization... But I'm considering to remove the NPC Mod too. Regarding Restoration Mod, that's still a must. It polishes the game and the time limits can be easily edited. I'm even considering to restore the original 260 days limit for the mutants to find the vault. That way the water caravan limit increase has an actual, relevant consequence.
 
In the original, mutants will learn about the vault on day 180, and it is necessary to find the chip within 150 days.
NPC mod - can make it optional, i.e. a separate folder in one archive?
 
I just finished a play through using this with the invasion on. Does anyone know how I can turn the restored invasion off so that I can do a playthrough without it?
 
Stopped playing since incursion prevented me from getting Power Armour. I didn't waste much time (apart going to the Glow twice) and reached BoS on 26 April after completing Water chip quest. Then I did all stat increasing operations, which took a while, finished by 12 July. When I exited BoS bunker, it was already destroyed - while I was doing operations inside. Leaving me forever BoS initiate in combat armour. I haven't visited Boneyard or Cathedral, didn't spend much time in Junktown. Current incursion timeline is inadequate.

Errors/problems:
- Incursion timeline
- When doing caravans, had npcs and carts spawning far apart. Got this problem first two encounters and then it became ok.
- Pay for loading/unloading is laughable. While the idea to make more functional caravans is good, idea to pay for unloading the goods is not worth it imo. Clicks for the sake of clicks.
- Lockpicks in my inventory don't stack normally, there is one odd separate from others.
- Perk choice window problem. I get 3 lvl, get a choice of perks. Used some Buffout, the amount of perks increased enough not to fit small perk window. But there is no scroll button, you can navigate perks using arrows on keyboard only. Scroll button needed.

Impressions (tried 1.3.6F without restoration mod recently so will compare to it):
- Good initial impression due to careful attitude to original Fo2 interface. 1.3.6F has terrible interface with lots of changes.
- Two things 1.3.5 TeamX patch lacks are Children fix and Big pistol sound fix. Your mod has these two things so it has potential to become good purist patch.

Things I liked in 1.3.6F not present in your mod:
- Fixed F1 ammo problem when ammo stats don't count. They had this fixed and have a choice of original/YAAM/Glovz/something else. On practice it means that you can play initial part of the game with Deagle instead of 223 pistol and have more damage overall at the start of the game due to functional JHP ammo.
- I think special and random encounter chance is a little bit higher, which is good. You get Alien Blaster, truck with caps, etc faster. IMHO original random encounter system in Fo1 is bad compared to Fo2 so any potential changes to make it more like Fo2 are good.
 
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