I do know that fallout 1 scripting is something that frightens every modders
However some ideas haunt my spirit about this first episode,which is for me the best of the serie.
Something about endings.I often do talk about that because i find it very dissapointing to finish the game without having the possibility to get good endings for Sanctuary and hub.
Conditions of bad endings for those two areas(enter the hubs after 140 days passed_enter the sanctuary after 90 days passed)) are rather silly,and imply you explore these areas very early in the game or just avoid them to avoid bad endings..
So i d like to know if it would be very hard to make in sort:
first,to unlock the good endings finding which scripts determinate them
Then,to change scripts for bad endings.
Besides the conditions for bad endings are not logic:it is not because you dont go in a place that nothing happens there,or because you dont return in a place that nothing bad happens.
(it also applies for Nekropolis,ghouls dont die if you repair the water pump and never return there.
I think that the simple fact of killing the master early in the game should save all the cities from mutants attacks.
I certainly do ask a lot,besides i know this does require a lot of working(hawk-eye explained me how hard it was).
But correcting all those "ending bugs" would be a very reat thing,like what killaps did correcting vault 15 and gecko endings in Fallout 2
The good ending scripts are already present in the .dat file of the game(someone here told it to me),so if anyone can tell me who i should mp,or which lines of script i must change or anything else i would be very grateful.
However some ideas haunt my spirit about this first episode,which is for me the best of the serie.
Something about endings.I often do talk about that because i find it very dissapointing to finish the game without having the possibility to get good endings for Sanctuary and hub.
Conditions of bad endings for those two areas(enter the hubs after 140 days passed_enter the sanctuary after 90 days passed)) are rather silly,and imply you explore these areas very early in the game or just avoid them to avoid bad endings..
So i d like to know if it would be very hard to make in sort:
first,to unlock the good endings finding which scripts determinate them
Then,to change scripts for bad endings.
Besides the conditions for bad endings are not logic:it is not because you dont go in a place that nothing happens there,or because you dont return in a place that nothing bad happens.
(it also applies for Nekropolis,ghouls dont die if you repair the water pump and never return there.
I think that the simple fact of killing the master early in the game should save all the cities from mutants attacks.
I certainly do ask a lot,besides i know this does require a lot of working(hawk-eye explained me how hard it was).
But correcting all those "ending bugs" would be a very reat thing,like what killaps did correcting vault 15 and gecko endings in Fallout 2
The good ending scripts are already present in the .dat file of the game(someone here told it to me),so if anyone can tell me who i should mp,or which lines of script i must change or anything else i would be very grateful.