Vault 13 Good Ending mod for Unofficial Patch

Fallout 2 mod Vault 13 Good Ending mod for Unofficial Patch 1.0

NovaRain

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NovaRain submitted a new resource:

Vault 13 Good Ending mod for Unofficial Patch - Restores V13 good ending without breaking save compatibility.

View attachment 36471

This mod is based on UPU v32/33.

Info:
  • Although the V13 good ending was cut during development, some of its content remains in the game. Seraph restored the ending in his unofficial patch using an additional global variable, but this broke save compatibility with vanilla 1.02d. I reimplemented it without the need for a new...

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Here's a simple mod that prevents orphans in the Den from stealing from you as an extra.
It's made mainly for UP, since in RP you can help set up an orphanage to remove the kids from the streets.
 

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Hey NovaRain!

With the V-13 fix in place, is the bad outcome for the faction still guaranteed if Gruthar is killed subsequent to the player and the captive escaping the upstairs cell? Per Jorner mentions this consequence in his walkthrough for Fallout 2 (Gruthar's death resulting in a bad ending).
If the bad outcome is indeed triggered this way (with your patch installed), I would like to propose disabling this specific trigger. It's nonsensical that the faction would be completely doomed by his passing, as a leader's death is something a group should foresee and prepare for.

It is problematic for the faction's continued existence in the game world to hinge solely on whether the player kills a single, defeatable enemy like Gruthar.
This design means that regardless of any other aid or positive actions the player might take for the faction, simply defeating this single adversary instantly triggers their downfall, potentially feeling arbitrary and punishing to the players, rather than reflecting the complex challenges a group would face after losing a leader.

At any rate, this patch is legit.
 
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