Fallout 2 Time Limit Removal?

Hoplite

Worth 1/5th of 100 grams of tea
Basically, fuck Arroyo. I don't want to do the main quest and I don't want to have to sit and listen to Pedo Grandpa invade my dreams to give me the speech on how people are dying.

Is there a mod or utility that removes the time limist?
 
You don't have to remove the time limit itself, thirteen years is really not a limit. But if the time is somehow a issue there is a option in sfall that reset the date to the beginning if you ever have a playthrough lasting 13 years. And To stop Hanukin's visions, look in sfall too, ddraw.ini, and search for MovieTimer_artimer options, it's exactly what you are looking for.
 
Basically, fuck Arroyo. I don't want to do the main quest and I don't want to have to sit and listen to Pedo Grandpa invade my dreams to give me the speech on how people are dying.

Is there a mod or utility that removes the time limist?
Do you want to remove the dream sequence, or do you want to remove the actual time limit?

Because there's no 'time limit' like it was in Fallout 1. You got 13 years in-game time because of the engine design. And I can't imagine what is it you're going to do for 13 years in-game, especially with how generous the game is from the start by allowing you to spend real-life time seconds and minutes and hours while in places and settlement, and also how in Fallout 2 you can ride a car.
 
No. They get grabbed by the enclave at some point, but you can just ignore it if you want, and without Hanukin's dreams you don't have any reason to even know it if you never go back to Arroyo.
Like Black Angel said, the engine has a 13 years limit then the enclave 'win', but to reach it you really have to do it on purpose. The longest playthrough I remember doing lasted 3 or so in-game years, and I think it was because I losted the car, or didn't use it for some reason. Or maybe it was because I was making a lot of caravans jobs. So there is no reason to worry about the 13 years thing.
 
Yes. If you also don't want to see Hanukin's magic visions, which is understandable even if you didn't say 'fuck Arroyo', like I said you find this in ddraw.ini, it come with sfall, and set it that way:

;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
MovieTimer_artimer1=5000
MovieTimer_artimer2=5001
MovieTimer_artimer3=5002
MovieTimer_artimer4=5003

5000 days is more than 13 years so you will never see Hanukin disturbing your adventures with his magic.
 
Thanks, tired of the dude invading my dreams while I'm saving people from the dumbest crap
 
No. They get grabbed by the enclave at some point,
More precisely, they get grabbed AFTER you get the GECK AND return to Arroyo. Other than that, yeah you can safely ignore Arroyo for as long as you want it.

The thing is, I heard they did some cool C&C stuff where the longer you spent time lollygagging in the wasteland, the worst the situation in Arroyo would be, like the dog you rescued from the side area would be gone to be sacrificed as food. The dream sequence were meant to warn you of it, but they didn't tell you the specifics like the aforementioned. Not to mention there's no hard time limit like in Fallout 1 where spending 150 days in-game time would result in actual failure or spending certain days would result in settlements getting razed by the Super Mutants, so ¯\_(ツ)_/¯
 
I had forgotten if the Arroyo getting grabbed was on a time trigger or finding the GECK, or both, but since Hoplite doesn''t want to care about Arroyo in this playthrough, it won't do much differences. I could know if I was modding the original game campaign I guess.

Cool details, the dog being served for food and such, I had heard about Arroyo changing as time went, but going back without the GECK never seemed a very roleplay thing to do, even more if your character care about saving the village so.

I always liked The time limits of Fallout 1, for the water chip and the vault invasion. I know Tim Cain said he would take them out nowadays, but I think it would be a mistake. It woudn't have worked in F2 because the world is too big, but I guess the game's mistake there is to have a main quest concept of 'saving your home from a apparently urgent disaster', again. It doesn't really work with Fallout 2 world design.

Mutants attacks in 1 are interesting in concepts, but they needed more than just to pass a certain day and find a hostile map full of hostile super mutants to be fleshed out, I can understand why there were almost all desactivated in-game time and kept for the ending slides.
 
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