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    Mutant Invasion Timers

    Well at least you can postpone the invasions by modifying the vault13.gam file. I remember playing the FIXT mod years ago and managed to get the good ending even after much more than 90 days had passed. Maybe it had something to do with the fact that I chose the option to disable the mutant...
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    Mutant Invasion Timers

    In the original unpatched game, you had 500 days to stop the mutant threat before the Vault was invaded, 400 if you commissioned the Water Merchants to deliver water to the vault. The other settlements were supposed to be invaded and overrun by the mutants as well. Somehow, with the exception of...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    So I shouldn't install the mod after all?
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    Fallout 1 mod Restored good endings addon

    FIXT has another version of this mod that disables the mutant invasion checks, meaning you can take as long as you want and still get the good endings as long as you fulfill the requirements. Is there another version of this mod outside of FIXT that disables the mutant invasion checks? Can it be...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    It just doesn't make sense that when the deadline passes, the townspeople are still alive as if nothing happened. Yet the ending states that the mutants wiped them out. The mod additions in my opinion makes it more sensible. Although I can't figure out why the game crashes whenever I speak to...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    Is there a reason why the mutant invasions were disabled in the final game? If so, why do Hub, Adytum, and Shady Sands still get invaded in the ending slides if you take too long? I remember long ago playing FIXT with all mutant invasions disabled except for Necropolis. I did everything I...
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    F1 and F2 Needed More Endings

    Vault 13 Ending (Enclave Invades Vault 13) In a cruel twist of irony, just as life for those in Vault 13 began to return to normal after the computer was repaired, the Enclave invaded and slaughtered the peaceful intelligent deathclaws together with the men, women, and children under their...
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    F1 and F2 Needed More Endings

    In my opinion, the first and second games could have had more ending slides. Some settlements in the first game had only the mutant invasions for a bad ending. Klamath in the second game had no ending slides. I also don't like how the game blames you for the extermination of the deatchlaws in...
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    When Do You Kill The Master?

    How come the majority of the mutant invasions of each settlement are thirty days apart? Adytum and Necropolis are only twenty days apart, why is that?
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    When Do You Kill The Master?

    One thing I never really liked about the first game was the timer. From the start of the game, you had a certain amount of time before the mutants invade the settlements. The invasions were cut from the final game. Even when the deadline for certain settlements passed, everyone is still standing...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    In previous playthroughs, I tend to wait until level 21 after level grinding the deathclaws for the easiest time taking out the Master and the Vats. Then I get to see how effective my character build is when I kill all those mutants. That's why I had to change the number of days until the...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    What if you create a character instead of using one of the premade ones, or are stupid? Can you still do all of the above and beat the Master? Can you do so with the usual optimal character, tagging Small Guns, Lockpick, and Speech?
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    I have not figured out how to get the Brotherhood to attack the Cathedral. In the Restoration Mod, the towns are filled with dead bodies and there are mutants patrolling the streets. You can also postpone the mutant invasions by modifying the number of days in the vault13.gam file. Wouldn't...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    If you do get the 1.3.6, I also recommend that you download SFall 1.18e as the SFall 1.3.6 comes with is bugged and doesn't give you the correct npc reactions even with high reputation or Charisma. Any later version after that is incompatible with patch 1.3.6. You'll also need to tweek...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    I've done some testing and found that the original 500 day deadline (400 days if you have the Water Merchants deliver to your vault) is restored in the Restoration Mod. In my opinion, the Restoration Mod helps give Fallout the polished feel that it lacks. Now if you enter a city after the...
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    Fallout 1 mod Does anyone still have the Fallout Restoration Mod?

    Patch 1.3.6, downloaded at Nuclear City also comes with the Restoration Mod. Recently, I beat the game with it. Since I am the type of player who gets the implants, level grinds the Deathclaws at the Adtytum Warehouse, reads enough skill books to get First-Aid, Repair, Science, and Outdoorsman...
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    Alton: The Unusual Request

    This thread is for those who have played Alton. At some point in the game, completely optional, you encounter a man named Obongwa, who speaks exactly as you would expect someone with less than 4 Intelligence in the first two games (stupid dialogue is completely absent in the third game...
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    Et Tu or FIXT

    actually, this happened even before I changed settings. Like many Fallout 1 players, I play with 1 Charisma because it's so useless.
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    Et Tu or FIXT

    someone should make a mod that has all the bug fixes of both Et Tu and FIXT, restores all the cut content, has the dialogue changes of both FIXT and Et Tu (Vance, Samael, etc), and nothing more in order to maintain the feel of the original game engine.
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    Et Tu or FIXT

    I've gone back to just playing the vanilla game with the TeamX patches. For me, it seems to be the only option for purists. Even with all the other optional features disabled in Et Tu, the core gameplay has been changed too much and the selected weapons from Fallout 2 are still there. I could...
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