Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

Pretty much unofficial patch + these and maybe a good Mirian mod if there is any still working out there. Think there was 2 out there back in the days but can't remeber wich one i used.
I'm almost certain they do not work out of the box, but you might be able to recompile them with new headers.

Personally I like to give Miria a truckload of armed plastic explosives before I sell her to Mordino, but whatever starts your Highwayman.
 
I'm almost certain they do not work out of the box, but you might be able to recompile them with new headers.

Personally I like to give Miria a truckload of armed plastic explosives before I sell her to Mordino, but whatever starts your Highwayman.

I don't care much for her or David. But i would like all companions to lvl properly. Besides that i don't give a rats ass TBH. Not that i use most of the companions that are "usefull" as it is :)

But hey. If you can/want i would not mind if you added the ability for her to lvl up like the rest.
 
I don't care much for her or David. But i would like all companions to lvl properly. Besides that i don't give a rats ass TBH. Not that i use most of the companions that are "usefull" as it is :)

But hey. If you can/want i would not mind if you added the ability for her to lvl up like the rest.

Not entirely sure this can be done, I think there's some hardcoded mumbo jumbo that takes care of NPC leveling. But I could change her model to a Super Mutant if you want?
 
Not entirely sure this can be done, I think there's some hardcoded mumbo jumbo that takes care of NPC leveling. But I could change her model to a Super Mutant if you want?

Maybe i could dig up one of the old mods and you could take a peak? Also making David into a super mutant could be interessting..:smugoticon:

Edit: Reading on one of the old MOD.

1. I edited the Proto files that were included, so that she actually gains skills, hitpoints and all that the other NPC:s do when she levels up.

That and maybe tag skills is the only thing that needs to be changed? Not sure how hard it is.
 
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Can someone explain why Vick's door is locked and trapped at the beginning of the game? It is not listed in the readme or changelog...

Also the kaga encounter seems really unbalanced. I ran into it shortly after leaving the Den, and it was me vs kaga + two outcasts. Even though Kaga ran after taking one shot from my 10mm pistol, the two outcasts easily killed me in melee afterwards.

Theres another kaga encounter where he shows up with a bunch of goons all with hunting rifles. At this point I had about 60 hp with 5 END, and each hunting rifle does about 15 damage and pretty much bypasses leather armor entirely. Hunting rifles also almost never miss due to the weapon accurate perk + accurate mod on the ammo itself. I died in two rounds. The hunting rifle just seems WAY too good in general compared to most other weapons at this point.
 
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There's a component to disable Kaga in the mod in my sig. He annoyed me too much as well.
 
There's a component to disable Kaga in the mod in my sig. He annoyed me too much as well.

I think the general concept is fine but i think he shows up too early and is too powerful at the early levels. If the player is alone (such as when leaving arroyo), kaga + 2 outcasts is too difficult for the player to handle alone.

About the Fo2 tweaks mod, i noticed a problem with the "companions never use burst fire" component. All enemies never use burst fire as well.
 
I think the general concept is fine but i think he shows up too early and is too powerful at the early levels. If the player is alone (such as when leaving arroyo), kaga + 2 outcasts is too difficult for the player to handle alone.

About the Fo2 tweaks mod, i noticed a problem with the "companions never use burst fire" component. All enemies never use burst fire as well.
He's not too difficult at all. If you have a high AP just punch them and run, or talk him down if your speech is high enough. If you have a decent Melee weapons skill you can also just stab them to death.
 
He's not too difficult at all. If you have a high AP just punch them and run, or talk him down if your speech is high enough. If you have a decent Melee weapons skill you can also just stab them to death.
In RP 2.0 or later you can't talk Kaga down, also you can't knock him unconscious in combat.
 
In RP 2.0 or later you can't talk Kaga down, also you can't knock him unconscious in combat.
Oh damn you're right, been a while since I played a pure diplomat.

In any case, he is geared towards players with parties. OP said he ran into him after the Den, at which point you normally have Sulik and Vic. There's no way Kaga walks out of that victorious.

If you're playing without a party then the entire game is going to be difficult, not just Kaga.
 
He's not too difficult at all. If you have a high AP just punch them and run, or talk him down if your speech is high enough. If you have a decent Melee weapons skill you can also just stab them to death.

The encounter with kaga + 2 outcasts was right after i left arroyo and before I could get to klamath. Not sure if i was just really unlucky. Is there a minimum number of days before you can run into Kaga?

The latter encounters with Kaga that foced me to reload usually involved someone dying to a burst in the first or second round (typically Sulik).
 
The encounter with kaga + 2 outcasts was right after i left arroyo and before I could get to klamath. Not sure if i was just really unlucky. Is there a minimum number of days before you can run into Kaga?

The latter encounters with Kaga that foced me to reload usually involved someone dying to a burst in the first or second round (typically Sulik).
Ah, that makes sense. No, there's no early limit, but I just run away if I meet him that early, unless I'm going melee or unarmed specialist (which probably means I'm playing with IN<4). I mean, if I didn't tag any relevant combat skills, why should I be expected to win that fight?

The later ones are pretty gruesome yeah, just wait till he rolls in with power armor and plasma grenades, but a good window to kill him is usually around the third one.
 
I think the general concept is fine but i think he shows up too early and is too powerful at the early levels. If the player is alone (such as when leaving arroyo), kaga + 2 outcasts is too difficult for the player to handle alone.
He continues to be too powerful throughout the game.

About the Fo2 tweaks mod, i noticed a problem with the "companions never use burst fire" component. All enemies never use burst fire as well.
Nah, FO2tweaks does not touch enemies, and they use bursts all the time in my games.
 
Strange, enemies almost never use bursts after i installed fo2tweaks...

Does anyone know how the RP companion leveling works? I selected "always level", but they obviously do not level up everytime the player does. It gets much harder to level up late game companions since you level a lot slower.
 
Does anyone know how the RP companion leveling works? I selected "always level", but they obviously do not level up everytime the player does. It gets much harder to level up late game companions since you level a lot slower.
NPCs don't level up every time you level. Check level_up_every entries in party.txt.
 
NPCs don't level up every time you level. Check level_up_every entries in party.txt.

Thanks, I see it now. Hmm, is there a way to get the companions to check for level ups based on the player's level? That way you could have companions join late and then level up to match the player. I find it really difficult to level some of the latter companions while its very easy to max out vic/sulik.
 
Thanks, I see it now. Hmm, is there a way to get the companions to check for level ups based on the player's level?
You can do that with sfall global scripts and get/inc_npc_level functions. There's a "scripting_docs" folder in sfall modders pack for a good reason.
 
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You can do that with sfall global scripts and get/inc_npc_level functions. There's a "scripting_docs" folder in sfall modders pack for a good reason.

Thanks, but i dont see any mention of how you should use get/inc_npc_level or an example of it...actually, i ont see that specific function in the docs. Theres only :

> void inc_npc_level(string npc)
> int get_npc_level(string npc)
 
Thanks, but i dont see any mention of how you should use get/inc_npc_level or an example of it...actually, i ont see that specific function in the docs. Theres only :

> void inc_npc_level(string npc)
> int get_npc_level(string npc)
The sfall devs sometimes forget that not everyone looks at the sfall source code for documentation. I guess the string parameter is the name of a recruitable NPC, so "Sulik", "Vic" etc, and possibly "MacRae" for Cassidy.
 
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