Few Newbie Questions....

JedK

First time out of the vault
Just a few questions for the experts the character type that I am building for Fallout 1 and 2 and getting the dvd collection.

1) If you get the Lifegiver Perk, does it just add when you level afterwards? In the same way, if you get your Endurance or Strength upgraded later, does it add hit points retroactively?

2) Has anyone been able to determine the exact mechanics of the sneak skill? Light penalties? Proximity? If I get it to 101%, how easily can I move around people?

3) I played a quick test run of a CH 2 character, and when I got to the Hub Mrs. Stapleton's book were like $5000 each, and Jacob's price were sky high as well. Even when I edited to high CH and barter this was true. Did I hit a known bug?

4) Anyway to mod the time limits at the end, like no being able to enter the Blades map (and thus use Zack) or the Followers get whacked by the mutants. These invasion time limits seem a bit strange to me especially if I already took about the Mutant Base...

5) Anyone every figure out what the critical hit tables look like? There seems to be a lot of internal mechanics that are not spelled out in the manuals of elsewhere

Thanks!
 
1)Strength only determines starting hitpoints not the leveled ones. Lifegiver example. You have 20 HP and 4 EN, gain +1 level = you gain 20+4=24 HP. When you take lifegiver you get 28 HP and next level you will get 28+8=36 instead of 28+4. In Fallout Tactics I believe it was fully retroactive.

Why anyone would want to gain endurance for hp gain purposes past the point of character creation is waaaay beyond me. On a side note: This is a game where you should thrive to dish out damage and mercilessly crush/slice/shred your opponents, NOT to take the punishment yourself.
 
AcesHigh said:
1)Strength only determines starting hitpoints not the leveled ones. Lifegiver example. You have 20 HP and 4 EN, gain +1 level = you gain 20+4=24 HP. When you take lifegiver you get 28 HP and next level you will get 28+8=36 instead of 28+4. In Fallout Tactics I believe it was fully retroactive.

Why anyone would want to gain endurance for hp gain purposes past the point of character creation is waaaay beyond me. On a side note: This is a game where you should thrive to dish out damage and mercilessly crush/slice/shred your opponents, NOT to take the punishment yourself.

OK, so not retroactive for Lifegiver or later increases to endurance. Thanks!

As to why I care, after reading the boards and elsewhere it seems pretty evident that game isn't that difficult. A quick trial run of a few hours confirmed this. So instead of making a sniper with Better Criticals, Bonus Rate of Fire, and so on, I am making a theme character. Unarmed combat with a focus on defensive perks and hit points only. A juggernaut type character.

Has anyone also noticed that the random number generator for the Fallout games is a bit off? If I really have a 50% of hitting something, I shouldn't really be missing eight times in a row. In the early parts of the game this is very evident....
 
4) That's odd. I thought that the DVD came with the latest patch installed because i seem to remember that the patch put the time limit for the mutant invasion to the hardcoded one of 13 game years. If not then install the patch.
 
JR Jansen said:
4) That's odd. I thought that the DVD came with the latest patch installed because i seem to remember that the patch put the time limit for the mutant invasion to the hardcoded one of 13 game years. If not then install the patch.

I was referring to the time limits linked to the invasions of particular locations like Shady Sand and the Hub with the endings you get at the end.
 
JedK said:
1) If you get the Lifegiver Perk, does it just add when you level afterwards? In the same way, if you get your Endurance or Strength upgraded later, does it add hit points retroactively?

You get a few right away from Lifegiver, at any rate. And I thought Endurance works retroactively, but I could be wrong.

2) Has anyone been able to determine the exact mechanics of the sneak skill? Light penalties? Proximity? If I get it to 101%, how easily can I move around people?

It seems the max chance of success is 95% before penalties (Steal and Outdoorsman also seem to work like that). Can't be sure though.

3) I played a quick test run of a CH 2 character, and when I got to the Hub Mrs. Stapleton's book were like $5000 each, and Jacob's price were sky high as well. Even when I edited to high CH and barter this was true. Did I hit a known bug?

CH affects prices only the first time you speak to someone. That's why the editing didn't change anything. Same in both games.

5) Anyone every figure out what the critical hit tables look like? There seems to be a lot of internal mechanics that are not spelled out in the manuals of elsewhere

They're creature-specific. Sample tables for brahmin are included in one of the Fallout Bible installments. Maybe they made their way into the wiki.
 
Back
Top