Which mods/patches for Fallout 1&2?

  • Thread starter Thread starter Guest
  • Start date Start date
What mod(s) do veteran fallout2 modders reccommend?

Am new to your amazing site.
Can anyone reccommend their favorite fallout2 mods? Have played vanilla, as well as FOT many times..and am ready for a challenge. Thanks!
 
Re: What mod(s) do veteran fallout2 modders reccommend?

Hieronymos said:
Am new to your amazing site.
Can anyone reccommend their favorite fallout2 mods? Have played vanilla, as well as FOT many times..and am ready for a challenge. Thanks!

I'd pick out Shattered Destiny, Chapter 1.
 
Thanks Elitech.
From the wiki link it seems that the major options are:
Alternative Life
Shattered Destiny
Killaps Restoration
MIB88 Megamod

Which do you prefer?
 
Personally, Restoration Project (RP) & Megamod... I have yet to play Shattered Destiny, but everybody around here speaks highly of it.
 
Killap's restoration patch fixes all of the bugs in the original game, and is a must. It also adds some new areas that were originally intended to be in the game, but never made it. These new areas are very nicely done, but also have some bugs of their own. Many of these will be ironed out in v1.2, so perhaps you should wait until that gets out (soon).


My mod, Fallout 2: Weapons Redone (link in my signature), fixes most of what could be called issues with the weapons/armors/ammo in the game, such as grenades, laser weapons and AP ammo, including the 14mm Pistol. It also adds some features, such as being able to throw Combat Knives, a Light Support Weapon with single shot mode and other things. It is compatible with Killap's Restoration Patch. It is not quite finished yet, which means that it is fully enjoyable and playable but that I will keep adding to it. Updating versions will be as easy as overwriting the files and loading up the old saved games, so there is no reason to hold back with downloading if you want to try it out.


The MIB88 Megamod is a compilation of many mods, including Killap's RP. I have not tried it myself, but it looks cool. It is not compatible with my own mod, though.


I don't know much about other mods. Hope you find one you like!
 
You could always install this pack that will let you run each of the mods separately.

Wild_qwerty said:
I would like to introduce the multi mod installer, just download the 2 following parts (sorry I had to split the file, if someone could host the complete installer it would be great).. Once you have downloaded the Rar files just double click the first piece and it should give you the multimod.exe file, run that and it will install:

- Killap's Unoffical Patch
- MIB Mega Mod
- Mutants Rising Demo
- Restoration Project

Each mod has it's own shortcut in the start menu. You can also run the completely un-modded version of Fallout 2 by using the original icon.

Installer Part 1 - 75MB

Installer Part 2 - 50MB
 
Magnus said:
The MIB88 Megamod is a compilation of many mods, including Killap's RP. I have not tried it myself, but it looks cool. It is not compatible with my own mod, though.

Not quite true, here. The Megamod does not have Killap's Restoration Project included yet. I have included about 90 percent of his bug fixes only.
As for your work, why do you say it is not compatible? It only overwrites existing proto files. So, it should be compatible. It just means that certain elements of the mod will be changed (such as amount of ammo found or prices of ammo).
 
MIB88 said:
Magnus said:
The MIB88 Megamod is a compilation of many mods, including Killap's RP. I have not tried it myself, but it looks cool. It is not compatible with my own mod, though.

Not quite true, here. The Megamod does not have Killap's Restoration Project included yet. I have included about 90 percent of his bug fixes only.
As for your work, why do you say it is not compatible? It only overwrites existing proto files. So, it should be compatible. It just means that certain elements of the mod will be changed (such as amount of ammo found or prices of ammo).

My bad, I meant to write killap's unofficial patch.

The reason why I said incompatible was that I don't know what files your mod edits, and so I'm not sure. If it is as you say, I will mention this wherever I can.
 
Magnus said:
MIB88 said:
...As for your work, why do you say it is not compatible? It only overwrites existing proto files. So, it should be compatible. It just means that certain elements of the mod will be changed (such as amount of ammo found or prices of ammo).

...

The reason why I said incompatible was that I don't know what files your mod edits, and so I'm not sure. If it is as you say, I will mention this wherever I can.

As long as you don't change the item numbers or add new items/weapons (meaning all of them are them same from the 'vanilla' game), then it should work fine (except for the things I mentioned earlier).
 
Hieronymos:
If you want to play FO2 how it should have been if they'd spend a bit more time testing it, F2RP and Weapons Redone. That way every weapons skill is finally useful, most of the big bugs are fixed, and a bunch of plot holes are closed.

For a lot of new content in the original, and a rather harder game, go for the Megamod. Ammo's harder to accumulate, and there's add-ons from a lot of people. Since it includes Mr Fixit, you can make certain chems, weapons and armour.

If it does indeed work with Weapons Redone, Mr Fixit would be useful as you'd get easier access to Molotov Cocktails to throw. Usually they're rare in the early game, and by later you've found Grenades.

Shattered Destiny is a total conversion with a different setting and plotline. I haven't go tround to playing it.
 
Thanks guys. I'll start with Wild_Qwerty's MMInstaller, methinks. Bless all modders who work with MMI's!

I've been part of modding teams for RomeTotalRealism's NavalMod, and X3 Reunion's DDRS--and continue to tweak virtuall every PC game I own..Modding can get kinda addictive, if you know what I mean.

Thanks for all your hard work. I look forward to seeing what you've all accomplished!
...........

Oh, and sorry for being offtopic: but what mods do you guys reccommend for FOT?? I've been playing JA2 v1.13 at Insane for a month now and it's gotten old...got nostalgic about FOT.
 
Hey guys, I have a small question related to Mr. Fixit.

I downloaded the english version and testet it -> it works, but I use the german Fallout 2 version, so every Text says "error" (of course). So I thought, that I can fix this, if I rename the "English" folder into "German".

But nah... it will not work. Now Mr. Fixit/ the hole game crashs, if I open the Mr. Fixit interface.

Any ideas?
 
Lexx said:
Hey guys, I have a small question related to Mr. Fixit.

I downloaded the english version and testet it -> it works, but I use the german Fallout 2 version, so every Text says "error" (of course). So I thought, that I can fix this, if I rename the "English" folder into "German".

But nah... it will not work. Now Mr. Fixit/ the hole game crashs, if I open the Mr. Fixit interface.

Any ideas?

Try to decompile Fixit or search for sources and compile the tool for German, maybe this will help?
 
insanepipe said:
It's a sign....telling you to work on SD part 2. :P *hugs*

I am thinking of including it in SD 2. :P

@Cubik: The *.ssl files are inside and I already watched it, but I really don't know, what I could change there. I also don't think, that I need to change something there. :/
 
Is the file "test0.msg" in folder : Data/Text/English/Dialog ?

Hmm.. I think, that the Fixit uses some general commands in their scripts, and you should use non-German "fallout2.exe" i.e. from killaps patch, I hope this will help.
 
Yep, I already use US fallout2.exe because of the bloodpatch.

As standard, the test0.msg is in /data/text/english/dialog. If I change "english" to "german", the game will crash when using Mr. Fixit. If I let english there and copy&paste the file in the german folder, it also crashs.
 
This is my last idea how to make the MrFixit to work in your installation. I guess you have installed original German Fallout2, then installed U.S. (killaps or original) patch with non-german "fallout2.exe", probably sfall (one of the newest ;) ) and then MrFixit.
Now you tryied run with fixit, changed German-->English, and the game crashes.
I think, that "master.dat" from German version is the thing. Try to extract all "master.dat" to Fallout2 directory, then delete "master.dat" (or change the name but better is delete from FO2 directory). Then change the German to English in Text directory from unpaked "master.dat".
This should work ! :)
 
Cubik2k said:
I think, that "master.dat" from German version is the thing. Try to extract all "master.dat" to Fallout2 directory, then delete "master.dat" (or change the name but better is delete from FO2 directory). Then change the German to English in Text directory from unpaked "master.dat".
This should work ! :)

That shouldn't matter, though, because anything in the data folder will overwrite anything in the master.dat... as long as your .cfg file is pointed to the right area for your Data folder.

So, check this: What is the second file in your scripts.lst file called? Change test0.msg to that name. It should work.
 
Back
Top