Fallout shouldn't be modded, fullstop.
Nah, this discussion is much more entertaining.shut the fuck up and talk about the mod. good gravy you guys are dorks
i can appreciate the effort put into this... but i would rather just play og fallout 1. you can easily get it off gog or steam instead of trying this hacky solution that isn't 1:1 faithful to the original
Bullshit, and I suppose the game shouldn't be patched either, because logically the released game is the "perfect" version, and therefore untouchable.
Their patch fixed only a small amount of the actual bugs, modders over the years have been fixing the rest.
You're a fucking coward Lilura, you criticise something you haven't even played, and somehow think you're an authority on Fallout and Interplay games in general.
What is it still missing?
I saw that you managed to implement the day counter in the Pipboy, but noticed in the script messages about invasions. Did you restore those?
Do you know if anyone plans to do somesort of OpenSource engine port for the Fallout Engine? You know, like OpenXCOM.
"New Vegas is a Bethesda game, therefore decline, therefore I get to ignore your question."Is New Vegas's JSawyer mod authoritative?
My signed Fallout 1 and 2 copies are probably going with me to my grave but I wouldn't mind experiencing the super mutants invasion in Fallout 1. From what I heard it was in some version of the released game but they removed it with the first patch.
Playing homm2 until 4am on school nights made me the man I am today.Implying the homework mattered.Can it really be an authoritative experience if you don't have an old CRT monitor, a mechanical ball mouse, and homework to do instead of playing?I don't think Lilura is capable of producing three posts in a row without the word "authoritative" in them.
The equivalent of this level of autism is telling people who don't play Doom or Quake in the DOS .exe are doing it wrong and are missing out on the "authoritative" experience of those games.
Nobody gives a fuck what you've asserted. And if they do, they're sheeple.I've asserted
Gog's F1 comes with sfall patch, IIRC so does Steam's. To get the OG version you'll have to pirate probably.i would rather just play og fallout 1. you can easily get it off gog or steam
My signed Fallout 1 and 2 copies are probably going with me to my grave but I wouldn't mind experiencing the super mutants invasion in Fallout 1. From what I heard it was in some version of the released game but they removed it with the first patch.
Correct me if I'm wrong Lexx, but I think this is a misconception stemming from years of imprecise language in the Fallout community.
My understanding is that the original release of Fallout, both unpatched and patched, only ever had a visible in-game mutant invasion in Necropolis. What was removed in the patch was the endgame slide invasions of the other towns. If you took too long to finish the game, you might learn that the mutants destroyed the Hub, but you'd never actually see them there. That's what the modders created.
Correct me if I'm wrong Lexx, but I think this is a misconception stemming from years of imprecise language in the Fallout community.
My understanding is that the original release of Fallout, both unpatched and patched, only ever had a visible in-game mutant invasion in Necropolis. What was removed in the patch was the endgame slide invasions of the other towns. If you took too long to finish the game, you might learn that the mutants destroyed the Hub, but you'd never actually see them there. That's what the modders created.
That is correct. The Hub, Junktown, Boneyard, Brotherhood, and Shady Sands invasions were added by TeamX / restoration mod if I remember right. What was patched is the V13 invasion ending - it's set to 500 days. Though I actually do not know what the original timer was. If someone can tell me, I could set it as default. :p
Fun bonus fact: Every time you use the healing services of the Children of the Cathedral (in the Hub, Necropolis, or later in Junktown), the V13 invasion timer gets reduced by 1 day.
/edit: One of my "remember for later"-ideas was to improve the invasions a bit visually - adding rubble, destroying houses, etc. It would be a lot work for something barely anyone likes to play with, though, so it doesn't really have a super high priority for me.
Yeah. The 150 days (+100 optional) are more than enough time to wrap up the water chip quest, but folks keep going nuts about it. Adding even more timers that wipe out the content of all the cities would melt their brains for sure.The waterchip being such a big deal right at the start, it would probably have been asking too much with the mutants too
Correct me if I'm wrong Lexx, but I think this is a misconception stemming from years of imprecise language in the Fallout community.
My understanding is that the original release of Fallout, both unpatched and patched, only ever had a visible in-game mutant invasion in Necropolis. What was removed in the patch was the endgame slide invasions of the other towns. If you took too long to finish the game, you might learn that the mutants destroyed the Hub, but you'd never actually see them there. That's what the modders created.
That is correct. The Hub, Junktown, Boneyard, Brotherhood, and Shady Sands invasions were added by TeamX / restoration mod if I remember right. What was patched is the V13 invasion ending - it's set to 500 days. Though I actually do not know what the original timer was. If someone can tell me, I could set it as default. :p
Fun bonus fact: Every time you use the healing services of the Children of the Cathedral (in the Hub, Necropolis, or later in Junktown), the V13 invasion timer gets reduced by 1 day.
/edit: One of my "remember for later"-ideas was to improve the invasions a bit visually - adding rubble, destroying houses, etc. It would be a lot work for something barely anyone likes to play with, though, so it doesn't really have a super high priority for me.