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Which mods/patches for Fallout 1&2?
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PostPosted: Mon Dec 09, 2002 6:52    Post subject: Fallout 2's Must-Install MODs Reply with quote

Just got the game, Any recommendation?

NOTE: recommended files are stickied in the respective folders. List:
Fallout 1
Fallout 1 Children Patch
Fallout Patch 1.3.4 ENG TeamX
Fallout1 Resolution Patch v1.1
Fallout NPC Mod v3.4 English version
Fallout Update Mod v1.2.5 english version
Timeslip Fallout engine tweaks for Windows 2000/XP/Vista

Fallout 2
Fallout 2 Childrens Patch
Fallout2 Resolution Patch v1.6
Killap's Unofficial Fallout 2 Patch (US/UK - installer)
Fallout 2 Restoration Project Installer Version
MIB88 MegaMod 2.34
Timeslip Fallout 2 engine tweaks for Windows 2000/XP/Vista
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PostPosted: Mon Dec 09, 2002 19:20    Post subject: RE: Fallout 2's Must-Install MODs Reply with quote

i would suggest you try most of them they're all good in different ways.Very Happy
I'm only just realised Team-X's new year mod so i have downloaded all 4 parts of it.
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PostPosted: Tue Dec 10, 2002 6:32    Post subject: RE: Fallout 2's Must-Install MODs Reply with quote

New year mod? where can I get it???
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Odin
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PostPosted: Wed Dec 11, 2002 15:45    Post subject: RE: Fallout 2's Must-Install MODs Reply with quote

>New year mod? where can I get it???

Try the download section here at NMA.. (shocker!)

Webmaster@NMA
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PostPosted: Fri Dec 13, 2002 19:37    Post subject: RE: Fallout 2's Must-Install MODs Reply with quote

My recommendation is to complete the game first. Wink
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welsh
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PostPosted: Wed Feb 26, 2003 18:07    Post subject: Mods Reply with quote

Does anyone know where is the best place to find mods or other downloads for Fallout1 and Fallout 2? Does anyone know if these mods are faulty or bug ridden?

I am replaying both with different characters and wanted to incorporate a few changes. Any thoughts?
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Odin
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PostPosted: Thu Feb 27, 2003 7:36    Post subject: RE: Mods Reply with quote

>
>Does anyone know where is the best place to find mods or
>other downloads for Fallout1 and Fallout 2? Does anyone
>know if these mods are faulty or bug ridden?
>
>I am replaying both with different characters and wanted to
>incorporate a few changes. Any thoughts?

Best place, right here on NMA of course.. check out our download/binaries section.
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Briosafreak
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PostPosted: Thu Feb 27, 2003 17:44    Post subject: RE: Mods Reply with quote

Odin is right, and this place is good too http://pipboy2k.duckandcover.net/index.php
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welsh
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PostPosted: Thu Feb 27, 2003 20:56    Post subject: RE: Mods Reply with quote

Thanks guys. Don't know why I blanked out on that one.

But what are the best Mods for Fallout 1. It looks like most of them are just about giving you more stuff early on, and that seems to ruin it. I mean the point of getting the stuff is a reward.

Any suggestions?
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"The sciences, each straining in its own direction, have hitherto harmed us little; but someday the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age."
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Roshambo
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PostPosted: Thu Feb 27, 2003 22:50    Post subject: RE: Mods Reply with quote

Someone who wants a non-munchkinism mod?

/me dies from shock.
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Father_of_Baal
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PostPosted: Wed Jan 07, 2004 12:15    Post subject: What mods can you advise for a start? Reply with quote

Gentlemen,
I'm playing a Fallout since it's release, but I've totally ignoramus in fallout 2 mods' universe.
What mods can you advise for a outlander with a low outdoorsman skill in the Modification Land? (figuratively expressing)
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Prudence
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PostPosted: Sat Jan 17, 2004 1:30    Post subject: Reply with quote

Join the club, I only used several mods Stryfe had acquired for me on a CD just the other day. Lots of fear, but I had fun with some simple ones. Like the Toxic Caves and Klint the Generous. Just read the instructions and you're gold. Or use the modrunner.
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PsychoSniper
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PostPosted: Wed Nov 10, 2004 0:01    Post subject: True mods: Not hacks Reply with quote

Ive been searching for FO/FO2 mods for a while, and seem to only find these so called mods that are nothing more than hacks that add all the weapons/ammo/armor/items etc etc onto a map.

What Im wondering is this: What mods do you know of that actualy add NEW locations to the FO2 map, or at the least new gameplay (NPCs and such) ? There are one or two out there that do a small amount of actual new dialough/quests (most notably the vertibird mod) but I havent found that many.


Anyone know of any other true mods ?
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Wild_qwerty
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PostPosted: Wed Nov 10, 2004 3:14    Post subject: Reply with quote

yup, there is/was the toxic mod. Coljack and I were/are amking it. Though last I heard Coljack was trying doing some scripting for it. The map was made I think and the new art done, we just didnt/havent got around to completing it.

though there is also:
The abbey mod
The EPA

But I'm not sure if they were finished / translated into English.

Though I suspose someone might complete them all into one package once the 1.06 patch is completed.

*EDIT*
Though maybe you could find a few people to finish these off and combine it into one installer package. It would be enough of an enhanchment to call it the "Fallout 2 - Unofficial Expansion"

Any volunteers?
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Skynet
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PostPosted: Wed Nov 10, 2004 11:15    Post subject: Reply with quote

Wild_qwerty wrote:
Though maybe you could find a few people to finish these off and combine it into one installer package. It would be enough of an enhanchment to call it the "Fallout 2 - Unofficial Expansion"?


I was doing "Fallout 2 - Unofficial Expansion/Gold Edition", that was going to introduce some fancy stuff: Previously unreleased improved Abbey mod, some finished/reimplented quests, unused voice dialogue, unused endings (slayer of vault, etc.), Lil´chemist (alpha quality), quest´s for Den Residental area, a village outside vault city, A new location named "Brenton", and some fixed features(robots going to repair depot in SAD etc.).

Sadly, this project is dead at the moment, due the lost of interest and crappy dialogue/plot designing. Sad
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PsychoSniper
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PostPosted: Thu Nov 11, 2004 2:29    Post subject: Reply with quote

Dont let it die.
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Silencer
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PostPosted: Thu Nov 11, 2004 13:37    Post subject: Reply with quote

Wait until the New Arroyo Mod is out - it'll add a new, large location (in terms of game maps, more than New Reno's), some new quests to be had and potentially, one or two random encounters.

As of now, the maps and dialogues are 90% complete, and Jargo's busy with the tedious scripting/coding process, so it might take a little while.

Wild_qwerty, what's with the Toxic mod? Get around to it, already! Very Happy
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Wild_qwerty
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PostPosted: Thu Nov 11, 2004 23:20    Post subject: Reply with quote

I havent seen Coljack in a while, so if he doesnt want to continue I can forward you the content (map art etc..)
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Question
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PostPosted: Tue Mar 22, 2005 9:17    Post subject: Recommended mods? Reply with quote

Anyone wanna recommend some mods?Im mostly looking for those that fix broken quests,incomplete quests,quests that never got in,etc

Oh and a encounter booster that doesnt make me have 3-4 encounters per square would be nice.I mean,yea, i want more encounters,but not THAT much....
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The_Pastmaster
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PostPosted: Tue Mar 22, 2005 10:39    Post subject: Reply with quote

Frendly Klint is good and I can recomend the
Mira MOD and the Forgos MOD...
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