Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

Relating to the early APA issue in Navarro as being too easy to get I did this in my personal modded setup:
>installed a locked door at the armory
>created a keycard proto and placed the keycard in quartermasters inventory (hand slot)
>changed his dialgue to issue you power armor and plasma pistol as standard recruit arsenal
>done.

image.png

replaces navarro map with edited version, placing a door to the armory and the key in the quartermasters inventory
!
edited the "orig" navarro map (from the maps expanded mod) but not the Restoration Project - Maps Updated version
replaces quartermaster script (ccqmstr.int)
replaces quartermaster dialog (ccqmstr.msg)
adding new doorscript: pmarmory.int
replaces scripts.lst with edit for the new script
adding new key proto: 00000651.pro (on top of fresh ecco mod v0.9.7)
replaces pro_item.msg with edit for the new key proto (from ecco mod v0.9.7)

even better would be to change his script to let the card appear when killing him but I didn't do this.

below is a file with the changes based on ecco mod v0.9.7
I edited the "original" map from maps expanded mod (so not from the rpu updated map pack) so if needed these changes would need to apply to the new map if necessary
 

Attachments

Last edited:
Sounds sensible... however Navaro was implied to be an understaffed (and relatively recent) forward base; a first toe-hold on the mainland. Which IMO would excuse the temporarily lax internal security.
 
Sounds sensible... however Navaro was implied to be an understaffed (and relatively recent) forward base; a first toe-hold on the mainland. Which IMO would excuse the temporarily lax internal security.
The 'temporar lax security' is still maintained as the pc can just walk to the door and get recruited so still thats fine.
Not fine is the too easy to get APA from game perspective which harms natural armor/equipment progression, making mid-to-late tier armor obsolete and gives plasma rifle too.
 
Does this mod work well with the other two of the principle three character builds? (thief & diplomat)

There were times when the developers would outright cheat to allow the PC to succeed where a failure could cut their game short. The Supermutant door-guard at Mariposa (AFAIK) simply never notices a pick pocket attempt to get the combination for the door.
 
Does this mod work well with the other two of the principle three character builds? (thief & diplomat)

There were times when the developers would outright cheat to allow the PC to succeed where a failure could cut their game short. The Supermutant door-guard at Mariposa (AFAIK) simply never notices a pick pocket attempt to get the combination for the door.
Well honestly it shouldn't - on purpose (if I understand you correctly that there should be more ways of bypassing the door).
I might be wrong but Navarro is an almost endgame location. You *can* get there earlier and do quest stuff or get some items (like recruitment equipment). These things do fulfill the principle of three quite well.
As for the other part of Navarro its an pre-endgame opportunity for intense combat.
As a reward -with my mod- you will get the best armor of the mainland and one of the best weapons, but behind a combat-skill wall. With vanilla navarro there is no reward besides looting the soldiers.
For this I would recommend to even improve the armory, stocking it with at least a good big gun and other equipment which are rewarding for other weapon-playstyles.
For a better principle of three one could also go further and implement a document which the pc can steal to get the recruitment. But that wasn't in the original game either.
 
-with my mod- you will get the best armor of the mainland and one of the best weapons, but behind a combat-skill wall.
This was my thought (question). I wouldn't say that getting the ADV-MKll armor counts as a required path—but for those events in the games that are requirements (to completion), there are usually three ways to accomplish them. There are PC's who cannot use guns; some cannot use melee weapons feasibly, and who rely upon fleeing, or upon party NPCs to enable them to survive combat.

Can access to the armory still be attained through acts of stealth, or deception?
 
Last edited:
Back
Top