Fallout 2 mod Configurable Loadout Cheat mod

NovaRain

Casual Modder
Modder
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A simple mod that gives you a set of items/perks from loadout.ini when starting a new game. Originally it's just a fixed list embedded in the script for my own use, I expanded to be INI configurable. Yes, you can always use save editors to do the same thing, so no need to tell me that.

Note that all your starting weapons, ammo, armor, and drugs (consumables) will be removed when you set up the loadout list. For misc/key/container items, they will stay in your inventory, but you can add more copies of them. It's done as a basic fail-safe for cases like Resurrection, where you have a talisman (misc item) as a starting quest item but forget to add it to your loadout list.

An example loadout.ini is included. Although it should be obvious, if you don’t want any starting perks, remove the [Perks] section.
loadout_example.png
 

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Hey, huge thanks for this..

@NovaRain

though i understand you made this mod for yourself and simply shared it with the community, and probably are not in the mood to work on improving it, however.. there is one.. how to phrase this.. troublesome mod.. that does not allow to keep any starting items..

I gave your mod a spin, testing what i figured would be most chalanging for it, and indeed it didn't perform as intended, rather it performed as it was programmed..

I mainly speak about Fallout Nevada.. starting the game you start in a prologue to the whole story. Game starts with all marked perks with the exceptions like TAG! perk ( the popup window to pick a new tag skill did not show up), also certain things like Vault city training doesn't seem to give any bonuses when given via this cheat..

yet the most frustrating thing is all the cheat created items only last for the length of the prologue a.k.a You start with all the cheated gear, however once you end the prologue all your inventory vanishes, and you start with just the dude's jumpsuit. ( the game originally removes all prologue inventory and never gives it back to dude, so technically all the cheated items dude gets on start, get destroyed, right after finshing the prologue..

could something be done about this?
 
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@NovaRain

this doesn't seem to work with EtTu 1.14

any sugggestions how to set it up properly?

EDIT:
one thing works for sure it adds 1 exp
yet the script doesn't add any perks nor items..

i don't think there's any save editor out there that works with et tu to set the exp to 0 back agin to check if it's just some other loadount script overriding this, cause vad's fallout12se doesn't detect the secondary stats when sfall is set to fallout 1 behaviour on fo2 engine, an Fo2Explorer gives some crazy readings when sfall is set to fallout 1 behaviour..
 
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Nothing in 1.14 was added that would break it.
 
nah my bad.. the ddraw.ini was set by default to mods\iniconfigs for the ini configs, and most configs were sitting in config folder and yet the loadout.ini was reading the correct directory for inis that didn't even existed, after fixing this fuckup the loadout mod works as inteded.. hell yeah this time teammates get APAmk2 and i also get the enhaced CA implant perks in ettu.. because why not XD, to offset this all super muties get 999hp via tough mutants=50


Yeah.. @NovaRain
Just one quick question, because i'm out of idea on this oone.. i made a loadount for Resurrection, and ended up with a 2 charisma character, despite loading a character with all 10s, for loadout i used all the usual perks, could that be the cause of lowered CHA? i get it's the case of either divine favor, hide of scars or brutish hulk, causing CHA=2, i'll get along with my party, since magnetic personality gain charisma perk, and charisma operation in dead quarter, should cover my party needs completely.. just curious where that CHA penalty comes from, i never had it despite taking all the perks normally in previous playthroughs with other mods
 
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