banjo_oz
First time out of the vault
Rather than a separate thread for each one, I've started this single thread for the little Fallout 2 mods I've been working on. Some are for use only with "Et Tu" (Fallout1in2), while others can be used with any version of Fallout 2. Most (but not all) Fallout 2 targeted ones require Sfall and the Restoration Project Update.
This is my first serious attempt at modding Fallout 2 and certainly the first time I've ever posted any mods I've made, so please give feedback but be gentle!
These mods are also posted on my blog, but for their first release (and testing) I could think of no better place than the true home of Fallout fandom.
----------------------------
CORPSE LOOT DROP
----------------------------
This mod allows you to loot certain creatures after they die to gain meat (in the form of Jerky) or scrap (in the form of Robot Parts). This makes hunting a more viable option for gaining money.
The amount of meat or scrap dropped will vary according to critter size. By default, Brahmin, Rats, Pigrats, Molerats, Dogs and Geckos will drop meat. Brainbots, Repairbots and Sentrybots will drop scrap. This can be easily changed according to your personal preferences by editing the included ini file, along with many other options like whether poisonous critters drop meat or if you need a high Repair to get Robot Parts.
The included and detailed readme will explain more.
----------------------------------------------------
CORPSE LOOT DROP: ET TU EDITION
----------------------------------------------------
The same mod as above, except for Et Tu (Fallout1in2).
Again, includes a detailed readme.
-----------------------
SNEAK TO DRUG
-----------------------
Full credit to Lexx for the awesome script here and Zorchar for inspiring the mod. I simply modified the script and built on the concept a bit.
This mod changes the game so that using a drug on an NPC requires a Sneak check to be successful.
* Stimpacks, Healing Powder and Hypos are treated as "good drugs".
* Beer, Booze, Rot Gut, Gamma Gulp Beer, Roentgen Rum are treated as "soft drugs".
* Jet, Buffout, Mentats, Psycho, Super Stimpacks are treated as "hard druugs".
* Poison Hypos and Mutagenic Serum are treated as "bad drugs"
You may use "good drugs" on NPCs freely, however if you attempt to use any other listed drug, you must first pass a Sneak roll. If you are caught (Sneak roll failed) using a "soft drug", the item will not be used and the NPC will refuse it. If you are caught (Sneak roll failed) using a "hard drug" or "bad drug", the item will not be used and the NPC will immediately turn hostile.
-----------------------
DEADLY POISON
-----------------------
This mod allows you to use poison syringes on any NPC as an assassination method.
Poison Syringes now inflict 60 damage and raise poison level by 50. Their cost is increased to 500 (was 200).
For the sake of balance, it is *strongly* recommended that you also use my "Sneak To Drug" mod (above) with this too.
Poison Hypos are still extremely rare as per the vanilla game, so use them sparingly (I may slightly increase their availability if people request it).
--------------------
BOZAR SNIPER
--------------------
This mod changes the Bozar weapon from a burst-fire machinegun into the heavy sniper rifle the description claims it is. I'm sure I'm not the first to make this mod, but it was the first mod I made and was good practice.
The following changes are made:
* Ammo Type changed to 14mm (was .223).
* Damage increased to 40-75 (was 25-35).
* Max Ammo changed to 10 (was 60).
* "Fire Burst" changed to "Fire Single".
* Attack Range changed to 60 (was 35).
* Sound changed to 69E (was 76L).
* Added the "Weapon Scope Range" Perk so it suffers penalties when used at close range.
---------------------------------
SKIP TEMPLE OF TRIALS
---------------------------------
Sick of that bloody Temple of Trials intro in Fallout 2 but don't want to break immersion by completely removing it? This mod allows you to skip the Temple of Trials, as long as you meet a few basic requirements.
Simply talk to Klint before entering the temple and you will have various new dialog options, depending on your character build. Options available will depend on your gender, tag skills, attributes and traits. Once Klint moves the obelisk and stands aside, you may return to the village. This will trigger the end of the Trial.
I also added a few little extra options with Klint just for fun. Low IQ dialog options were taken into consideration too.
---------------------------------------
TEMPLE OF TRIALS TWEAKS
---------------------------------------
A work in progress, this mod allows you to complete the Temple of Trials in several new ways, including
cheating in the final fight with Cameron.
New options include:
* Alternate ways to open the door that previously could only be opened with explosives (using various skills or a high Perception).
* A second opportunity to talk Cameron down from fighting if you didn't the first time.
* Show dishonor by distracting Cameron and/or using weapons in the fight.
* Skip the last fight by blowing Cameron up with explosives (major karma loss).
As part of this mod, Cameron will now notice if you "cheat" by dropping a weapon and then picking it up, and you will lose karma.
Low Intelligence responses have been added as needed, for extra flavor.
I am open to adding more options, as well as perhaps editing the temple map to make straying from the straight path more rewarding (minor treasure in other rooms, etc.). If so, I may also change the "bomb" door since it currently has no proper opening animation.
----------------------------------------
SHADY TRADER (FOR ET TU)
----------------------------------------
This mod adds a merchant to Shady Sands when using the "Et Tu" (Fallout1in2) mod. Updated from the version that gets spawned using the "GVAR_ENABLE_SHADY_SANDS_MERCHANT" ini setting, this merchant will have a new look and be accompanied by bodyguards with upgraded weapons, a wagon and a brahmin.
This mod also disables the ini setting check, meaning that when it is installed, the trader and his cohorts will appear in Shady Sands regardless of whatever the setting "GVAR_ENABLE_SHADY_SANDS_MERCHANT" in Fallout1in2\config\fo1_settings.ini is set to.
-----------------------------------------
KENJI REARMED (FOR ET TU)
-----------------------------------------
This small add-on changes Kenji - the gunslinger who tries to kill Killian Darkwater the first time you speak to him in Junktown - to carry a shotgun instead of a hunting rifle.
I just felt this was a more appropriate weapon for an assassin to use at close range than a scoped rifle.
-------------------------------------------------
WEAPONIZED RADSCORPION LIMBS
-------------------------------------------------
Way back when I first played Fallout 2, I was confused that you couldn't use the Radscorpiopn Limbs as an unarmed weapon. They looked like that was their purpose, but nope. It always felt like an unfinished or bugged item to me.
Now, thanks to the power of modding, you can finally strap giant scorpion pincers to your arms and tear up your enemies!
***
Please let me know if there are any issues or bugs; like I said, this is my first public modding attempt so making these work with installations aside from my own is something I'm still unsure about (all these are based on the GOG versions, mostly with the RPU added and Sfall updated, but some will work on "vanilla" Fallout 2; see included readmes).
The biggest issue I encountered was that the RPU overwrites most things and is loaded as a dat rather than a "patchfile" so cannot be assigned a load order manually. I "fixed" that by making the mods that need to be loaded after the RPU by naming their folders as .dat and adding the prefix "z" (e.g. "zTempleTweaks.dat"). This felt a bit "hacky" but I am unsure what other option there is in this situation.
Anyway, I hope some folks get a kick out of these mods! I've been a Fallout fan since the first game back in the 90's and it honestly feels amazing to be able to mod them so much at long last!
If I make new mods (and I already have a couple in the works), I will add them to this first post.
This is my first serious attempt at modding Fallout 2 and certainly the first time I've ever posted any mods I've made, so please give feedback but be gentle!
These mods are also posted on my blog, but for their first release (and testing) I could think of no better place than the true home of Fallout fandom.
----------------------------
CORPSE LOOT DROP
----------------------------
This mod allows you to loot certain creatures after they die to gain meat (in the form of Jerky) or scrap (in the form of Robot Parts). This makes hunting a more viable option for gaining money.
The amount of meat or scrap dropped will vary according to critter size. By default, Brahmin, Rats, Pigrats, Molerats, Dogs and Geckos will drop meat. Brainbots, Repairbots and Sentrybots will drop scrap. This can be easily changed according to your personal preferences by editing the included ini file, along with many other options like whether poisonous critters drop meat or if you need a high Repair to get Robot Parts.
The included and detailed readme will explain more.
----------------------------------------------------
CORPSE LOOT DROP: ET TU EDITION
----------------------------------------------------
The same mod as above, except for Et Tu (Fallout1in2).
Again, includes a detailed readme.
-----------------------
SNEAK TO DRUG
-----------------------
Full credit to Lexx for the awesome script here and Zorchar for inspiring the mod. I simply modified the script and built on the concept a bit.
This mod changes the game so that using a drug on an NPC requires a Sneak check to be successful.
* Stimpacks, Healing Powder and Hypos are treated as "good drugs".
* Beer, Booze, Rot Gut, Gamma Gulp Beer, Roentgen Rum are treated as "soft drugs".
* Jet, Buffout, Mentats, Psycho, Super Stimpacks are treated as "hard druugs".
* Poison Hypos and Mutagenic Serum are treated as "bad drugs"
You may use "good drugs" on NPCs freely, however if you attempt to use any other listed drug, you must first pass a Sneak roll. If you are caught (Sneak roll failed) using a "soft drug", the item will not be used and the NPC will refuse it. If you are caught (Sneak roll failed) using a "hard drug" or "bad drug", the item will not be used and the NPC will immediately turn hostile.
-----------------------
DEADLY POISON
-----------------------
This mod allows you to use poison syringes on any NPC as an assassination method.
Poison Syringes now inflict 60 damage and raise poison level by 50. Their cost is increased to 500 (was 200).
For the sake of balance, it is *strongly* recommended that you also use my "Sneak To Drug" mod (above) with this too.
Poison Hypos are still extremely rare as per the vanilla game, so use them sparingly (I may slightly increase their availability if people request it).
--------------------
BOZAR SNIPER
--------------------
This mod changes the Bozar weapon from a burst-fire machinegun into the heavy sniper rifle the description claims it is. I'm sure I'm not the first to make this mod, but it was the first mod I made and was good practice.
The following changes are made:
* Ammo Type changed to 14mm (was .223).
* Damage increased to 40-75 (was 25-35).
* Max Ammo changed to 10 (was 60).
* "Fire Burst" changed to "Fire Single".
* Attack Range changed to 60 (was 35).
* Sound changed to 69E (was 76L).
* Added the "Weapon Scope Range" Perk so it suffers penalties when used at close range.
---------------------------------
SKIP TEMPLE OF TRIALS
---------------------------------
Sick of that bloody Temple of Trials intro in Fallout 2 but don't want to break immersion by completely removing it? This mod allows you to skip the Temple of Trials, as long as you meet a few basic requirements.
Simply talk to Klint before entering the temple and you will have various new dialog options, depending on your character build. Options available will depend on your gender, tag skills, attributes and traits. Once Klint moves the obelisk and stands aside, you may return to the village. This will trigger the end of the Trial.
I also added a few little extra options with Klint just for fun. Low IQ dialog options were taken into consideration too.
---------------------------------------
TEMPLE OF TRIALS TWEAKS
---------------------------------------
A work in progress, this mod allows you to complete the Temple of Trials in several new ways, including
cheating in the final fight with Cameron.
New options include:
* Alternate ways to open the door that previously could only be opened with explosives (using various skills or a high Perception).
* A second opportunity to talk Cameron down from fighting if you didn't the first time.
* Show dishonor by distracting Cameron and/or using weapons in the fight.
* Skip the last fight by blowing Cameron up with explosives (major karma loss).
As part of this mod, Cameron will now notice if you "cheat" by dropping a weapon and then picking it up, and you will lose karma.
Low Intelligence responses have been added as needed, for extra flavor.
I am open to adding more options, as well as perhaps editing the temple map to make straying from the straight path more rewarding (minor treasure in other rooms, etc.). If so, I may also change the "bomb" door since it currently has no proper opening animation.
----------------------------------------
SHADY TRADER (FOR ET TU)
----------------------------------------
This mod adds a merchant to Shady Sands when using the "Et Tu" (Fallout1in2) mod. Updated from the version that gets spawned using the "GVAR_ENABLE_SHADY_SANDS_MERCHANT" ini setting, this merchant will have a new look and be accompanied by bodyguards with upgraded weapons, a wagon and a brahmin.
This mod also disables the ini setting check, meaning that when it is installed, the trader and his cohorts will appear in Shady Sands regardless of whatever the setting "GVAR_ENABLE_SHADY_SANDS_MERCHANT" in Fallout1in2\config\fo1_settings.ini is set to.
-----------------------------------------
KENJI REARMED (FOR ET TU)
-----------------------------------------
This small add-on changes Kenji - the gunslinger who tries to kill Killian Darkwater the first time you speak to him in Junktown - to carry a shotgun instead of a hunting rifle.
I just felt this was a more appropriate weapon for an assassin to use at close range than a scoped rifle.
-------------------------------------------------
WEAPONIZED RADSCORPION LIMBS
-------------------------------------------------
Way back when I first played Fallout 2, I was confused that you couldn't use the Radscorpiopn Limbs as an unarmed weapon. They looked like that was their purpose, but nope. It always felt like an unfinished or bugged item to me.
Now, thanks to the power of modding, you can finally strap giant scorpion pincers to your arms and tear up your enemies!
***
Please let me know if there are any issues or bugs; like I said, this is my first public modding attempt so making these work with installations aside from my own is something I'm still unsure about (all these are based on the GOG versions, mostly with the RPU added and Sfall updated, but some will work on "vanilla" Fallout 2; see included readmes).
The biggest issue I encountered was that the RPU overwrites most things and is loaded as a dat rather than a "patchfile" so cannot be assigned a load order manually. I "fixed" that by making the mods that need to be loaded after the RPU by naming their folders as .dat and adding the prefix "z" (e.g. "zTempleTweaks.dat"). This felt a bit "hacky" but I am unsure what other option there is in this situation.
Anyway, I hope some folks get a kick out of these mods! I've been a Fallout fan since the first game back in the 90's and it honestly feels amazing to be able to mod them so much at long last!
If I make new mods (and I already have a couple in the works), I will add them to this first post.
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