Fallout Tactics Redux is a major revision of the Fallout Tactics single player campaign from the ground up. Recruits and weapons are completely redesigned, maps offer better, more challenging gameplay as well as improved features and appearance, and new characters and narratives are explored. Original game content is also expanded and enhanced, and a significant amount of "lost content" written by the original developers of the game that could never previously be seen by players has been restored to full playability. All this is in addition to a thorough review of every nook and cranny of the game, which has resulted in hundreds of bugs squashed and errors fixed.

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Most updates of FOT Redux have occurred in the summer. Unfortunately I didn't get much time to work on the game this summer, so a new version is some ways off (next summer, probably). I have done some things, however. Here's what I have so far for a future version 1.4 release:

GENERAL GAME
--Bugfixes: Reactivated forgotten "double" firing mode for double-barrelled shotgun and sawed-off shotgun. These weapons are more dangerous now in the early missions-- and keep in mind, many enemies are armed with them.
--Bugfixes: Eliminated possibility of silly exploit where automated turrets can die from drug overdoses.
--Bugfixes: Changed merchant Special Encounters to eliminate silly exploit of killing the merchant with a drug overdose without turning the guards hostile.
--Modifications: Increased the number of EMP shotgun shells available in the game world by around fifteen percent. I'm reluctant to increase quantities of this highly effective ammo, but it's really not feasible to pursue robot random encounters without more of it in the game world.
--Modifications: Made a new type of 40mm plasma grenade ammo. These rare items are never sold by the Quartermaster, but small quantities were added to loot locations around the game world. Their intended purpose is to be better than regular explosive grenades when fighting robots.
--Modifications: I'm now pretty sure all 6mm weapons have been removed from the game world (Preoria in particular still had some stuff), so the last "safety bits" of 6mm ammo were removed from the Quartermaster list. I was thinking about replacing the item image now used by 7mm ammo with the image formerly used by 6mm ammo, but didn't do so at this time to avoid potential confusion for players. Comments are welcome on the issue.
--Modifications: Six bonus items were added to secret spots in the game world. Like the "Elixir" found at the Gas Station Special Encounter in the original game, each of these items raises one character statistic by one point. They work like drugs, except the effect is permanent. These items are meant to be used when your favorite soldier is just shy of the requirements for some desired perk, but you'll have to search hard to find them. I'll give you some hints: one can be found somewhere in Freeport (Mission 2), another can be found somewhere in Jefferson (Mission 10), and the other four are found in Special Encounters. The two in the missions were added to already present secret containers in those missions, and the ones in the Special Encounters were added to new hidden containers.

RECRUITS
--Modifications: Recruit Vindi lost one character point from Luck and gained one point in Charisma. Her primary attraction compared to some of the other heavy weapons soldiers was meant to be an ease of taking the Divine Favor perk at higher levels, but she didn't have enough Charisma to reasonably have a chance at this.

BUNKERS
--Bugfixes: In Bunker Three, Mayor Hillary was intended to appear after the completion of Mission 8, but instead she was present immediately upon entering the bunker for the first time.

OSCEOLLA
--Modifications: In Redux 1.2 I said Toccamotta and Roshambo should no longer be hostile after eliminating Gammorin, but this was not the case under all conditions.
--Gameplay Note: Under some conditions, a change I made in Redux 1.2 may express bugs that were always present in the mission but previously unlikely to be noticed. In the original game, all the mutants on the map surface were deactivated when Gammorin died. I decreased the number of player indexes affected, because we have so many players who are fond of looting every last bullet on every map. The most common style of play here is probably to eliminate almost all enemies on the map, but strictly speaking that is not the mission objective. If one approaches the mission by the book, and heads directly underground to assassinate Gammorin right off (probably using the tunnel on the southern edge of the map), then at least ten mutants will remain on the surface to harass the player-characters on their way back out of the complex. This can be a problem, because it offers a chance for the expression of the old "invisible enemies attack player" bug that formerly afflicted the St Louis mission when attacking the mutant base there. The bottom line is, if you approach the mission in a true commando style and go directly for the objective, just take care on your way back to the exit grid and leave by the same route you used to enter the complex. Due to an unfixable bug in the game engine itself, npcs on deactivated player indexes that are hostile to the player's team will attack anyway in turn-based combat (hence the name, "invisible enemies attack bug").

Not much to get excited about, but it's a start.

Bug-fixing is now at the tweaking stage, but marginal improvements in that area will continue as I become aware of any remaining problems that are fixable. In general, future versions of FOT Redux will be focused on adding new (more, better) content.

In the next version, Super Mutant recruits will be significantly redesigned. I already have a number of ideas about how I want to make them more useful (better AG, better Big Guns skills), but haven't yet completed editing them. Suggestions from players who like to use (or would like to use) Super Mutant recruits are welcome. Deathclaw recruits will also benefit from some revisions.

Do we need more than one robot recruit? I don't really think so, but if you have ideas, please tell me about it.

What I think players will find to be a fairly intriguing new mission is about 65 percent finished. It's a large map of a multi-elevation canyon area, with caves and a prewar storage depot set inside a mountain. The gameplay purpose is to give the player a chance to earn (tough battles will occur) more weapons and ammo with which to fight the robots (as supplies remain rather tight in the current iteration of the game). This will probably be used as a Special Encounter. In theory it would also work well as a replacement for one of the Reaver missions cut from the original game (13, 14, 18, and 20), but without any multimedia support (voice-acting from General Dekker for a brief and debrief) I'm diffident about using it that way.

I'll also be adding more articles to terminals in the bunkers. In particular, I'll be writing a pseudo-history to better explain why the player-character's Eastern BOS faction broke off from the original Brotherhood, giving the whys and hows of the ways their philosophy of using and sharing technology to improve the world of today differs from the stingy attitude of the California BOS.

Above all, FOT Redux is for the players, and suggestions are welcomed. If there's something you've always wanted to see in the game, tell me about it. Maybe your idea is plausible and maybe not, but you'll never know unless you propose it.

What was new in version 1.3 of FOT Redux?

What was new in version 1.3 of FOT Redux?

Feature

Changelog summary for the November 2015 update of Fallout Tactics Redux.

What was new in version 1.2 of FOT Redux?

What was new in version 1.2 of FOT Redux?

Feature

Changelog for the September 2015 update of Fallout Tactics Redux.

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Fallout Tactics Redux

Fallout Tactics Redux

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A wide-ranging revision of the single player campaign for the game Fallout Tactics.

Comments  (0 - 10 of 129)
johnnycasey
johnnycasey

I heard that if I just replace BOS.exe file from this mod with the original BOS.exe file, infamous burst fire bug and Sniper perk related bug will be fixed without worrying about any other stuff that has been altered from this mod. Is that true?

Specifically, I found this info from here - Reddit.com

I'm assuming the readme file has the instruction for installing only a critical bug fixes and leave the rest of the game as it was alone, but unfortunately, I must address that the readme file really lacks the readability. It has too much additional trivia while explaining the installations. So I can't really be bothered with such thing. I want only specific info, but the readme doesn't let me to.

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Endocore Creator
Endocore

Yes.

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oskars18
oskars18

This is must have mod for Fallout Tactics. Thank you for making it.

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Endocore Creator
Endocore

You're welcome. I'm glad to hear you enjoy it. More people having more fun makes the world a better place.

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konzacelt
konzacelt

Agree. Can't believe how much fun I'm having with a 20 year old game right now lol. Kudo's to you!

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Endocore Creator
Endocore

Cool, thanks.

If anybody gets stuck in a tough battle while playing, on the "Videos" page here for the mod there's a link to a guy who made an entire Youtube series of his adventures with FOT Redux. His playstyle differed a lot from my own, but it's a good resource to have if anyone needs in-game hints.

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nmckay3
nmckay3

I've noticed that even when I follow your exact instructions for keeping the original recruit entities and images in the game, the "custom character" image pool at the beginning of the game still remains with the images you have made. I've fiddled with the .zar files in the gui/char folder for centuries and I can't figure this one out. Thoughts?

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Endocore Creator
Endocore

Good question. This is a case where the "first back up your original files" part of the instructions will need to be used.

Where ever you installed FOT Redux, find two folders:

\core\gui\char
\core\gui\char\big

Then take a look at either an alternate installation of Fallout Tactics, or a backup of FOT you made before installing the mod. Go to the same named folders in that alternate source, and copy/overwrite then ten images in question in the mod installation.

These files (two instances of each) are:

CORE_prefab1.zar
CORE_prefab2.zar
CORE_prefab3.zar
CORE_prefab4.zar
CORE_prefab5.zar

If you don't have an alternate installation or backup, you can still obtain the original game images pretty easily. In the \core folder of the mod, you should have a file called gui_0.bos.

gui_0.bos, as well as any other *.bos files, are just simple zip files that can be unpacked with 7zip, Winzip, Winrar, or any other kind of zip program you may use.

Copy the file to a temporary folder, unzip it, then grab the original portraits you need in the resulting \core\gui\char and \core\gui\char\big folders.

Use these ten zar files to overwrite the zar files (mentioned above) in the mod installation.

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johnnycasey
johnnycasey

Will this mod fix the issue with using chems to increase your statistics to match the certain requirements for the Perk? In core game, you can't do this for certain statistics, say for example, Intelligence.

If you have 4 IN and used Mentats to increase your IN to 6 to match the perk requirements for having 6 IN, that doesn't work in this game.

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Endocore Creator
Endocore

Unfortunately what you mentioned is hard-coded, another case where the programmers made changes from Fallout/Fallout 2 for really no good reason.

If you're into customizing your characters to be just the way you'd like, however, in the Redux mod's "Extra Stuff" folder are some alternate versions of bunkers 1, 3, and 5. In the alternate bunker 1, there are items you can use to customize character stats, and there are enough of them to get your entire team to be exactly whatever you want. The only thing is, you must swap out the regular bunker maps with the alternate versions before you visit the bunker in-game (so you'd need a savegame from Brahmin Woods or right after, before you went to the bunker for the first time).

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johnnycasey
johnnycasey

Is there any third party program that I can use to modify the character's statistics? Like GECK or XEdit for Fallout 3 and New Vegas.

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Endocore Creator
Endocore

I never actually used this myself, but the only savegame editor compatible with FOT mods (whether FOT Redux or anything else) is called FOTGee. It's available at Nma-fallout.com

If you use this, if you wouldn't mind posting back here whether it worked great or not I'd be interested to hear.

If you're not using any kinds of mods at all in your FOT game, the old Bosche editor still works fine (available Stgfc.com).

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