Visit the official GitHub repository for up-to-date information, latest release or if you want to post a bug report!
Combat:
Economy:
Progression:
Crafting System:
Traps System:
New Quests:
For a detailed description of all features, see full readme.
See github release page for details.
Many of you have probably already watched or planning to watch the new Fallout TV show. What I have to say about it:
So for anyone looking to scratch that classic Fallout itch, I have recommendations:
After hiatus that lasted many years, last year I've released updates 0.9.x with a lot of changes. New economy balance, new damage formula, new game mechanic tweaks, new weapons and traps, new crafting UI, etc. You can find full changelogs here.
Today I have released version 0.9.4. It is almost identical to 0.9.3 from last year, except I updated it for use with the latest release of RPU v29 with Pixote's Updated Maps.
Currently I consider the mod to be in a beta state, simply because I've set to do at least one full thorough playthrough after the big rebalance in 0.9. I'm currently about half-way through (trying to finish almost all side quests available to me) with my Big Guns glass-canon build. However, over the past half a year or so I've seen feedback on various platforms from players enjoying the current version of the mod. There doesn't seem to be any major game-breaking issues so far.
As always, as I play and read feedback, I have more ideas and plans for changes than time to implement them. But I will try to make sure the core features (like damage formula, economy balance, crafting) are working as intended and there's no huge balance issues.
Future plans (hopes..) are:
Because most Fallout-related modding activity surrounds Bethsoft games and happens on Nexus, and ModDb generally looking like it's still 2010, I'm considering moving the mod to NexusMods. Keeping so many platforms up to date on my mod is too much work (github, 2 forum sites, moddb...), so this place will have to be retired. Haven't decided about it yet.
Latest full release. Still considered beta due to my first full playthrough after 0.9 balance changes is ongoing.
Latest full release. Still considered beta due to my first full playthrough after 0.9 balance changes is ongoing.
This is an old version released in 2015 for RP 2.3.3. Please, download the newer version!
So is there any information on how the sneak attacks works and details? It just says that it adds sneak attacks and blackjack, whatever that is. There's nothing in the readme file either lol.
Sneak attack: first attack when initiating combat without being detected by the target, grants damage bonus IIRC.
Blackjack: hit the enemy in the head with club-like weapon to knock him out.
Heya wondering if anyone here can help with this mod! I have current went under the issue of having the yellow action points from the start without having the perk that gives you the extra movement action points. This is a very minor bug but when I click anywhere on the bar at the bottom the crafting button goes away
and I cant use the crafting menu
NOTE: I'm running the GOG version and I have RPU 26 installed with the ecco mod and the RPU updated maps
I have uninstalled the game many times trying to make this work
The yellow points thing is a feature. It grants move points based on your agility. You can disable this in mod ini files if you don't like it.
The crafting bar issue, I will look into.
I'm curious, is the mutant cure rebalanced? Like it doesn't have an effect on Frank Horrigan in vanilla and as far as I know there is no mod that changes that.
No, I haven't changed that.
Do you think you'll add exp gain from crafting in the future, even if its just small? Possibly even from skinning animals? I don't know I just wanted to suggest a little further incentive other than just cash, and learning/being able to craft items.
Maybe, I thought about it. But it's hard to justify when RP has too much Exp already due to extra context. I added a script that reduces Exp for killing gradually as you kill more of the same Kill Type. But maybe instead I should just tweak Exp level requirements table...
I've been on a fallout 2 binge for the last couple weeks myself almost solely spurred on by that same talking head mod you found, it's amazing how well integrated the heads feel, the artstyle doesn't feel jarring or anything. The voice acting I've heard in the other mod has been consistently good too, I am very happy with where the fallout modding scene is at the moment.
Yes, a bunch of interesting mods are being worked on at the same time. I will definitely try out the talking heads for my play tests :)