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The Big Fallout 1,2 & tactics challenge


azron

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this isn't really a request, more of a checklist/discussion thread on various things we miss from Fallout 1, 2, and Tactics that were not put into Fallout 3 and aren't easily modded in, if possible at all,

 

* feature replicated by one or more mods

/ feature replication being worked on but not 100% complete

- no progress made or plans on to my knowledge,

 

 

what I really miss from Fallout 1 & 2, as well as tactics was.

 

- A. the Leveling up was done via standard Stat Gui.

 

- B. the max percentage of skills was 300 rather than 100

 

- C. it was entirely possible to have skill points left over when leveling up,

 

- D. Active skills could be utilized via a "skilldex" or Hotkeys,

 

- E. Sneaking could be done regardless of posture, but generally precluded running unless you had silent running, in which case you could stand and run at full speed while maintaining stealth.

 

- F. you could pick 2 Traits at startup, which were in Fallout 3 made into perks.

 

/ G. (Tactics only) you could have vehicles,

 

Ga you could take direct control of party members,

 

/ Gb have unique perks per race,

 

/ Could switch posture from standing, crouched, and prone,

 

/ H. (Fallout 2 only) the level cap was 99

 

- I. you could use items on others, and barter with nearly Anyone you could open a dialogue box with.

 

- J. Caps were items that could be dropped and used in your inventory, and bartering involved having an intermediate "on the table" screen rather than showing the items up for transfer in the inventory they would end up in, with a little box in front of them, items on the table would add up to a certain value, rather than automatically trying to have caps make up the difference, and if they can't than you don't know the exact value of what is on the table.

 

* K. Items had descriptions, often these descriptions were humourous (such as the boom Bugs exploding when agitated, afraid, injured or bored.)

 

* L. Weapons could be stored with ammunition already in them, and could be loaded while in the inventory, allowing various types of specialized ammunition to be used, most notably Armour piercing and Hollow Point.

 

- M. Radscorpions poisoned you (admittedly I hate getting poisoned in RPGs, but It just doesn't feel right without it.).

 

- N. there was a Local map right on the screen, which could be swapped for combat history text.

 

- O. the end cinematic had various epilogues for each important place visited, depending on your actions in that area, making for hundreds of possible endings, despite 200 promised alternate endings for FO3, what we REALLY got were only 2, with maybe 100 different variants of what the picture with your dad would look like based solely on your appearance. maybe the 200 was a typo or something...

 

if anyone knows of (a) mod(s) that include (a) feature(s) labeled with a - as either in progress or completed, and/or know of (a) mod(s) that include (a) feature(s) labeled with a / as completed. it could be a nice list to compile.

 

also if there are other features from Fallout 1, 2 and Tactics that you recall, that aren't in Fallout 3, and are not listed here (especially if progress is being made for them), reply and I will add it to this post.

 

remember these have to be features that cannot be easily added in, IE, no items or meshes/sound effects/music etc.

 

there are already tons of mods that add those in anyhow.

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