---------------------------- |||| Last Hope v1.06 |||| ---------------------------- ----------------- Table of Contents ----------------- 1.Overview 2.Instalation 3.Gameplay 4.Known problems 5.Version history ---------- 1.OVERVIEW ---------- This is a total conversion mod for Fallout 2. Main features of this mod are: - new world map look, bigger - changed encounters, adjusted difficulty - new cities, very few visible at the beginning - new NPCs, dialogs, scripts - changed weapons look (some of them) and some new ones - new vehicles, not directly drivable but used to store items - some new items used for quests - new quests - now you can't see some NPC's inventory if your steal skill isn't high enough ------------- 2.INSTALATION ------------- Rename your Falout2.exe and patch000.dat file. In order to run this mod properly check fallout2 "data" folder, if it's not empty, rename it to avoid loosing any of your previously installed mods. This mod comes with: -readmeLH.txt -LHmod.exe -ddraw.ini -ddraw.dll -data folder Unzip FO2LH mod(1.06).rar to your FO2 folder "C:\Program Files\BlackIsle\Fallout2" Set these lines in fallout2.cfg: -> critter_patches=C:\Program Files\BlackIsle\Fallout2\data -> master_patches=C:\Program Files\BlackIsle\Fallout2\data Set folder "proto" in C:\Program Files\BlackIsle\Fallout2\data\ to read only and all files within it. ---------- 3.GAMEPLAY ---------- You start as a prison inmate but before you get a chance to live with other inmates you have to prove you're responsible enough. One way to do this is to pass the tests, logical and unarmed and earn some skills before you're allowed to see the daylight. So in the beginning you'll be fighting ants and scorpions, avoiding traps, solving logical problems. I suggest that you modify your start character because you'll have a lot of shooting quests, some will require high steal skill and other skills as well. But you should focus on your guns and ability to steal since most armed NPCs have ammo, money, stims in their inventory. Mod diffinculty isn't hard but avoid fighting against too many opponents because in the beginning you wouldn't have much body protection. Later in the game you'll find better armors and weapons but be warned, save your ammo... and money of course :)) ---------------- 4.KNOWN PROBLEMS ---------------- -Time passes fast during the worldmap travel on fast CPUs so i've used sfall to correct this. Number of encounters is intact but if you want more, set WorldMapEncounterFix in ddraw.ini to "1". It can lead to annoying number of encounters. If you leave your car or some of your party members in the wasteland, they'll be lost. This is not a bug but it's better to know sooner than later. -This mod is not optimized for high resolution modes. -Time limit, since starting date of this mod begins ----------------- 5.VERSION HISTORY ----------------- v1.06 (18.May.2010) - Canville mine entrance guard script fixed, he'll notice if player tries to use the elevator - Canville citizen script corrected. "Error" floating messages were caused by another script calling the same text lines - Canville parking Loner script corrected, wrong town rep. GVAR - Canville, 3 scavengers on Canville train station caused game to crash when spoken to, corrected - Joes store house key, added "use" action flag -Philton bulletin board had "Duntown" name written in it, corrected - lockers, in north west corner of farmers town residential area, moved to their owners and protected from looting - Miners town cave entrance, now possible to clear the pile of rocks blocking the entrance without taking the "mantis raids" mission - when you ask dr.travis "...about the mine...", dialog closes, corrected - Infinite xp (+1500 every time) when killing Basil's gang and reporting back to sheriff, this was possible due to game bug with 0 key, corrected for the current script - Bio research base turrets will behave as they should - Golden valley meeting now held at local library, not fully implemented - edited military base guard script (Golden valley), added additional dialog line so player is not forced to leave the base every second time he talks to the guard, the guard will also remove id card from players inventory if caught stealing - Military base sergeant will get "angry" if player doesn't wear any type of metal armor (mark1 or mark2) - after 15 MAR 2322 Arroyo will not appear on the world map and Wasteland Forest will reappear on the same place - Ron will not give you the same job twice. - Greg from Canville will now take the ore from you if you tell him about the job - "coffin guy" has proper script attached to him - Robert, "FORM" member can sometimes block the doorway if player decides to go on a killing spree, now "push" procedure added - random encounter Hubologist object_pid name corrected to "Prison patrolman" - Wasteland prison laser gate computer can be used to temporary disable the force field - Wasteland prison force field can be temporary disabled with nearby explosive charge v1.05 - some Canville buggs causing constant game crashing, fixed - dialogs corrected v1.04 - when you get a job from Mary to bring her empty bottles, the quest appears completed in pipboy right after you took it. Fixed. Also, you wouldn't get this job twice. - when you take the job to fight in the ring for Eric, your opponent doesn't appear - "The shelter" location stayed hidden after you've been there V1.03 - doc Davin will now take correct ammount of money for treating player's wounds - City of Philton stayed hidden because it was linked with unfinished quest which was removed, now visible - If you decided to kill Falcon brothers at small village location, their caravan vagon wouldn't disappear in the morning - some lockers in UMB were reachable from the other side (through wall), fixed - fixed, player knew about plans against mayor Donson's without even talking to anyone about it - corrected Golden Valley town map error where military base was accesible without "ID pass" item - "FN Fal" proto corrected so it'll display FN Fal image instead of "reserved" v1.02: - Jack's locker is not lootable, it'll be displayed when you try to use skills or lockpick on it - Darren will not ask you again to bring him certain item - fixed bug where you get exp. points every time you ask sheriff Milton about the missing people quest - fixed dialogue option where you can ask bar owner Anna about gecko hunter even if he isn't there - golden valley downtown, added exit grid map markers for exit grids to Aston's office - removed wall transition effect from doors so they'll be visible if you walk behind them - Fixed. MRC level 1 entry point shown even before you actually get into the base. - sergeant will tell you to help doc. Fred only once - Derek will now take ten frag grenades you took from Bulls even if you have more in your inventory - when you bring Jack's medicals, you could have just dropped the heart pills on the ground and completed the quest without giving him those pills, this has been corrected - 4th level MRC, after blowing up the pile of rocks, screen fades out and stays that way untill you quit the game. Corrected. v1.01: - fixed exit grid leading from Miner's resident area to the caves - replaced local vars with global vars in Gecko quest in Farmers town that prevents player to talk with the important quest NPC after exiting map - changed description of the second door in trial rooms - staircase in Miner's storage building blocked with barrels to prevent player from using it - Wasteland prison gate guard sometimes gets stuck, he should no longer do that - "Mantis Raids" quest solving possible - dialogie with Colin had some script errors - Marc will appear at the bar after the gecko quest is done --------------- AUTHORS COMMENT --------------- Don't forget to visit: www.nma-fallout.com/forum for any question you might have or fkmoddingstudio.4t.com for more informations about this mod BY DeJ@n (Forgotten_Knight) See credits.txt for more informations about the tools used for this mod.