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Luckmann: First of all, all links in OP are dead. I'd report it, but apparently you can only report posts for spam, so I did that by accident instead.

Second, has anyone made a general bug fix/improvement/restoration mod for the base game? I tried Fallout Tactics Redux v13, but it was so bad I couldn't make it into the game proper before shutting everything down again. The ReadMe gave me high hopes, but the whole thing was beyond amateurish.
Back then when I played the game I made a few fixes for the bugs that I encountered in my playthough during a few missions and a broken trigger I that found when checking the scripts.

You can check out my old post here.
https://www.gog.com/forum/fallout_series/fallout_tactics_mods/post35
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Luckmann: First of all, all links in OP are dead. I'd report it, but apparently you can only report posts for spam, so I did that by accident instead.

Second, has anyone made a general bug fix/improvement/restoration mod for the base game? I tried Fallout Tactics Redux v13, but it was so bad I couldn't make it into the game proper before shutting everything down again. The ReadMe gave me high hopes, but the whole thing was beyond amateurish.
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Dragoon001: Back then when I played the game I made a few fixes for the bugs that I encountered in my playthough during a few missions and a broken trigger I that found when checking the scripts.

You can check out my old post here.
https://www.gog.com/forum/fallout_series/fallout_tactics_mods/post35
There's Equalibrium mod for Redux that may make things more bearable for you:

http://www.nma-fallout.com/threads/equilibrium-mod-v2-0-released.202508/

Shameless plug: I made some pre-war 'Hero' characters on page 4, which should make solo attempts or insane difficulty squads possible in Equalibrium mod, as it makes weapons more balanced and thus enemies tougher.
Re Fallout Tactic Redux mod v1.3

Comment: It's more like a buttload of changes to the base game, entirely on Endocore's decision. I am not object to that, per se, as it's a mod. It's just, more than a few things familiar in base game get changed beyond recognition.

Weapon: you can get access to Steal character right after 1st mission, so you can get access to a lot of things in other people's inventory. Notably, a laser pistol (with change to damage range) and Banarky's minigun. So a EG and BG chars can be of use right from the start. The flamer pistols seem to be using SG skill so pyromaniac can rejoice. double shot mode of sawn off shotgun get eliminated so only Stitch's shotgun worth keeping, all other can just get sold.

Ammo: More get introduced. In a way, it's a method to limit good stuffs. In another way, it's a pain in the ass to keep account.

Recruit: Stitch now can be relegated to a support slot in your team with FA, Doc, Barter. Price range variation has been modded to a level that encourage you to sell loots as soon as possible (before the resupply point after each mission) with a highest Barter. There's no other early Barterer, so Stitch is it~ Checking the roster will have some recruit with nice bonus or traits.

Difficulty: Due to a total combined effects from various changes, Hardest difficulty mean certain death at first shot from enemy. It mean either you got first shot first kill then run, or you are deader than doornail. I am not even sure you can cheat your way out of such situation, as 120+ damage from one burst sounds like impossible, even with toughness and resistance boost. As such, it's advisable to reduce it to second hardest.
is there a mod which unlocks the springfield mission on this new release? did anyone try it? does it work well? are there any textures/sprites missing?

... and the most important question: where can i get it. :)