Wasteland Merc 2 expands
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
Wasteland Merc 2 expands
<strong>[ Mod -> Update ]</strong> - More info on <a href="http://wikipocalypse.duckandcover.cx/in ... =Wasteland Merc 2">Mod: Wasteland Merc 2</a>
<p><strong>Haris</strong> has sent along the expansion for his latest mod, <em>Wasteland Merc 2</em>. You can grab the expansion from DaC <a target="_self" href="http://www.duckandcover.cx/forums/dload ... 9">here</a>. Here're the notes that accompany the expansion:</p>
<blockquote>
<p><em>Wasteland Merc 2 -Vault Net Add-on
Note: This is an expansion for
Wasteland merc 2 mod. That means that you got to have Wasteland merc 2 mod
installed in to your fallout 2 game for this to work. You are required to
start a new char for all new features to work. Save file might still work and
bug fixes will also work with no restart of char, but new stuff that is added
wont appear before you start a new char.
INSTALATION: Take folders
"scripts", "proto", "data", "maps" and "text" that come in this zip file
and place then in Fallout2/data folder and override the existing folders.
Remember that it requires original wasteland merc 2 mod to work.
Cyborg
patch is included in this add-on.
Bug Fixes
-Craftcomp crash if
entered in combat (fixed)
-power armour wrong crafting requirements (fixed)
-crash if karma to high or low when talking to kingpin, bos
quarter
master and slave master (fixed)
-random loot boxes in raiders and
alien lair in some can no longer be
stolen from (fixed)
-Rats now give 25
exp when killed. That was actually just a bug that
they didn't give
exp.
Balancing fixes
-Water is less rare plus we stocked town shops
with some more water
and stuff like that
-Dog encounters are nerfed
-Firewood, junk piles and gold ore weight 1 pound only now
-Booze does
not weight anything now
New features
-npc that will cook 100 meats
for 1000 botlecaps if your speech is
above 50%. She will thoe burn around
20-30% of it.
-you can now pay a npc to take you from black market to
trashyard and
other way around in 1 day time. It costs 1000 botlecap per
trip.
-we implemented an expensive device that will teleport you
from
anywhere to war tech facility if you have science 50%. It will
thoe
burn out one circuit board each time you do that and damage your
char
for 100+ hp.
-You will also be able to purchase expensive add-ons for
it. 1 will
enable you to travel to craft areas (mines and black market) if
you
science is 75%, 1 will enable you to travel to all civilised areas
if
your science is 100%, 1 will enable you to travel to all combat
areas
if your science is 125%, 1 will enable you to travel with no hp
damage
if your science is 150% and 1 will enable you to travel with
no
circuit cards burning if your science is 200%.
-At start there will
be a npc that gives you start equipment according
to your taged skills. This
will make creating the char even a bigger
joy. This is what he gives
according to those taged skills.
SMALL GUNS - Mauser, 200 shots
BIG
GUNS -Flamer, 50 shots
ENERGY WEAPONS -Plasma blaster, 80 shots
UNARMED
COMBAT -Spiked knuckles
MELEE -Combat knife
THROWING -10 glowballs 10
throw knifes
FIRST AID -5 rad aways
DOCTOR -20 chemicals
SNEAK
-Leather Jacket
LOCKPICK -Expended lockpicks
STEAL -25000 botlecaps
TRAPS -20 glowballs
SCIENCE - 20 chemicals
REPAIR -10 steelbars
SPEECH -10000 botlecaps
BARTER -15000 botlecaps
GAMBLING -25000
botlecaps
OUTDOORSMAN -100 water, 50 raw meat
Example if you taged
Outdoorsman, Speech and Small guns you will start
with 100 water flasks, 50
raw meats, 10000 botlecaps, Mauser and 200
shots for it.</em>
</p>
</blockquote>
Say what you like about Haris, he gets things done.
<p><strong>Haris</strong> has sent along the expansion for his latest mod, <em>Wasteland Merc 2</em>. You can grab the expansion from DaC <a target="_self" href="http://www.duckandcover.cx/forums/dload ... 9">here</a>. Here're the notes that accompany the expansion:</p>
<blockquote>
<p><em>Wasteland Merc 2 -Vault Net Add-on
Note: This is an expansion for
Wasteland merc 2 mod. That means that you got to have Wasteland merc 2 mod
installed in to your fallout 2 game for this to work. You are required to
start a new char for all new features to work. Save file might still work and
bug fixes will also work with no restart of char, but new stuff that is added
wont appear before you start a new char.
INSTALATION: Take folders
"scripts", "proto", "data", "maps" and "text" that come in this zip file
and place then in Fallout2/data folder and override the existing folders.
Remember that it requires original wasteland merc 2 mod to work.
Cyborg
patch is included in this add-on.
Bug Fixes
-Craftcomp crash if
entered in combat (fixed)
-power armour wrong crafting requirements (fixed)
-crash if karma to high or low when talking to kingpin, bos
quarter
master and slave master (fixed)
-random loot boxes in raiders and
alien lair in some can no longer be
stolen from (fixed)
-Rats now give 25
exp when killed. That was actually just a bug that
they didn't give
exp.
Balancing fixes
-Water is less rare plus we stocked town shops
with some more water
and stuff like that
-Dog encounters are nerfed
-Firewood, junk piles and gold ore weight 1 pound only now
-Booze does
not weight anything now
New features
-npc that will cook 100 meats
for 1000 botlecaps if your speech is
above 50%. She will thoe burn around
20-30% of it.
-you can now pay a npc to take you from black market to
trashyard and
other way around in 1 day time. It costs 1000 botlecap per
trip.
-we implemented an expensive device that will teleport you
from
anywhere to war tech facility if you have science 50%. It will
thoe
burn out one circuit board each time you do that and damage your
char
for 100+ hp.
-You will also be able to purchase expensive add-ons for
it. 1 will
enable you to travel to craft areas (mines and black market) if
you
science is 75%, 1 will enable you to travel to all civilised areas
if
your science is 100%, 1 will enable you to travel to all combat
areas
if your science is 125%, 1 will enable you to travel with no hp
damage
if your science is 150% and 1 will enable you to travel with
no
circuit cards burning if your science is 200%.
-At start there will
be a npc that gives you start equipment according
to your taged skills. This
will make creating the char even a bigger
joy. This is what he gives
according to those taged skills.
SMALL GUNS - Mauser, 200 shots
BIG
GUNS -Flamer, 50 shots
ENERGY WEAPONS -Plasma blaster, 80 shots
UNARMED
COMBAT -Spiked knuckles
MELEE -Combat knife
THROWING -10 glowballs 10
throw knifes
FIRST AID -5 rad aways
DOCTOR -20 chemicals
SNEAK
-Leather Jacket
LOCKPICK -Expended lockpicks
STEAL -25000 botlecaps
TRAPS -20 glowballs
SCIENCE - 20 chemicals
REPAIR -10 steelbars
SPEECH -10000 botlecaps
BARTER -15000 botlecaps
GAMBLING -25000
botlecaps
OUTDOORSMAN -100 water, 50 raw meat
Example if you taged
Outdoorsman, Speech and Small guns you will start
with 100 water flasks, 50
raw meats, 10000 botlecaps, Mauser and 200
shots for it.</em>
</p>
</blockquote>
Say what you like about Haris, he gets things done.
-
- 250 Posts til Somewhere
- Posts: 2847
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- King of Creation
- Righteous Subjugator
- Posts: 5103
- Joined: Sat Dec 20, 2003 3:00 pm
- Contact:
And that's much in this community. Interesting new features, I say. It seems they've listened to user comments concerning the mod as well. A lot of people were unimpressed by the mod. What some people don't understand, it's not Fallout and neither should be.King of Creation wrote:Indeed. Haris, I must say you've certainly impressed a lot of people.
I have yet to try it out myself to comment on it. I will install the damn mod and the expansion when I get back to my computer, in a week that is.
- Brother None
- Desert Strider
- Posts: 825
- Joined: Wed Jul 09, 2003 10:35 pm
- Location: Rotterdam, the Netherlands
Thanks to all of you that gave nice feadback on the addon. It sure was tedious to make so it feels good that people like it.
My ip was blocked for last 5 days so i couldnt answer much to any of coments. But now thats fixed.
I found this picture of some of Wasteland merc 2 weapons. Its not all but it shows plenty of them.

My ip was blocked for last 5 days so i couldnt answer much to any of coments. But now thats fixed.
I found this picture of some of Wasteland merc 2 weapons. Its not all but it shows plenty of them.

All weapons are made by John Dunn for Wasteland merc 2 mod. ( http://www.john.dunn.dsl.pipex.com/port ... eport.html )
And he is a profesional graphics artist.
The coolest thing with vault net addon is that it enables us to make any kind of new addons with new towns, new combat areas and new weapons and items if we want to make em and you never even have to start a new char to get those addons.
Here is a promo pic made by mad brahmin admin (ratman).

And he is a profesional graphics artist.
The coolest thing with vault net addon is that it enables us to make any kind of new addons with new towns, new combat areas and new weapons and items if we want to make em and you never even have to start a new char to get those addons.
Here is a promo pic made by mad brahmin admin (ratman).

Last edited by Haris on Thu Sep 01, 2005 10:58 pm, edited 1 time in total.