Fallout 2 Bible & Editor

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phongn
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Fallout 2 Bible & Editor

Post by phongn »

Anyone have the F2 Bible & The Fallout Editor, bychance?
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Faram
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Post by Faram »

I have the fallout bible update from 022502 as a 750k pdf
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Spyder
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Post by Spyder »

I did at one point, I've still got the fallout editor instructions.


Both can be found here:

http://fallout.blackisle.com/bible.html
http://fallout.blackisle.com/index.html

Did you want to discuss something from said documents?
:D
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phongn
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Post by phongn »

Maybe start up a nice discussion; I just discovered the Bible while hunting for the 1.2 F2 patch.
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Post by SirNitram »

phongn wrote:Maybe start up a nice discussion; I just discovered the Bible while hunting for the 1.2 F2 patch.
It's a wonderful treasure trove of ideas for Fallout-based things. The Vault list is especially amusing/thought provoking. Every now and then I read the Bible and then look at teh Editor and realize that, with some work, some friends and I could make a Fallout 3 prototype by writing assloads of story and coding it into the FO2 engine to demonstrate. Then we could present it to Black Isle. Then I wake up.
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phongn
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Post by phongn »

Hrm, apparently some guy released an unofficial 1.05 patch ... maybe when he hits 1.06 I'll go grab it.
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Post by TrailerParkJawa »

I found out about the Fallout Bible just after I finished Fallout 2 last week. It is very interesting to read the "world" behind the scenes and also about why certain things are put into a game in order to move along the plot or enchance gameplay.
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Post by Spyder »

I'm actually quite suprised that there's still interest in the fallout game engine. It wasn't specifically that engine that made the game great, what made the game great was the writing and the most maticulous attention to detail I've ever seen in a game. The quests were brilliant, the situations your character would get him/herself into were equally brilliant, the overall plot was extremely well done, the dialogue was top notch, the game world is just so rich in history, then there's all the things you can do; get married and pimp your wife, find a gun dealer in the second town you come across, blow his head off and go from wandering tribal to walking arsenal...
:D
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Post by MKSheppard »

Spyder wrote:find a gun dealer in the second town you come across, blow his head off and go from wandering tribal to walking arsenal...
Yep, although that meant everyone was going to kill you on sight,
neccisating the slaughter of an entire city to survive.

THey need to fix it so that you can kill ANYONE and get away
with it for x amount of time, until they discover the body,
and even then, there'll be a random chance that you are
fingered as a suspect...It would be so damn cool to see
a WANTED poster with your name on it in Junktown, etc.

Basically, what I mean is, if you blow someone's head off in
the middle of the night, with no witnesses, or use a silenced
weapon to blow a shopkeeper's head off in his shop, you should
NOT automatically become the pariah of the town and attacked
on sight.

You should have multiple "suspect" variables in each town,
relating to several major crimes, such as burglarly, robbery,
murder, etc. Basically, each time you commit a crime and
get away with it (IE, you take out people in the middle of the night),
your "suspect" variable rises, representing people getting suspicious
of the gunslinger that just rolled into town about the same time these
gunshot murders started...And the suspect variable can be reduced
by simply doing a long interval between crimes, or leaving/entering
the town at night when no one can see you, or by using different
weapons to kill people.

This is looks to be a bit complicated, but it would add a lot of flavor
to being a criminal if they could get it working right.
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Spyder
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Post by Spyder »

MKSheppard wrote:
Spyder wrote:find a gun dealer in the second town you come across, blow his head off and go from wandering tribal to walking arsenal...
Yep, although that meant everyone was going to kill you on sight,
neccisating the slaughter of an entire city to survive.
Not in the Den :twisted:
:D
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Post by The Yosemite Bear »

MKSheppard wrote:
Spyder wrote:find a gun dealer in the second town you come across, blow his head off and go from wandering tribal to walking arsenal...
Yep, although that meant everyone was going to kill you on sight,
neccisating the slaughter of an entire city to survive.

THey need to fix it so that you can kill ANYONE and get away
with it for x amount of time, until they discover the body,
and even then, there'll be a random chance that you are
fingered as a suspect...It would be so damn cool to see
a WANTED poster with your name on it in Junktown, etc.

Basically, what I mean is, if you blow someone's head off in
the middle of the night, with no witnesses, or use a silenced
weapon to blow a shopkeeper's head off in his shop, you should
NOT automatically become the pariah of the town and attacked
on sight.

You should have multiple "suspect" variables in each town,
relating to several major crimes, such as burglarly, robbery,
murder, etc. Basically, each time you commit a crime and
get away with it (IE, you take out people in the middle of the night),
your "suspect" variable rises, representing people getting suspicious
of the gunslinger that just rolled into town about the same time these
gunshot murders started...And the suspect variable can be reduced
by simply doing a long interval between crimes, or leaving/entering
the town at night when no one can see you, or by using different
weapons to kill people.

This is looks to be a bit complicated, but it would add a lot of flavor
to being a criminal if they could get it working right.
I always hated Richard Dean Anderson, shooting my friend from Shady Sands by accident, while we were trying to off the fuck with the hunting rifle. So now I have EVERYBODY in Junktown after my ass? Hell I am not even the one who shot and killed him, nor am I associated with the dog that killed three of the town guard?
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