				----------------------------                             
                                ||||  Last Hope v1.04  ||||
				----------------------------
                               
-----------------
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. Version US 1.02d is not required since this mod comes with
it's own executable and .dat file. 
 
 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 NPC's inventory if your steal skill isn't high enough   

-------------
2.INSTALATION
-------------
 Rename your Falout2.exe and patch000.dat file. In onrder 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.
 
 Unzip LHdat.dat, LHmod.exe, ddraw.dll, ddraw.ini to your Fallout2 installation folder.


----------
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.    

-----------------
5.VERSION HISTORY
-----------------
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 

-------
CREDITS
-------
- DeJ@n (Forgotten_Knight)                    
See credits.txt for more informations about the tools used for this mod.  