---------------------------- |||| Last Hope v1.074 |||| ---------------------------- ----------------- 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 and larger world map - changed encounters, adjusted difficulty - new Locations - 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 - inventory of some NPCs is no longer accessible if your steal skill isn't high enough ------------- 2.INSTALATION ------------- Before you start with mod installation: 1.Rename your patch000.dat file. 2.If there are any previous mods located in "data" folder, just rename it 3.*Rename any previous sfall version files (ddraw.ini and ddraw.dll) 4.*Rename any previous High-Res version (f2_res.dll, f2_res.ini) *this is optional, but i recommend it to be absolutely sure that LH will be properly installed Mod install guide: Please follow these steps for installation of this mod ONLY. Which means this mod should NOT be used with any other item, location, weapons mod. Any mod mixing could lead to unexpected errors (do not even try to replace sfall and *.exe files from other mods, just to prove your claims, if you aren't 100% sure of what you're doing) 1.Fresh install of Fallout2 US version is recommended, i did not test this mod with any other non English version. 2.Install High-Res mod, v2.2c is recommended, it has been tested and works well with sfall files inside LH mod archive 3.Get official Fallout2 1.02d patch, extract Fallout2.exe only (do NOT extract patch000.dat) into your game install folder 4.Run High-Res patch, wait for "patch successfully applied"(or similar) confirmation 5.Extract files from this mod's archive to your game install dir, DO NOT copy-paste over any older version. If you are a new player, you DO NOT have to install any older version for this to work.. 6.Overwrite all files when asked... 7.Inside DATA folder set PROTO and everything inside to "read only" 8.Start game (no splash screen? It's because of the older sfall and/or high-res version, no need to panic) Important 1: this mod is optimized for high_res mod "V2.2c" and sfall "v2.19" although these versions "are outdated" i got desired results with them, using anything else can but not necessarlly corrupt your game. Important 2: this mod comes with "sfall 2.19" so that means you have to install high_res mod before if you plan to play on high resolution. Also during the mod installation you will be asked to overwrite "...\f2_res\Map_Edges\F2Original" folder, you should do it as well as folder "intrface" ---------- 3.GAMEPLAY ---------- You start as a prisoner but before you can actually see the prison you will have to fight your way through underground corridors, complete the "famous" trials and kill some bad bugs on the way... ---------------- 4.KNOWN PROBLEMS ---------------- - Time passes fast during the worldmap travel on fast CPUs so you can either change: ddraw.ini (WorldMapFPSPatch=1) and you'll see slower worldmap travel speed or set: WorldMapDelay2 to higher values. Note that this is just a suggestion (play with ddraw.ini settings at you own risk :)) - 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.(LH mod only) - This mod is not optimized for resolution modes higher than 800x600 - Some maps are large and could not be optimised for high-res mod so graphic glitches could be seen around some map edges - Using any other Fallout2.exe than US version "1.02d" will give you an error message when trying to start the game, solution is simple enough: find official Fallout2 patch 1.02d and extract Fallout2.exe to your game folder - Use only sfall version that comes with this mod because it has been tested. Using any other version of sfall may/not cause sudden game crashes ----------------- 5.VERSION HISTORY ----------------- V1.074 - Miners town entrance map (with walls) had a few bugs, Billy giving you the same quest again, Rock pile blocking the cave entrance appearing again, fixed - Before going on a hunting mission, Jerry gives the player one day to prepare. He will say so instead of giving the player time until tomorrow at sunset. Also, quest has been modified so the player gets some clues about how to complete it - Mission for Philton slavers can be completed now v1.073 - Basil being killed leaves several problems and certain major quest unresolved, corrected - Car placement on random encounters map has been changed - Golden Valley citizens in captivity will "help" if the player gets locked up in basement - There was no solution for "Collect Erics money from Norman"quest, corrected - Lost City area had one "broken" (leads to nowhere/wrong placement) ladder, corrected - Canville wandering deathclaw has more HP now - Erroneous map data (Old Hotel Warehouse) caused incorrect ammo amount to appear in one of the guards inventory - Random encounters slightly harder - Random encounters Prison patrols will confront the player for any violation of "Wasteland Base" rules v1.072 - Car dealer in Canville was giving a "stone plate" item to player instead of a car part - Wrong settings for town entry points caused the green triangles to appear in the upper left corner of town entry screen, corrected v1.071 - Corrected errors in dialog lines (Norman, Donson) v1.07 - Elevators now use dialog interface - Red will now take Jackie's letter - Miner's-Farmer's trade contract mission unavailable if Miner's mine is not working - If Tim and/or Dan gets killed, Darren will let dude know what he thinks about it - Most if not all footlockers near map edges now hidden (damn thieves :X) - Canville residential, wild deahclaw now attacks dude, beware! - Noel script changed a bit so if he's not in party, he'll go inside the house during night - If Aston's gate guard dies, other guards will notice - Golden Valley deputy will try to stop dude from unlocking the cell doors - "Book for Jasmine" mission can be solved even if Bob is in jail - GV Military base guard now retrieves the stolen items if dude tries to leave the base - Philton gate guard will let dude in if town reputation accepted - Canville Doctor now charges for treatment, wasn't the case earlier - Unnarmed combat book gives skill bonus only once - Mayor Donson will notice if Eddie is "gone" - Eddie will now take weapon plans copy from dude - Gecko hunter Mark will get angry if dude flees during hunting mission, will return to bar if mission goes well - Silting storage door now unlocks if dude is allowed to go in - Random encouter Patrols will know if James is dead - Garol will take his wife's letter -...some minor script changes not worth mentioning v1.06 - 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 on 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.