Vault-Tec Labs
Vault-Tec Labs
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Last Hope mod by Forgotten Knight, is the first real TC mod for Fallout 2.

You will wake up in the Execution Chambers of a prison and, due to your amnesia, be granted a second chance. After fighting your way through various tests, you'll enter a new part of the fallout world, with the choice to either save or condemn it. Or perhaps it's all the same in the end for the wasteland...

War, war never changes.


Main features of this mod are:

- new and larger world map (note that the map is mostly mountain terrain, which affects travel speed)

- changed encounters, adjusted difficulty    

- new Locations

- new NPCs, dialogues, scripts

- changed weapons look (some of them) and some new ones

- new vehicles, not directly roadworthy but the trunk can be used to store items (aka pack-mule)

- some new items used for quests

- new quests & story

- inventory of some NPCs is no longer accessible if your steal skill isn't high enough

- increased overall combat difficulty and barter prices (new)

- automatic consumption of water & food rations

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2.INSTALLATION

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Mod install guide:

Please follow these steps to install this mod. This mod should NOT be used with any other item, location or weapons mod. Any such mixing of mods could lead to unexpected errors. Do not even try to replace sfall and *.exe unless you are 100% sure what you're doing.

1.Fresh install of Fallout2 US version is NOT recommended as this mod comes with all the necessary files (standalone). I did not test this mod with any other non English *.exe version. However, there should be no issues (“fingers-crossed”), as LH provides all “language sensitive” files. Still, be aware that issues (like your keyboard being English) are related to this (see point 4.Known Problems on how to adjust this).

2.Unzip the mod files (which should have already happened if you're reading this... :roll: ), which creates a “Last Hope mod (v.*)” folder with all the mod files in it (including this document).

3.Do not install any patches or mods afterwards .

4.Run f2_res_config inside the “Last Hope mod (v.*)” folder to enable the high-resolution mod (if necessary, but it already should be “enabled”, 1280x720 is the default) and adjust the settings (optional). High-Res mod has been tested and works well with sfall included in the LH mod.

5.Open the DATA/proto folder and set everything inside (critters & items) to "read only".

6.Start by clicking on the Fallout2.exe inside the “Last Hope mod (v.*)” folder. Alternatively, you may also create a link/shortcut on your desktop (& rename it Last Hope) if you want.

7.Have fun!

Important 1: this mod is optimized for high_res mod "V4.1.8" and sfall "v4.2.7"

          although these are not (necessarily) the latest versions, I got the desired results with them, using anything else

           will most likely corrupt your game.

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3.GAMEPLAY

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You start as a prisoner and you will have to fight your way through an underground maze, known as the "famous" trials. To complete them you'll need to kill some bad bugs and solve some tricky conundrums along the way...    

MINOR SPOILER --- GAME-PLAY TIPS (you may not know) --- MINOR SPOILER

-If people have nothing to say now, perhaps they change their mind latter, when they saw you talk or do something they may want to comment on. Perhaps they just don't trust you enough (town reputation can matter).

-Traders who won't trade atm, may still react to the barter button.

-Once you know a place, it can be handy to use the motion sensor to check if someone has appeared or disappeared.

-Some entrances and generators can be handled with a bang. Sometimes, there is a second way in... Still, it's always good to carry explosives around, just in case.

-If you are on a timer, you may want to plan your routes. Normally, you can manage a round-trip of all cities in about four months, but as a rule of thumb; traveling one square of Mountain Terrain takes about 1.3 days, so 16 squares is: (16 + (16/3)) = 21.3 days, summed up to 22, which is fairly accurate. This should help you to measure a distance.

-If a locker is unresponsive it may require something different, like an item or a specific condition.

SPOILER --- GAME-PLAY HINTS (if stuck) --- SPOILER

-Trials: Use science on the door (and fill the pot). For optimal effect “walk” into the room with the guardian (running can cause a glitch). Scorpion tails may help you with the pressure plate. The sequence is off/on/on/off.

-If you can't proceed after bribing Gary, check the holding cells in the south. The top right one holds a prisoner who may talk if you get close enough to the force field.

-If you struggle in the first town, remember your instructions of making contact and the motion sensor handed to you.

-If you're missing the pip-boy look around the prison's Car Repair for a map, and then down the well.

-If you can't find Mark or the Falcon brothers it's a day/night issue, which you'll need to set by leaving/entering the map.

-In order to solve the Old Hotel quest (eliminate Mirx) you need to pretend to join the gang.

-Battling the deathclaws is an option or let Jerry go alone. In the second case do as he asks by using the dynamite from your inventory.

-The final stage requires you to travel the waste. The more places the better... Eventually, you'll find that a tent that had been previously empty, is now occupied.

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4.KNOWN PROBLEMS & TECHNICAL ISSUES

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- If your keyboard being set to English is too unpleasant you can change this by setting the mod to a language of your choice. Fo2 has a few areas that are language controlled. Those are: Fallout2.cfg (language=english) and data/text/English. Both need to adjust English to the language of your choice. Last you may also want to create a data/art/* language folder and move or copy the splash folder into it, like data/art/language/splash (i.e. data/art/splash is only used when your Fo2 game is set to English, if it's not, then splash needs to be in a language folder as defined in the cfg). Note: changing language in the cfg will only adjust your keyboard, the mod itself will still be in English.

- On fast CPUs, time can pass fast during the worldmap travel. To get a slower worldmap travel speed you can change the ddraw.ini settings. Either adjust (WorldMapFPSPatch=1) or set WorldMapDelay2 to higher values. Note that this is just a suggestion!

- The number of encounters is intact but if you want more, set WorldMapEncounterFix in ddraw.ini to "1". Warning! This can lead to an 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 intended. Still, better to know it now than being sorry later.

- This mod is optimized for resolutions higher than 800x600 (1280x720-resolution used for testing), if you don't have high-res mod installed, you have to manually set it in ddraw.ini. (Note, that 800x600 has been reported as fine, too.)      

- Using any other Fallout2.exe than the US version "1.02d" included in the mod will give you an error message when trying to start the game, solution is simple enough: find the official “Fallout2 patch 1.02d” and extract its Fallout2.exe to your game folder. If you somehow can't get the official patch, there's a workaround, check your ddraw.ini file and change SkipSizeCheck or ExtraCRC, see what works best for you.

- Use only the sfall version that comes with this mod (currently v4.2.7) because it has been tested. Using any other version of sfall will most likely cause unexpected game crashes.   

- Using a different installation method than described in point 2) (like copy & paste the mod files directly over your Fo2 installation) will  cause errors or other irregular behavior.

- This version includes everything you need, older versions are not required.

- This mod has children patch. Atm, it doesn’t have any other hero appearance mod.

- The highlight-item function is implemented. This could spoil some “hidden treasure” but

- Mod stuttering can occur after playing a while, this is possibly directX related. Can be solved with the system restart.  

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5.VERSION HISTORY

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V1.083

-Reduced skill check difficulty for stealing password paper for Wasteland prison gate guard

-Fixed Matthew's shack door script

-Find out what happened to McKarty's man Drake, fixed, quest can't be solved if player hasn't discover Drake's

body

-Old hotel, Warehouse area is now accessible from the main area

-Added skill check for solving quest: restore old trade contract between Miner's and Farmer's

-Farmers town merchant Bob will continue to sell stuff but during day time hours

-Added stuffed deathclaw at Aston’s place. It will appear after player completes the quest "Kill the evil critter

from canal"

-While in canal, hunting deathclaw for Aston, guards can completely block player from moving. Corrected.  

-Fixed possible exploit/bug where Nicky's stock could be looted  

-changed prices: Iron Ore (25), Uranium Ore/Coal (50), Refined Uranium Ore/Gold Nugget (70), Fuel Cell

Controller(230), Fuel Cell Regulator (180)

-fixed attack mode, throw only: Rock, Uranium Ore, Refined Uranium Ore/Gold Nugget

-reduced amount of stimpacks player needs to collect for Derek

-Syn. fiber armor, changed laser resistance stat

-Butcher knife weapon, changed art

-Golden Valley entrance point changed

-Donson's "Circuit boards" job is now available after 24 hours

-added World Map exit grid: Philton/City Council, Philton/Water Tank, GV/Military, Canville/Train Station,

Philton/Shack

-Colin will now acknowledge if the mantis raids are gone when talking in general

-Golden Valley, military base guard will correctly address if the player is in/out of the base

-Player will get a notification one month before the "Report to Administrator" timer expires

-Canville mine storage container now has Coal and Iron Ore chunks inside

-Added gold nuggets scattered around the Golden Valley area

-Fixed several non accessible bookshelves/containers in Golden Valley, UMB, Canville, MRC, Silting

-Player will extract/replace the correct part when tinkering with Philton water station machine

-After completing Leonard's shipment guarding quest, player will no longer get item reserved for different quest

-Owen can get stuck sometimes while walking around the factory, corrected

-Wastelan Forest, The Sanctuary, world map locations slightly changed

-Red's bartender dialog errors corrected, working hours changed(6-22h)

-Jonathan will have proper response when player asks to join and quest will appear active in pipboy

-Talking to Mary will no longer reset active quest "Permission to sell drinks" if player chooses different dialog

option

-When working for Eddie, player can now have more quests active at the same time

-Eliminating Scorpions and reporting it to Donson now gives 500 exp. points

-Arresting drunk Bob can cancel "Find Jasmine's book", corrected.

-Killing Bob in Golden Valley while the quest to arrest him is active will leave the quest unsolvable, corrected

-Golden Valley motel kid can get stuck while inside the motel, corrected

-Solving "Missing people in Golden Valley" quest in now possible, dialog loop-infinite exp glitch corrected

-Canville W&A shop guard displays "Error" floating messages if player touches shop owner's locker, corrected

-Duntown, level 3 forcefield can be stuck in permanent "On" state if game is loaded, corrected

-Miners town walls, once built they could be reset if player asks sheriff McKarty about it, corrected

-Fighting canville deathclaw can cause other residents to attack player, corrected

-Noel won't appear in front of his house if player waits at the same spot. Changed, he will walk out of his house

during day time

-Paying off Norman's debt now gives 250 exp. and town rep.

-After beating Jacob in unarmed fight player now gets 500 exp. and 750 caps

-Killing Eric in unarmed fight would leave player stuck in the ring, corrected, player will be escorted outside

-Killing Jacob will leave empty dialog window on screen after talking to Eric, corrected  

-Fixed Larry's guard with no script and "bugged"inventory

-Changed description of Philton Canals smugglers

-Farmers town local resident at gas station, fixed "bugged"inventory

-Gecko hunting quest with Mark can't be completed if player exits the area, corrected  

-MRC area resets to "Known" instead of "Visited" each time player exits to world map, corrected

-After killing bandits outside Dan's house, Dan would just leave. Changed, now he will remain at local clinic.

-Player can now unlock slave cages in Philton

-MRC network computer part price changed

-Speaking to ranger in Canville ruins will have the same response if player attacks deathclaw or manages to

sneak past them, fixed.

-Sneaking past the deathclaws reward changed

-During the Canville deathclaw cave hunt, other npcs can block player from moving, corrected

-Canville deathclaw cave hunt can now be completed in a different way

-Reduced number of iron ore needed for Canville smelter Greg

-Aston's imprisoned man moved to another cell, fixed minor glitches with use_skill and use_obj script

procedures

-After being released from his solitary confinement, Nill spawns at wrong location, fixed

-Player could access the wall switches when going back from Wasteland prison camp area to catacombs.

Changed, player will spawn on the staircase side.

-Joe's and Karl's lockers give proper message when player tries to lockpick them.

-Changed ammo dmg mod: 9mm, 5mm AP, 10mm AP, 14mm AP

-Some NPCs didn't mark the location after they talk about it, corrected

-Additional way of getting the slavers financial information for Jonathan, he will now accept both copy and the

original book  

-Silting entrance guard can now detect if account book had been stolen

-Additional way of obtaining the security codes for Scott, reduced skill check for stealing the WP security codes

-Philton forest shack door can now be unlocked only with the key

-Fixed wrong map rotation after destroying the Wasteland Prison

-Destroying Wasteland prison is now possible if Scott dies, changed xp reward in both cases

-Eliminating all Wasteland Prison guards will mark the quest:"Help Scott..." as completed

-Player now has to rescue the prisoners before confronting Basil

-Killing gangsters and slavers at Old Hotel would affect Lost City reputation instead, corrected

-After giving his letter to player, Garol would continue to talk randomly, corrected

-Noel will change his appearance according to the armor he's wearing

-Not purchasing a car from Rob will leave the player stuck if using stairs, corrected, player will be teleported

back to Rob's office

-Some slot machines weren't accessible from a certain angle, corrected

-Wasteland Prison base level 2, one of the containers could be picked up, corrected

-Player can satisfy thirst by drinking from the well in most populated areas, outdoorsman skill dependent

-Changed game interface is now compatible with high-resolution mod

-Failing a skill check will display the chance for success

-Added the fixed frms for the Phazer and the Zip Gun

-Added the female child frms

V1.082

-Minor fix for unarmed combat trial

-Wasteland forest station missing wall blockers, corrected**

-Wasteland prison, fixed table inventory content**

V1.081

-Miners town missing wall blockers, corrected**

-Eric's unarmed fight job, reduced difficulty

-Corrected some mapping errors, Golden Valley**

-Fixed scripting error which allowed player to sneak in Basil's basement**

-Added an additional solution for Jim's "situation"

-Minor script and map tweaks, MRC

-UMB location, level 2, corrected roof tiles glitch. Changed yellow pass key location**

-Playing with less intelligent <4 character is no longer possible as it caused dialog errors   

V1.08

-Miners town cornered building blocked stairs, description will indicate that it's blocked**

-Using wasteland prison gym gives one-time bonus to unarmed skill

-Deleted proto 284 in items folder, crashes some maps

-Miners town ground level manhole leading to mine moved to west side of town**

-Added Miners town shop guard**

-Fixed Small village exit map crash caused by script errors

-Farmers town bartender Anna, missing dialog lines don't get called anymore

-Blocked dresser in Gloria's house, moved to east wall**

-Farmers town east area, gecko, day-night light cycle now works

-Farmers town, some of the Bull's base rest rooms were blocked!**

-Added additional dialog lines for Farmers town gun shop owner, rearranged back of his house**

-Player can no longer escape during the combat trial in Wasteland prison

-Wasteland prison trial combat difficulty reduced, depending on selected game difficulty  

-Certain NPC's won't turn hostile towards player if they took damage from someone other than player   

-Added an antidote in the first trial chamber**

-When using a well at Old Hotel area, player sometimes gets placed outside the map area

-Old Hotel second level is now downstairs**

-Nick will take proper amount of tools from player for completed job

-Base B1 warning sign description changed

-Fixed Golden Valley downtown map load crash

-Fixed Golden Valley caves exit grid**

-Player can choose from three starting characters

V1.079

-Lots of map changes** in order to add new content and fix existing errors

V1.078

-Added Pixote's missing tribal animations fix

-Added Mr.Stalin's inventory filter mod (may cause crashes in barter mode)

-Small fix for NPC's hp not showing correctly

-Random encounter rate, loot, variety changed

V1.077

- Quest description "Find a plow for oldie" changed, since the player is asked to find a shovel.

- Player now gets exp. points for delivering Garol's letter.

- Fixed some dialog errors regarding Murphy

- Wasteland shop owners will increase their prices considerably, depending on the game difficulty

- Game difficulty now affects opponent's "toughness"

- Player has to eat and drink water (beta)

V1.076

- MRC location didn't appear on the world map, corrected. Also works for earlier saved games.

- Player can now deliver a power plant part to Lenny, without having to inform Leonard

- Player will also remember seeing suspicious clothes used in a robbery of Jack's place.

- Murphy won't discuss about trade agreement with Farmers if the mine hasn't been "cleaned".

- Possible bug exploit in "Pass the trials in the catacombs of death" quest, fixed

- Killing Matthew unexpectedly lead to quest error, corrected

- Player can ask Red about money he owes to Eric, with "Find Jackie" quest still active

- Philton forest map lagging, corrected **

V1.075

- Miners town walls not shoving up when they're supposed to, corrected **

- Miners town, player placement after using a ladder, corrected **

- Wasteland Prison guards kill count has been corrected

- MRC, sensor computer location changed **

- Bartender in Red's bar, trade window will open correctly **

- MRC, network computer can be repaired now **

- Wasteland Prison force fields modified. Now they can be temporary disabled if skill check passes.

- Player can now help Aston's imprisoned man **

- Added a small fix that prevents "Wasteland Prison" area from disappearing from the world map

 

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 deathclaw 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

- Unarmed 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 encounter 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 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 bugs causing constant game crashing, fixed

- dialogues 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 won'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 amount 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 wagon 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 accessible 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 until 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

- dialog with Colin had some script errors

- Marc will appear at the bar after the gecko quest is done

** - map change, visible only when starting a new game or using save game editor

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AUTHORS COMMENT

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  Don't forget to visit:

www.nma-fallout.com/forum for any question you might have

BY DeJ@n (Forgotten_Knight)                    

See credits.txt for more information about the tools used for this mod.

PLEASE NOTE: Download link is not available at the moment, it will be updated soon after some testing.

Forum thread was long and outdated, it will be updated as soon as the mod becomes available.


Download 1.083 --Thread on NMA

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