Showing posts with label Fallout 2. Show all posts
Showing posts with label Fallout 2. Show all posts

January 06, 2016

Submit Your Fallout Related Content

Want to show off your awesome killstreaks or lucky escapes from the various creatures from the Fallout universe? Created some awesome mods for Fallout 3 / Fallout: New Vegas / Fallout 4? Submit your creations in a form of a video link in a message, to get featured on our Tumblr, Twitter, Google+ and Facebook Page!

If the provided content is something that really awesome, it might as well, be featured here, on the Vault-Tec Inc. blog! From time to time, we will be giving away prizes to the best videos. Please read the content agreement terms if you wish to continue.




October 18, 2015

Beautiful Fallout-Themed Photo Session from a Couple from Moscow

We already have our list of Amazing Fallout-themed Things in Real Life, and this is certainly one of them! If you remember our article Experience Vault Escape in Real Life, then you know who sent us the whole story.

If you've never read the article, I highly recommend you to do so! The whole story about the Real Life Vault Escape was sent in by a true Fallout fan from Moscow, Russia - Dmitry Medvedenko [Twitter].


This time, Dmitry sent us another Real-Life Fallout-themed experience, which he now shares with the woman he married, not so long ago. It's the same woman he experienced the Vault Escape in the first place - Katie! Dmitry and Katie did a beautiful pre-wedding Fallout-themed photo session just a few weeks before their real wedding. Dmitry sent us the photos via our Facebook page, and continued: "We both love the Fallout concept and style, and we hate the classic wedding cheesy stuff."

I asked Dmitry about the history with Katie, since they both love Fallout, and he just added: "I'm crazy about Fallout, Katie's crazy about me, so now she loves it too." Personally, I'm very happy for them, as I'm happy for every couple around the world that is in love with Fallout! Check the gallery Dmitry sent us below;


You can see a photo session rich with Fallout-themed props, from the original Fallout to the newest title, like the Gauss Rifle (which is Katie's favourite weapon), Pip-Boy, Vault Suite from the Vault 13, G.E.C.K., a pre-war wedding dress and then some. You can also see Geoffrey - a German shepherd police dog, which is a nice touch regarding the upcoming Fallout 4!

Dmitry and Katie freshly made a Fallout Nerds Russia page on Instagram, where you can find the latest from them! The Vault-Tec Inc. wishes for Katie and Dmitry to spend their lives dedicated to each other and Fallout also, and many happy hours while playing Fallout 4!

If you're one of the lucky ones, that has his better part also in love with the Fallout universe, and also have some incredible makings of yours to share with the community, feel free to contact us via a message on our Facebook page, or simply send me an email!


September 02, 2015

Imagine Fallout 4 as an Isometric, Old-School Styled Game

The Stasis developer and the game artist, Chris Bischoff, is a huge fan of Fallout franchise, and classic Fallout games were a big inspiration for Stasis creation, which is also an isometric game. Chris Bischoff is known as a really talented artist when it comes to isometric art, and he did some pretty awesome art of various game titles such are Bioshock Infinite, Assassin's Creed 4, and some others, which you can see at this Imgur gallery.


Chris decided to pay a little tribute to Bethesda’s RPG releasing the following images, showing what Fallout 4 would look like as a 2D isometric game. Sadly, only two pictures of 2D Fallout 4 are available on Imgur, but those two will do for now. :)



If you're a fan of old-school isometric games, you can download the Alpha Demo version of Stasis (2013), or you can check the game on Steam, which is now 20% off.

If Fallout continued with an isometric perspective, would you even consider to play Fallout 4? Do you believe that hype would be the same?! Would you pay $60 for 2D Fallout game!? I know I would! Tell us what you think of this finely crafted art, and remember - We'll be there!

Check our Fallout portals: Fallout, Fallout 2, Fallout: Tactics, Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout Shelter.


September 30, 2014

Fallout For Dummies

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before the Great War, some geniuses in the government decided that it might be a good idea to have a backup plan in case the worst should happen. They contracted the Vault-Tec company to build massive self-sustaining underground fallout shelters called “vaults” in order to preserve select segments of the American people centuries after a nuclear conflictIt is later revealed that the body snatchers belong to an organization called the Enclave, the remnant of the United States Government.

84 years after a thermonuclear Armageddon (called “The Great War”), the first Fallout followed the adventures of an intrepid explorer from Vault 13. Fallout’s protagonist, the so-called “Vault Dweller”, emerged from such a vault to find a harsh and blasted wasteland once known as California.


Vault 13 needed a new water chip if its inhabitants wanted to continue drinking clean water. So the Vault Dweller would have to endure all the Raiders, Radscorpions, Technophiles, Mutophiles, and other deranged life forms the California wasteland has to offer. In the process of procuring the water chip, the Vault Dweller discovered a plot to unleash an army of grossly mutated humans (called “Super Mutants”) upon the wastes. Moreover, the army’s leader, The Master, planned to use a Forced Evolutionary Virus (FEV) to create even more mutants. While there were several possible endings, official canon holds that the Vault Dweller got the chip and defeated the Master, but was exiled from Vault 13 for his/her trouble – to keep the vault’s children from hearing the heroic tale and leaving the vault as well.

80 years after the events of the original Fallout (2241 AD, 168 AGW [After Great War]), Arroyo, the village founded by the exiled Vault Dweller, is suffering a severe drought. However, the original Vault Dweller has long since left the village and is assumed dead. His/her grandchild called the “Chosen One”, is called to aid the village. Told to seek a G.E.C.K.. (Garden of Eden Creation Kit), a device capable of reshaping the barren wasteland into a healthier ecosystem, the Chosen One retraces the steps of his/her grandparent to Vault 13. However, Vault 13 is not as the Vault Dweller had left it. Its populace had been culled, most of its inhabitants kidnaped. And there’s nary a G.E.C.K. to be found. The Chosen One returns empty-handed to Arroyo, to find that it has now been culled as well.


Chosen One learns Earth shattering truths about…well, just about everything. Everything you thought you knew about the Vaults, the Super Mutants, and the pre-war United States was wrong. The short version? The government was fully corrupt, many of the vaults were designed as human Petri dishes, and the Enclave wants to use a modified FEV to slaughter anyone whose DNA isn’t completely pure. However, the Chosen One put a stop to this nefarious nonsense by destroying the Enclave HQ, but not before rescuing the captives from Vault 13 and Arroyo. The two communities founded a new settlement and lived together in harmony happily ever after…ish.

All is well and good in California, but not so in the Midwest. The Brotherhood of Steel, a quasi-knightly order dedicated to the preservation of pre-war technology, is fighting hard in and around Chicago. The Great Plains are now home to legions of malevolent factions, and the Brotherhood is the only beacon of order in sight. But their numbers are thin, so they’re forced to recruit from the local tribal populace in order to fill the ranks. The player takes on the role of one such initiate. Leading a squad of fellow initiates into battle against a clan of Raiders, the Initiate soon earns himself a place as a proper Brother of Steel. It is revealed that the immediate goal of the Midwestern Brotherhood is to push into Colorado in order to find “Vault 0”, a supposed treasure trove of pre-war technology and the key to dominating the Midwestern US. However, the warring factions of the region make attaining their goals difficult.


After the Initiate has finished wading through the corpses of Beastlords, mutants, and Reavers, his unit finally reaches “Vault 0” (revealed to be Cheyenne Mountain). Vault 0 also happens to be the home base of a malevolent brain/computer hybrid known simply as “The Calculator”. The Initiate’s unit strikes deep in Cheyenne Mountain, past the Calculator’s armies of robots, until it destroys the Calculator itself. Having finally found a defensible position, the Brotherhood formally establishes its Midwestern chapter.

The goings on in California and the Midwest went largely unnoticed by the inhabitants of the “Capitol Wasteland”. There was no growing threat on the horizon. There were no factions any worse than the others. Life was hard, and then you died. But in this bleak limbo of an existence, a group of scientists touched upon an impossible dream: clean, non-radioactive water. For everyone! The project was ambitious and progress was slow. But then the birth of a certain child derailed “Project Purity” entirely for 19 years. The project leader, a brilliant scientist known simply as “James”, abandoned the project in order to raise his child in the comfort and security of nearby Vault 101, vowing to return once his child reached adulthood and no longer needed him.

But bonds of blood run thick in the wastes, and the child followed in James’ footsteps soon after he escaped Vault 101. The ever persistent Lone Wanderer eventually tracked James to another Vault, freeing him from the mental prison of a mad overseer. For the briefest of moments, along with a team of volunteers, father and child worked side-by-side. Then the Enclave crashed the party, killing James in the process. After leading the surviving volunteers through the subways and sewers, the Lone Wanderer took refuge with the local Brotherhood of Steel chapter. Scientists assured the Brotherhood that the project could be completed if the project site was retaken…and if they were able to obtain a GECK. Of course, none was better suited that the Lone Wanderer to find the fabled artifact. But just when the GECK was pried loose from its radioactive confines, the Enclave ambushed the Lone Wanderer and brought the adventurer to their secret base at Raven Rock. However, the intrepid hero seized upon an opportunity to escape, destroying Raven Rock and bringing the GECK to the Brotherhood.


Holding to their end of the bargain, the Brotherhood clashed with the Enclave ranks for control of the project site. The Enclave garrison was eventually shattered, and the Lone Wanderer, supported by a company of Brothers, was able to install the G.E.C.K. successfully. However, legend holds that one final act of radioactive service either killed the Lone Wanderer or inflicted such injury that the adventurer barely survived (depending upon whether you bought a particular expansion pack and assuming you didn’t force a follower to commit the final, suicidal act of heroism).

Despite the bombardment of numerous nukes, the city of Vegas managed to survive the war mostly untouched. In the aftermath, a group of people formed touting the values of the old governmental system and called themselves the New California Republic, or NCR. Thanks to the Hoover Dam, the NCR and citizens of New Vegas have access to clean water and power, something most areas lack. At odds with the NCR is the Legion, a dictatorship lead by a man who renamed himself Caesar. Based on the Roman methodology of conquering other civilizations, the Legion absorbs nearby tribes and enslaves a portion of their population. The NCR and Caesar's Legion butt heads over control of the area, and tensions are high.


And then someone just tried to kill your face with bullets, which was bound to happen eventually to a courier in the post-apocalyptic frontier. If it weren’t for a meddling robot and charming local doc, you’d be something’s lunch. But you’re brought back from death and your motivation is clear: find the dickheads who put holes in your brain. If you happen to be caught up in a large-scale conflict along the way, that’s only because it’s Fallout. Your Vault uniform and Pip-Boy come from the friendly doctor who rehabilitates you during character creation. While the game takes place three years after Fallout 3, it doesn’t have any direct ties to that story, though it may drop hints, and will definitely feel familiar to players of Fallout 2.

When you enter the Mojave Desert for the first time you'll notice that the landscape looks similar to the previous wastelands, but now there's actual vegetation around. While most of it is dried up, you can find and harvest fresh fruit, seeds, and herbs, which you can use to whip up concoctions like healing powder or stimpaks. Though the game is still really difficult when you're inexperienced, the main missions lead you along a relatively safe route to the New Vegas strip, where the story starts to get interesting.


Wandering the desert, you'll meet friendly people and kill aggressive monsters and thugs. Or maybe you'll kill friendly people and become friends with the thugs, although you should still kill the monsters. with it's hardcore mod becoming sort of a Sims situation, you'll have to make sure you regularly feed, water, and rest your character. Adding to that inconvenience is that everything, including ammo, counts toward your weight limit. There are also limitations on your ability to fast travel - if your character would dehydrate by the end of the journey, you won't be able to embark until you've had some water. Endings for Fallout: New Vegas are dependent on what actions the player took via quests during the game, with separate endings being shown for each major location, political faction, and recruitable companion.

What happens next? Well, Fallout 4... Until that part of the story, thank you for reading, and share it with your Fallout friends!

Recommended read:

June 24, 2014

FOnline 2 - Free2play Post-apocalyptic MMORPG

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FOnline 2 is a free post-apocalyptic massively multiplayer online role-playing game based on legendary Fallout and Fallout 2 RPGs. In this game, you can:
  • Experience the dramatic story through the main quest line and many side-quests.
  • Create your own character from many balanced classes and enjoy intense PvP in fights over the control of the towns and many other occasions. 
  • Take part in the upcoming conflict. 
  • Become a member of the Enclave and participate in restoring United States' lost glory. Or join the Brotherhood of Steel and fight to preserve the balance in the Core Region. You can also avoid taking sides and be about your own business playing in a seperate, player-created faction.
  • Get the profession, gather resources and craft variety of items.
  • Join one of the caravans traversing the wastes, and make a living as a caravan guard. Or earn as a trader by establishing your own shop in one of many cities.
  • Hunt bandits, raiders, mutants and other foes, or kill other players and take their belongings.
  • Explore the dungeons and the immense world by wandering through the irradiated deserts, old warehouses, city ruins, abandoned Vaults or and other mysterious places. Or buy yourself a vehicle to cross the Wasteland faster and safer.
  • Establish a base, and invite your friends to unite your forces.
  • Play as a peaceful, law abiding citizen, or a villanous crook in a player driven city - Shady Sands, the capital of the New California Republic, run by NCR Rangers - player driven faction. But watch out, as all your actions have their consequences thanks too introduced karma system..


Introduction

War... War never changes... Only the dead men saw the end of war. Humanity remains the same no matter what, with will of self-destruction carved deep into mind. Every war is hoped to be the last one, but even nuclear winter wasn't enough to stop gears of war once despite the atomic bombs.

After the heroic death of Vault Dweller and the pathetic end of Master, Lieutenant led the super mutant horde into wasteland, to conquer human settlements and establish dominance in the region. Brotherhood of Steel, the only hope of man kind responded against this aggression. They fought relentlessly and eventually drove the mutant horde back to Mariposa from where they had emerged, but the war had taken its toll and numbers amongst the Brotherhood ranks were diminished. Brotherhood's Elders realized that without changing their doctrine they are going to be unable to recreate their former strength. Declaration of new order was set in motion and recruitment of experienced wastelanders to further aid their cause began.

Under orders of President Richardson, Enclave's scientists began to work on an upgraded version of Power Armor in order to fulfill their future plans. They managed to develop a reliable version of Advanced Power Armor Mark II. Results of other less fortunate prototypes testing were classified by Richardson for the sake of morale. Soon after their technological advancement they came aware of the mutant threat. Orders were given to distinguish the mutant threat by any means possible, due to fear for the situation to escalate out of their control later on. Enclave with all their force attempted to lay siege on Mariposa. Eventually realizing that conventional strategy is doomed to failure against the overwhelming mutant force and so orders for a tactical retreat were given. President Richardson and the superiors of Enclave had decided to fight fire with fire and recruit as many disposable potential soldiers from the wasteland as possible to exterminate the mutant horde. Massive conquest over the Wasteland is about to come...

2161 December 5
Fallout 1 Begins: Vault Dweller is kicked out of Vault 13 to find a replacement for the water chip.

2161 December 15
Vault Dweller discovers Shady Sands. Meets Tandi, and Ian, who joins the Vault Dweller in searching for the water chip.

2161 Dec 30
 Vault Dweller recruits Dogmeat in Junktown.

2162 January 17
Vault Dweller reaches Hub and negotiates with the Water Merchants to deliver water to Vault 13, buying the Vault some time.

2162 February 13
Vault Dweller steals the water chip from Necropolis Vault and escapes. Part of the ghoul inhabitants becomes furious as they promise themselves that no smoothskin is going to step inside Necropolis ever again. Seth declares law driven by xenophobic fear and closes Necropolis from the outside world. Ghouls become hostile to all non-ghouls.

2162 March 3
Vault Dweller kills Master in a tough battle. Shortly after, he dies from inflicted wounds. He didn’t manage to initiate the auto-destruct sequence inside the Cathedral’s Vault.

2162 April 20
Not long after Masters death, the Lieutenant claims full leadership of the remaining super mutants in the Military Base. He can’t match Masters skills as a leader, though quickly realizing his potential, ambitions grow along with plans to shape the future.

2162 May 10
Fallout 1 Ends: The news about Masters fall and the heroic Vault Dwellers death reaches Vault 13. Some members of the Vault led by Lydia, the head of the "return to the surface" faction, and including her supporters, Theresa and Lyle leaves the vault soon afterwards.

2165 May 12
Lieutenant leads his army into the wasteland conquering human settlements that stands in his way, gathering fresh subjects for his VATS.

2165 July 10
Brotherhood of Steel responds to the uprising mutant aggression, that is threatening to consume the whole wasteland. They become the last hope that stands between human total extermination and victory at all costs.

2165 September 18
Massive scale war between the Lieutenant’s army and Brotherhood of Steel depletes both sides. Brotherhood of Steel barely get's the upper hand in a decisive battle between the two fighting sides. The wastelands population suffers deeply from the conflict, the mutants are finally suppressed, but they are merely forced to retreat. The battle has been won, but not the war.

2166 October 20
Brotherhood of Steel realize it’s near impossible to recreate their former numbers and power still basing on old doctrine. High Elders declare a new order witch allows the Brotherhood of Steel to start recruiting selected, tough and experienced wastelanders.

2167 April 13
Reports come in about missing caravans again. The Lieutenant is starting to slowly rebuild his army, this time keeping a low profile whenever it's possible.

2185 Summer
Marcus and Brotherhood of Steel Paladin Jacob cross each others path far, southwest of Broken Hills. They fight for many days and nights, tirelessly. Eventually, they give up, unable to get an advantage over the other. The two start traveling together, arguing over Masters and BOS doctrine and whether or not the Master could truly neurolink his biology into the Cathedral computer network.

2185 Fall
Marcus and Jacob, along with the trail of ghouls, humans, and super mutants, found the community of Broken Hills.

2186 Spring
Jacob moves on, says goodbye to Marcus, then moves on for parts unknown.

2186
New California Republic formed, and a central council is created as a governing body.

2196
Tandi unanimously elected President of NCR by the current NCR council. As expected, she proceeds to do an exceptional job.

2198
Enclave works on various new technologies, including pre-war technologies such as the Power Armor variations. None of these are much of an improvement over the conventional Power Armor, and some are actually worse.

2211
Frank Horrigan is born ... unfortunately.

2215 August 1
Congressman Richardson rises to power within the Enclave, aided by pressure from his father, President Richardson.

2215
Under Presidential Order, Enclave scientists begin to work on an upgraded version of Power Armor. Many prototypes are developed and tested.

2220 March 5
Congressman Richardson is elected president for the first term of five, through aid and political pressure by his father (President Richardson).

2220 October
Enclave scientists develop a reliable version of the Advanced Power Armor Mark II. The prototype results (and accidents... and explosions... and deaths) are classified by order of the President Richardson for the sake of morale.

2234
Political tension in Necropolis between supporters of doctrine and a revolution faction who tends toward to open Necropolis for outside world grows.

2235
The Enclave experiments on deathclaws are in progress, attempting to create specialized fighting units for waging war in hostile environments.

2235
There had already been a small number of ghouls in Gecko at this time, more come to the area splitting from Necropolis, and the town of Gecko is formed. The new influx of ghouls bring scavenged technology and the right know-how, so the power plant in Gecko becomes operational later that year. Vault City looks upon their new neighbors with growing concern.

2235
Harold arrives in Gecko, and (with a lot of shaking of his head) he does his best to help the ghouls with the running of the Nuclear Power Plant.

2236 July 20
Enclave scouts discover Mariposa, finds it heavily guarded, looking like a true fortress.

2236 July-August
Enclave decides to launch a full scale assault on Mariposa. The battle turns into a massacre for both sides. Frank horrigan is killed in action. The remaining forces of Enclave troops retreat, realizing there is no way to storm through this fortress with brute force of their own.

2236 August
More detailed Enclave intelligence shows no possibility of raiding Mariposa without heavy casualties. President orders to create an alternative plan to gain Enclave the superiority they need, plans of the Forced Evolutionary Virus are put aside …

2236 Sept
Enclave construct a new plan for purifying the wasteland. President begins preparations for massive wasteland conquest powered by fresh recruitment from bandits and all scum that wasteland has to offer. Everything in order to conquer the land and start a massive holocaust of mutants in future concentration camps.

2237 March
Enclave preparations for the massive autumn offensive is reaching its full potential.

2237 March
FOnline2 begins...


June 22, 2014

Fallout 2 - Cut Content

You really need to get out more. Your sexual exploits have been...well, two dimensional.
Description for Virgin of the Wastes, a cut reputation title in Fallout 2. For unknown reasons, the Virgin of the Wastes title was cut in the final game, yet is still present in the game files and it's possible to add it via a save editor. The Chosen One would begin the game with this reputation, which can be lost by sleeping one time with any sex-specific characters. This title would however, had no effect in-game.

Cut content refers to content in Fallout 2 which was cut from the final version of the game. Some of it can still be found in the game files but is inaccessible within the game itself.

Factions

Primitive Tribe
A second tribal village, tentatively named Primitive Tribe, Sulik's home, situated on the coast between Arroyo and Navarro. It was planned to appear in a location in Fallout 2, but was cut for the final version of the game and is only mentioned by Sulik in-game, and Primitive Tribe members can only be met in random encounters (under the name "a war party").


They are extreme believers in the here-after and revere many spirits, certain that they are the tribe's spirits. Their principals are connected to the classical elements: Earth, Water, Air, and Fire. The main, wisest and strongest of them is Grampy Bone, that appears to be the only unique spirit and not come from other spirits group. It is only in contact with Sulik, an honor for him, which can be found through his nose's bone. The known Primitive Tribe's spirits are: Bonespirits, Dark-spirits, Evil spirits, Grampy Bone, Spirits of anger, Spirits of chaos, Spirits of fire, Spirits of poison, Spirits of wrath, Spirits of the earth, Spirits of the sky, Spirits of the water, Spirits of the wind, Spirits walking, Strong spirits and Stupid spirits.

For them, spirits are omnipresent, and can, and often do, travel with people and can guide them, such as a stupid person carries "stupid spirits", while an evil person has "evil spirits". The members of the Primitive Tribe also have a large bone driven their nose, allowing them to connect to spirits and be able to speak with them, given advice and talk about the future, but "spirits see and say different", so their words are sometimes hard to understand.

Before 2241, Kurisu, with some other member of the Primitive Tribe, wanted to start trading with another village, but during the journey, she and the other members of the group were killed or kidnapped by a mysterious group. Only one survivor returned to the village and said that "evil warriors came with magic torches. Fire would lick tribe warriors and they'd go to the spirit. The evil warriors tied up the rest and took off".

Sulik, member of the Primitive Tribe
Sometime later, Vic the trader came to the Primitive Tribe's village to talk about the group (thinking it was the Slaver's Guild of Metzger) who kidnapped the group of Kurisu and say to Sulik, the brother of Kurisu, to come to Klamath for more information. But Vic was taken prisoner by Metzger, and when Sulik finally went to Klamath and saw that Vic was not there, he stopped in the Buckner House. Immerged by "spirits of anger and chaos", he drank and destroyed the establishment, linking him to Maida Buckner the owner until his debt of 350 NCR dollars is paid for the damages.

Locations


The Village
A village outside Vault City, whose inhabitants are trying to avoid being turned into "servants". It was to be the home of Connar and the focus of the cut quest Resolve the problem with the nearby village.

Den Residential 
A cut location in Fallout 2, but it is still possible to actually enter this part. (accessible from Den map with keyboard and with CTRL-R). This map contains an early version of Smitty's junkyard (without the car) and a few rather boring houses with people with no dialogue. The only dialogue that is implemented on this map is that of the ghost girl, Anna Winslow. She appears at night in the easternmost house and behaves much like she does on the Den East Side. There are some collectibles in Smitty's locker.

First, you must enter the map screen (with green triangles). After this, you must just press the number 3 (the Den Residential is the 3rd area in The Den, so you have entered the 3rd area). After entering this part of the map, you have entered the cut version of The Den. This means you can get what you want, and get away with it. Meaning you can kill Rebecca and get away with it, because you are in the different version of The Den, not the original one.

Abbey
An Abbey world map location north of Gecko, featuring monks hoarding pre-War wisdom. This is also where the PC would have run into Ian, still alive after 80 years (but killed in Necropolis according to the Vault Dweller's memoirs). It was a monastery located north of Gecko, in which monks preserved technical knowledge in the form of books, blueprints and items. Interestingly, the monks did not actually understand the technical knowledge in the books they preserved in any practical sense. Instead, they treated them like holy materials; they were read, copied and cared for, but none of the knowledge was used as originally intended.


Although not a single preserved item at the Abbey functioned, it was open to anyone as long as they did not damage anything. This is very unlike the Brotherhood of Steel, for instance, who hoard knowledge and technology so that they remain superior to other factions. The Abbey can be accessed by the player through the CTRL+R command on the main menu screen. The file name is "abbey.map". According to Tandi during the special encounter Café of Broken Dreams, she claims that Ian is part of the Abbey. He is stated to have died in an encounter when a super mutant burned him with a flamethrower, according to the Vault Dweller's memoirs.

Environmental Protection Agency
The Environmental Protection Agency west of New Reno, with up to seven levels, featuring all kinds of high-tech stuff, artificial intelligences, weapons and items. The EPA was originally to appear in Fallout 2, but was eventually cut off because of lack of time to finish it. It was mentioned in the Sierra mission statement holodisks and in the Van Buren Nursery design document.


The following is a description of the location from the Fallout Bible #6, written by Chris Avellone: The EPA was full of an odd assortment of puzzles, fighting, and various weird adventure "seeds" (literally), including, but not limited to:
  • A parking lot jungle replete with several varieties of spore plants.
  • A bizarre petting zoo. Filled with humans. Hungry humans.
  • Sub-levels filled with exciting varieties of poisonous gases and virus-laden mutant fruit flies.
  • A small government museum complete with dioramas! The exhibits on post-holocaust America are especially amusing.
  • A storage room full of new seeds for Arroyo. Some seeds grow into bad things.
  • An entourage of custodial peevish holograms that provide tours and bursts of incidental binary strangeness.
  • Various non-player characters on "ice". (in hibernation).
  • Computers filled with information on crop rotation and the F.E.V. virus.
  • A clinically depressed Mister Handy and a hyperactive drug-making appliance for Science characters.

The EPA was supposed to use the Vault City/Vault 13 tile set for interiors (bright white, like original vault). Special scenery objects include an EPA parking lot sign, and color-coded symbols on the walls, running the whole range of the rainbow. Elements of the Environmental Protection Agency (such as the Toaster, and Hologram 00000) would later appear in Old World Blues, an add-on for Fallout: New Vegas.

USS Quetzel
The interior of the Hubologist space shuttle (accessible from San Francisco map with keyboard and with CTRL-R) and three endings where the Hubologists kill themselves in different ways by means of the shuttle. The USS Quetzel is a reusable nuclear-powered spacecraft built before the Great War. It is located in the ruins of San Francisco, though it lacks both rocket boosters or an external fuel tank; a quest involves finding a fuel source for it.


There are two endings for the Hubologists regarding the shuttle that are inaccessible due to incomplete scripting. If the Chosen One does not get them fuel, the Hubologists use a cheap alternative, resulting in the shuttle blowing up during liftoff. If they get fuel, the liftoff is without complications, but the shuttle's air insulation is damaged, resulting in the Hubologist crew suffocating in space. Pressing number 5 at the San Francisco map will bring you to a location with a "UNUSED ART" room - the shuttle interior. Attempting to examine certain things will have you see a Shuttle wall.

Shi-Huang-Ti
The Shi-Huang-TiIcon was a Chinese submarine that crashed in San Francisco during the Great War. The descendants of the crew settled in the ruins of the city and became known as the Shi.
The remains of this vessel were likely used as material to help construct the Steel Palace, and the ship's on-board supercomputer was established as the Emperor. The Shi-Huang-Ti was originally meant to appear in Fallout 2, but was eventually cut from the final version of the game because of time constraints, and is only mentioned.

Characters

Petey
Petey was to be a drug addict in the Den in 2241, who begs money from the people he runs into. Tubby and Flick both feed his habit.

Brave Little Toaster
Brave Little Toaster was going to appear in Fallout 2, but was cut along with the rest of the EPA. In one of the abandoned kitchens in the EPA is a small, intelligent toaster with an IQ of 6000. All of its brain power is focused towards convincing humans to make toast. Dialogues with it were to be somewhat one-sided, as the player would ask it a question, and it would respond with some question about whether the player would like toast or waffles. It is a reference both to The Brave Little Toaster by Thomas M. Disch, as well as the Talkie Toaster from British TV series Red Dwarf. Also possibly another Red Dwarf reference, 6000 was Holly's (Red Dwarf's AI) original IQ level.

Spud
As revealed in boilerplate left in the Tibbets Prison design document for Van Buren, Spud was planned to be a tougher Radscorpion "boss" for the lower level of the Mercenaries' cave. He is described as "the biggest, baddest Radscorpion in the land".  Spud was to be a tribute to the Fallout team's scorpion mascot of the same name.

Three-Card Monte
Three-Card Monte was planned to gamble with the Chosen One in New Reno. After accepting his offer, he'd tell them to pick a card. By passing a Perception check, one can see that he has kept the card under his arm.

Rico
Rico was planned to be the bodyguard of Three-Card Monte, another cut character. He is stupid and can never be talked to, he only "hit people Monte tells him to".

Nikki
A casino dealer in 2241. Nikki is in cahoots with Pretty Boy Lloyd, and has been ripping off Louis Salvatore.

Old Joe
At one point in the planning for Fallout 2, Ian had survived and was living in Vault City under the name of Old Joe. According to his dialogue, Ian would mistake the Chosen One for the Vault Dweller and would reminisce about events from Fallout before realizing the mistaken identity. Commenting on the prejudiced nature of Vault City's citizens, he would give the Chosen One a gun, apparently his old Colt 6520 10mm pistol before sending them away, encouraging the Chosen One to "make proud" the memory of the Vault Dweller.

Chet
A shifty-looking character in a Vault 13 jumpsuit that was cut from Fallout 2 before release. His purpose was simple - he was a debugging tool and could change the Chosen One's reputation on the spot.

Connar
An inhabitant of the village outside Vault City in 2241. Connar was meant to be the self-appointed leader of the village just outside of Vault City. His role was to be to convince the Chosen One to not kill the mole rats there so that the people would not become Vault City's servants.

Kurisu
A tribal from the Primitive Tribe in 2241, who, in 2253, becomes leader of the Blackfoot tribe. Kurisu is a young tribal girl kidnapped by slavers. She is also the sister of Sulik, a tribal warrior. Although Sulik's quest was to find her, he never did. She somehow appeared many years later somewhere in the Southwest and became leader of the Blackfoot tribe. Her name was revealed in the Van Buren leaks. The name Kurisu is a joke concerning Avellone's first name, her name being 'Chris' with Japanese pronunciation.

Kaga
Was planned to be a rival to the Chosen One, first encountered after exiting Arroyo for the first time. He claims to be an exile from Arroyo and that he should be the Chosen One. Kaga was to be encountered six times during the course of the game and each time he has better weapons and armor. According to the programming Kaga was to have an obscene amount of hit points, and was to simply run away after taking a certain amount of damage.

Renegade Brotherhood soldier
The Renegade Brotherhood soldier was to appear in Fallout 2, but was cut early on. Presently, he appears only in a Fallout loading screen. The Renegade Brotherhood soldier was a character created by Leonard Boyarsky and Jason Anderson for an early draft of Fallout 2.

The Renegade Brotherhood soldier wore a partially deconstructed suit of T-51b power armor, indicating that he was a former member of the Brotherhood or a member who had gone rogue or splintered. He was supposed to save the Chosen One from an ambush by a gang of lobotomites.

Lobotomite
Lobotomites appear in the Fallout: New Vegas add-on, Old World Blues. Lobotomites were to appear in Fallout 2, but were cut early on, and appeared only in a Fallout loading screen. At one point in the game, the Chosen One was supposed to be ambushed by a group of these monsters, wherein a Renegade Brotherhood soldier comes to his aid.

Quests

A Klamath quest to expose the Duntons as cattle rustlers using the radscorpion limbs.

A second part of the Help Lara attack Tyler's gang quest where the player would go with Lara's gang to the party Tyler is attending and fight him and the remains of his gang.

Putting the kids in the Den in an orphanage (possibly run by Mom), with the beneficial side effect of the player not having to risk being pick pocketed any more. Also killing Metzger and telling Karl to return to Modoc should have had quest entries.

Diplomatic characters would have been able to beat the raiders by talking to Shadow-Who-Walks and making him leave their employ (Shadow-Who-Walks had been planned to be Sulik's archenemy).

Use of the heart pills to cover up the Roger Westin murder.

An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.

One Broken Hills subplot with Chad the corrupt caravan leader and another concerning the mutagenic serum.

Possibility to finish the spleen quest by assassinating Dr. Wong within a day after his refusing to give you the spleen, and then going to Dr. Fung as usual (prevented by a bug).

A quest to retrieve a corpse stolen by the Hubologists from the Shi, hinted at by the existence of such an item and a log note in the Shi database.

Going to the Oil Rig using the vertibird in Navarro and/or going to Navarro using the vertibird in the desert transaction.

Use of the Red and yellow reactor keycards in the oil rig reactor room.

Items

A Li'l Chemist kit allowing the mixing of chemicals.

The ball gag. The cut casino Pit boss character makes reference to the Chosen One using this item in a dance performance "That ball gag you had with you didn't hurt, either"

Marked cards

Radscorpion limbs, which were originally intended to be used in exposing the Dunton's cattle rustling.

The pipe rifle as a Springer rifle (as mentioned in WORLDMAP.TXT Encounter: DEN_slavers) loaded with Rocks.

A Phazer at the scene of the Federation Crash Site.

A zip gun (Lenny should have one).

Fish were to be miscellaneous items.

Endfilms

A good ending for the deathclaws of Vault 13, where the Pack expands peacefully into the surrounding territory. According to John Deiley, who designed Vault 13, this was scrapped because the Enclave plot required the slaughter of the deathclaws. Killap's unofficial patch gets around this by a simple solution: killing Dr. Schreber in Navarro saves the deathclaws if the player can kill him before the attack (two weeks after first entering V13).

Good endings for Vault City and Gecko. The good ending for Gecko which revolves around Gordon's "greed is good" scheme is only inaccessible because of a bug.

Two Vault City endings where Vault City is razed and one Gecko ending where Vault City invades Gecko.

Sound files for endings for the Elder, Marcus, Harold and the President.

Other

Images for each specific Karma level.

Virgin of the Wastes title.

Tragic and alcohol addiction.

Named critters, that are not in the game, and earlier versions of existing ones.

Prevented by a scripting bug - getting to the SAD by finding a map in Sam Pritchard's grave or from the traveler encounter. Fixed by Killap's patch.

The robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones.

A food system.

A few extra movies (e.g. meeting Gruthar, the desert transaction and getting the car).

Animations: an attack with the pole of the spear, that was finished only for vault-suit clad people, and Mister Handy with minigun and another big gun.

The Rainbow Confederation is a group dedicated to gay and lesbian rights in the post-Apocalypse.


As you can see there is plenty of cutted content from Fallout 2 game, but not as half as it were in original Fallout. For more cut content visit Fallout wiki, which was the source of this article.

Other Fallout 2 related articles:

See also:

June 09, 2014

Fallout 2 Mods and Conversions

Shattered Destiny by Lexx2k



The modification "Shattered Destiny" is the first of three chapters, that will bring back the old Fallout feelings. In this mod, the player isn't the vault dweller or a chosen one, the player is just a guy like you and me in a post apocalyptic world that has been tortured over the years... At first it was planed to create a totally new and big modification, with lots of new npcs, locations, quests, and so on, but because of missing time and interested people, I changed the hole concept to a chapter based game.

Details:
  • a new story
  • meet and talk to new NPCs
  • a new main quest and some side quests
  • you are not the chosen one (yes, its a feature! : )
  • more then 100 new scripts
  • approx 80 new dialog files
  • more then 3.500 new lines of text
  • new videos
  • new premade characters
  • 2 new critter (a new girl, made by Lisac2k and a bald-head guy in combatarmor.)


The Tangut Prophecy by CathayanDragon


The Tangut Prophecy is a Chinese historical RPG based on the FOnline Engine. The game begins in 1167. It features:
  • Historical Fiction set in XII Century China.
  • A Single Player Campaign that focuses on cRPG mechanics.
  • A plot with mysteries, secrets, conspiracies, political intrigues, and twists.
  • Non-incidental interconnecting side quests.
  • Multiple quest branches and resolutions with lasting consequences.
  • Multiple dialogue options with different reactions.
  • Multiple endings to you, your companions, NPCs and the game world.
  • 4 playable races with 4 corresponding language skills.
  • Unique character builds.
  • Detailed NPCs and companions.
  • Radiant game world that accurately portrays the included medieval East and Central Asian tribes.
  • Turn based combat.
  • Small scale battles with mounts and controllable troops.
  • A wide range of medieval arsenal and equipment.
  • Limited currency and items with real monetary value.
  • Travel to the world's extremes: From scorching deserts, to shivering glaciers...
  • Non-tiled prerendered map locations and graphics.
  • Fully detailed and animated character sprites.
No video available for this mod. See more >>

Mutants Rising by dude101


"When mutants kill and destroy all that matters in your life---What can you do? As the last hope of a dead town, will you seek justice for the dead and help for the survivors? Or will you lose your way in this big nasty world that's waiting for you? Can anyone, for that matter, good or evil, survive for long in a world where most problems are solved at the end of a knife or with a burst of gunfire?"

Elko is a peaceful community in western Nevada, founded by the Chosen One about two decades ago. You have lived in Elko all your life. To your townsfolk, you are known as Cassidy's kid or the Orphan, although none of these denominations are exactly accurate: Cassidy isn't your biological father, and your parents may not be necessarily dead. After a vicious attack by a group of savage mutants, you flee with the survivors of the town to a small bunker. A few straggling attackers follow you, which you bravely fight off. Once the battle is over though, Cassidy suffers a heart attack and is in critical condition soon afterwards.

The game progresses from there with three main objectives: find a cure for Cassidy, discover why the mutants attacked Elko and some of the surrounding towns, and discover who your real parents were. As with Fallout 2, the mod can be completed in many different ways. Combat can be both embraced and avoided depending on how you want to play the mod. Developing skills that are seldom used may yield rewards later in the game. See more >>


13 V by TheUnbeholden


This mod is total conversion, alternate vision of Fallout1. It may look bit like low-budget parody but this style is result of my brainstorms about efficient way to make such big mod. At first point am decided to explore more mapper possibilities instead of create any new graphics. Secondary, found that battles suck compare to later Fallout Tactic and decided focus almost entirely on its best part; adventure. This lead me to two major problems later: how make big amount of scripts and dialogs.. above hundred of them! Writing scripts is relative fast, but not their testing that's why decided to use the same copy of script for most of NPC with small different details in quests. Last obstacle was dialogs, huge amount of text could easy bore to death even toughest book reader. That's why everywhere I put jokes, and plot is pretty crazy, often lead to unpredictable situations. Also am focus on playability, and my concept is even better from classic game. There is no one destiny of player, every choices put him in different places where adventure end. No video available for this mod. See more >>

MIB88 Megamod by feillyne


The mod contains the following - New locations:
  • A Letter From The Past - random encounter
  • Abbey Location - Enhanced. Requires a quest to find and there are now quests to do for the monks.
  • Bunker 21 and Truck Locations - Slightly enhanced i.e. requires a quest to find.
  • Carson City and many smaller locations from Alternative Life mod.
  • Cold Hearts and modoc revisted - Chris Parks and Dude101
  • EPA- Chris Parks
  • New Vision Final
  • Primitive Tribe - Chris Parks
  • Scrap heap AKA FO1 demo town.
  • Vault 14
  • Vault 23

Enhancements:
B-Team Armor Mod, Cult of Personality Fix, Dominion mod world map I.E. expands down into FO1 territory. Enhanced Skynet - Body upgrades. Works Correctly now! Enhanced Davin Script (For Females Only!). Freelance slavery - Male and female slaves can sometimes be taken of some of the critters in the wasteland, Friendly Klint 2, FO2 Graphics Upgrade Patch (FO2GUP)Alpha, Gila Lizard and Cockroach critters from FOXP mod (WIP), Gecko enclave encounter, Kaga, Killap's Fallout 2 patch, Lootable Armor, Marcus armour from V14 mod, Miria mod, Mr Fixit, mysterious stranger mod, NPC Armor mod, Seraph's Fallout 2 Mod, Vertibird mod, Wasteland Taxi, Added a number of new load screens from various mods and Fallout 1, components of the Alternative Life mod, translated by Team MIB. No video available for this mod. See more >>

Vintage Firearms by lisac2k


Wounded Ronin's Vintage Firearms Mod with Lisac2k's vintage firearms graphics is a weapon/ammo mod for Fallout 2 based on the old (vintage) weapons. This is my first attempt at making a mod for any game. As such, it is very simple and modest in scope, and I would appreciate feedback in case of errors on my part. I have replaced most of the Small Guns and Big Guns from Fallout 2 with real-world vintage firearms such as 1911s and RPKs. I am a big fan of the rugged power of vintage weapons and part of my purpose in creating this mod was to celebrate the idea that "they don't make them how they used to." I have also tried to make combat a little more realistic in spite of of the hit point-driven style of Fallout and I've basically done this by making the following changes.. See more >>

Survivor by INtense!


It's weapons/npc/items/critters/maps/scripts/dialogues/fixes/car mod. All in one.
The main idea is: you can go through the whole game using only one class of weapons. If you want to use energy weapons only, now you can. If you want to go through the game with a melee character, just go ahead! The weapons and their parameters are changed, and you'll find more powerful weapons of every class as you go further and further through the game. The game is NOT so well balanced (it was hard to make it perfect), so you might find big guns very powerful, but don't forget they need many action points to be used. Melee weapons are not so strong, but they require less action points etc... There are some moments during the game, where scripts give you weapon/equipment/items etc. depending on your skills. Some shopkeepers will sell you nice equipment if you pass weapon class skill check (e.g. if you have 125% or more of energy weapons skill, a shopkeeper will sell you a big-bad-mo-fo energy weapon). The conclusion: choose your favourite weapon class and boost it through the game. That's the main idea of this mod. No video available for this mod. See more >>

Vault Rats by lisac2k


This mod is the result of the drastic changes made to the Fallout game setting and mechanics introduced during the development of the third sequel - Fallout 3. First person shooter with some role playing elements was the worst fear (which mostly became true on October 28th, 2008 when Fallout 3 was released) of the earlier established Fallout community, which largely demanded that the upcoming sequel keeps the spirit of its predecessors, Fallout 1 and 2, as much as it is possible. No video available for this mod. See more >>

Wasteland Merc by stenchy


Features:13 custom locations, custom weapons, custom missions and dialogs and more. This is not an add-on, it is a campaign on its own. In this mod you are not the chosen or vault dweller but a simple mercenary warrior that goes around in wasteland looking for missions/jobs. All missions/jobs are redo-able and are intended to be done several times. If you come to a town and nobody seems to be willing to talk to you that means your not high enough level to get that mission. Than usually they will tell you to get bent or come back when your better in various ways. See more >>


Fallout 2 Restoration Project by stenchy


Despite how much there is to do in Fallout 2, parts of the game always felt incomplete or rushed. The purpose of this mod is to fill these gaps and make Fallout 2 into the game it was meant to be. This project attempts to stay true to what made Fallout 2 great and thus the new content you will find is not something I thought up or felt would be cool to include, but rather a reality of what the original Black Isle developers wanted. I read through developer comments, studied original design documents, and looked through nearly every file included in the game in the process of creating this mod. I admit I had to make some judgment calls here and there, but 90% of what you will see is something originally planned to be included in the game but was cut for whatever reason. Not only does this mod include new content, but it also includes my unofficial Fallout 2 patch which corrects 800+ bugs left in the game after the last official patch. See more >>


May 28, 2014

Let's Talk About: Fallout 2


Fallout 2 is lauded as one of the best, if not THE best CRPG of all time. It literally came out a year after the first one, so that should put things in perspective. Fallout 2 was made with Fallout's engine and uses a lot of its assets, but it not only better but arguably perfect. Meanwhile, Call of Duty gets a new game every year, has a bigger budget, and an improved engine with new assets, and yet manages to never, ever improve even slightly. It just goes to show what being in a development team with no restraints and tons of passion can do. Yes, this was truly the high point in the history of Interplay, when its slogan "By Gamers for Gamers" actually meant a damn. But I'm getting ahead of myself, let's get back to the game.


Fallout 2 takes place a whole 80 years after the events of Fallout, but despite that large time gap is still very much a sequel. It's interesting to see the long-term effects of your previous incarnation's decisions, even if it's not like Mass Effect where decisions carry over from previous games. You see how villages grow to full blown towns, the Super Mutants moving on from being "Humanity's next evolutionary step" to being just one more race of rejects in the post-nuclear world, and even how the NCR got to the point that it is at in Fallout: New Vegas. Gameplay is fine-tuned, allowing more immersing interactions and reactions from NPC's, the ability to fully customize your character and your party members, and pretty much just play, however the hell you wanted...Provided you got past the extremely cruel hurdle that is the game's first act. You could even do crazy roleplaying things like getting married or becoming a Porn Star (This is the real image of the perk for being a Porn Star, by the way.)!


But story is where things kinda falls off. First off, the game has a lot of pop culture references. I mean A LOT. Like too much. Nearly every other character makes some sort of reference to something that happened that was relevant at the time, or references a famous film like 2001: A Space Odyssey. Then there's the actual plot of the thing. After The Vault Dweller got kicked to the curb in the first game, he went and founded his own community! With blackjack! And hookers!..But not really it's just a village that eventually develops a stereotypical tribal culture and worships the Vault Dweller as a prophet of sorts. You play the grandson of The Vault Dweller, and of course you are dubbed The Chosen One. From there, it's essentially the same plot as the previous game: Save your people by finding an elusive item, only to find an even greater threat that must be destroyed. Here, however, we were introduced to one of Fallout's most enduring group of evil assholes: The Enclave.


Extremely well equipped, dangerously effective, and incredibly zealous in agenda, The Enclave are a shadow government that has existed since even before the War, twisting the United States into an autocratic police state determined to outlast everyone else on the planet. Unfortunately for everyone in the wasteland, that agenda has not changed even after the United States was blown to smithereens. In my opinion, they are just the stereotypical "evil empire" that seems to act irrationally because MUHAHAHAHHAH EVIIIIIIIIL. I mean, sure, they are intimidating, with their working flyin' machines, augmented Super Mutants, and incredibly awesome custom Power Armor, but their plan to take over the Wasteland is f#$@ng dumb, even though it leads to one of the best plot twists I've ever seen in a video game.


Get it?! DICK RICHARDSON. Humour!
Let me break it down for you. The Enclave moved to a secured oil rig just before the war and are thus free of radiation. They, therefore, wish to eliminate all sentient beings that have been exposed to the stuff, even humans who are for all intent and purposes normal, declaring them impure. They created a virus that would kill them all, and leave only themselves alive. Now think about this one; The Enclave will be the only humans left...How can they hope to sustain a population with only a couple hundred people? Granted, there's no known number on how many Enclave members there truly are, but what happens when they finally take the mainland? Won't they also be irradiated and thus be rendered impure? Or will they live their whole lives in those clunky, hard-to-make power suits? What will they eat, as all the plants and animals are QUITE impure? Radiation does not just magically go away because you killed all the people who had it! None of this is ever explained! Gah!


This one Mr. Handy spouts off about 5 references to movies on a loop.
But what about that big twist, you may ask. Well, you may already know it, but it was in Fallout 2 that we learned the true nature of the Vaults; They were never meant to save anyone, but rather to run social experiments on various groups of people, with the Vaults that had no such experiments being a control. This essentially meant that the malfunctioning of the Water Chip in Fallout that started the whole series and incidentally set all these events up until now in motion was because the chip was DESIGNED TO MALFUNCTION. Mind. Blown. The best part about this twist is that you hear all of this from the freaking President, who has some very loose lips. This would also pave the way for some of the more bizarre and creepy stuff we'd see in Fallout down the road...
Fallout series are one of the most fun games in history of rpg.
So, does Fallout 2 deserve all its praise? Yes, yes it does. The story may not be as strong, but the villain is compelling. The gameplay is much stronger, the references can be really funny if you know your trivia, and not even the most recent addition of New Vegas had as much variety for the main character as this one did. The consequences, interactions, and reactions were all fine tuned to the point that the world of Fallout 2 just came alive as you played it, and let's not forget the ridiculous number of possible endings for each and every location you came across. Simply put, it's the best Fallout game ever and you really need to play it if you have not already.


Seriously, where did he get the armored suit? It's nowhere in the game!

Have a dissenting opinion? Think Fallout 2 actually sucks? Talk about it! Share what you think about Fallout 2 and hey, share some fun stories about it. Next time: Fallout Tactics!


More Let's Talk About:

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4