So I just installed Fallout 1...

Post » Tue Dec 29, 2009 5:26 pm

... and I freaking love it. The learning curve is a little bit interesting though, partly because I keep subconsciously using the Fallout 3 controls, and also because the readme file didn't exactly tell me what the controls are (the Fallout Collection doesn't seem to come with an actual instruction manual).

So, what I was wondering, is if any Fallout veterans out there could help me out by listing the game's controls? Especially how bartering works and how on earth to use a stimpak! (although some more general controls would also be incredibly useful)

My internet connection kind of svcks at the moment, so i'm having some trouble doing Google searches (even this forum doesn't load completely, but I can generally read the text), so I can't exactly find any info on my own. :(
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Riky Carrasco
 
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Post » Tue Dec 29, 2009 3:31 pm

I believe the manuals for FO1+2 are available on the NMA website.
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Red Sauce
 
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Post » Tue Dec 29, 2009 6:25 am

So, what I was wondering, is if any Fallout veterans out there could help me out by listing the game's controls? Especially how bartering works and how on earth to use a stimpak! (although some more general controls would also be incredibly useful)

press F1, problem solved.(it will show you all the default controls)

bartering is an easy thing, what you need to do is get what you want from someone else inventory and give something you doesn't need(much) to him, but always remember to watch the value of your items and his. if it's equal, he will accept it, if not he won't accept it.

about using stimpak, just open your inventory and click and hold LMB to the stimpak, there will be two hand icon,one to use it and the other to discard it. otherwise you can equip it and use it like a weapon but "target" it to yourself...
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scorpion972
 
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Post » Tue Dec 29, 2009 4:40 pm

You think you have it rough, eh?

When I first started playing Fallout, I was fresh off a stint in Starcraft, so I thought Stimpaks were some kind of combat boost rather than a healing item, so I never used them, I just sold them!

Imagine going through all of Fallout 1 AND 2 without ever using a single stimpak!
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Annika Marziniak
 
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Post » Tue Dec 29, 2009 2:32 pm

You think you have it rough, eh?

When I first started playing Fallout, I was fresh off a stint in Starcraft, so I thought Stimpaks were some kind of combat boost rather than a healing item, so I never used them, I just sold them!

Imagine going through all of Fallout 1 AND 2 without ever using a single stimpak!

ha! just like my cousin... are you my cousin? :P
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Jack Walker
 
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Post » Tue Dec 29, 2009 9:53 am

press F1, problem solved.(it will show you all the default controls)

bartering is an easy thing, what you need to do is get what you want from someone else inventory and give something you doesn't need(much) to him, but always remember to watch the value of your items and his. if it's equal, he will accept it, if not he won't accept it.


So it's just a drag and drop kind of deal?
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Nitol Ahmed
 
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Post » Tue Dec 29, 2009 8:57 pm

So it's just a drag and drop kind of deal?

pretty much...
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Jason White
 
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Post » Tue Dec 29, 2009 7:39 am

Read this http://www.gamesas.com/bgsforums/index.php?showtopic=681908 for lists of manual/patch downloads. All recommended and assured for your safety :)

Manuals for http://www.nma-fallout.com/forum/dload.php?action=file&file_id=33 and http://www.nma-fallout.com/forum/dload.php?action=file&file_id=65 here.

Glad you're enjoying the originals so far :)
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Mariaa EM.
 
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Post » Tue Dec 29, 2009 9:31 pm

a couple other things that might help you, if you press the "S" key, it brings up your skilldex. Right off the bat, each one of these (sneak, lockpick, steal, trap, etc.) you can toggle with your left mouse button, and then left click what or who you want to apply that skill towards as an action (except for sneak which simply becomes active). But there's number key shortcuts as well, and 1-8 correspond to those skills in the order that the skilldex displays them. This will make your life a bit easier if you're attempting a difficult skill check that can retried repeatedly (such as a hard lock). While I'm mentioning that, it's good to always start sneaking before you attempt something like steal and lockpick in the presence of npcs', as in fallout 1&2 as opposed to 3 there is no visual tip-off in the game when such behaviour migh tick off a local if you do so. Common sense usually applies. If it looks like it might belong to someone, it probably does.

Another thing you might not have figured out yet, you can equip things other than weapons in those two slots (hands) you have such as stimpacks, that way you can avoid the 4 AP deduction for digging through inventory in the middle of combat. Then again, I don't believe you get deducted for each individual use when you use them from your inventory screen, and I believe the same goes for reloading. It's sort of an exploit :/ .

And finally for a neat workaround, if you for instance, right click an object or npc you can perform an item based action towards (such as heal a party member with a stimpack) and click on the bag shaped icon in the menu that pops up, your inventory can be accesed directly followed by you left clicking on whichever item you wish to use. As soon as that's finished, your avatar should hustle over and perform the task. It's a nice conveinance feature that's easy to forget.
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Solina971
 
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Post » Tue Dec 29, 2009 5:48 am

Another thing you might not have figured out yet, you can equip things other than weapons in those two slots (hands) you have such as stimpacks, that way you can avoid the 4 AP deduction for digging through inventory in the middle of combat. Then again, I don't believe you get deducted for each individual use when you use them from your inventory screen, and I believe the same goes for reloading. It's sort of an exploit :/ .


Really? That's pretty cool. I've just been storing ammo in the second slot (at first it was how I thought you loaded ammo into a weapon... I don't know why), and I only just learnt I could toggle between the two slots. Gotta remember this!

And thanks to FalloutChris for the patch links. :)

Heh, I just got the water chip to Vault 13. I can surf the interwebs at the Vault computers. Gonna have to incorporate this into my town mod in some way. :D
Now, to take full advantage of the recruiting Tandi glitch and to track down Harold! Love this game so much. I can't wait to get started on #2 and Tactics!
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ZANEY82
 
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Post » Tue Dec 29, 2009 12:04 pm

Really? That's pretty cool. I've just been storing ammo in the second slot (at first it was how I thought you loaded ammo into a weapon... I don't know why), and I only just learnt I could toggle between the two slots. Gotta remember this!

And thanks to FalloutChris for the patch links. :)

Heh, I just got the water chip to Vault 13. I can surf the interwebs at the Vault computers. Gonna have to incorporate this into my town mod in some way. :D
Now, to take full advantage of the recruiting Tandi glitch and to track down Harold! Love this game so much. I can't wait to get started on #2 and Tactics!

if you want to play the second one(Fallout 2) you may consider to download this mod. It will add all the content that was originally planned by the Fallout 2 devs. You will find about 6 new locations (some quite large, other smaller) as well as a few new areas to old locations. In addition, almost every town in the game has new content whether it is new characters, quests, or items. and if you bought the european version, this mod also contain a patch to add back the childrens(only for Fallout 2)

Here is the link: http://www.nma-fallout.com/forum/dload.php?action=file&file_id=1097
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FoReVeR_Me_N
 
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Post » Tue Dec 29, 2009 4:51 pm

If you put them in your hands, you get an AP hit for each use. If you get into your inventory, and do the right-click -> use on them you can use as many as you need for just the cost of inventory access IIRC. It was an exploit of sorts.
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Nathan Barker
 
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Post » Tue Dec 29, 2009 9:45 pm

Really? That's pretty cool. I've just been storing ammo in the second slot (at first it was how I thought you loaded ammo into a weapon... I don't know why), and I only just learnt I could toggle between the two slots. Gotta remember this!

And thanks to FalloutChris for the patch links. :)

Heh, I just got the water chip to Vault 13. I can surf the interwebs at the Vault computers. Gonna have to incorporate this into my town mod in some way. :D
Now, to take full advantage of the recruiting Tandi glitch and to track down Harold! Love this game so much. I can't wait to get started on #2 and Tactics!

Just curious, how do you normally reload now?
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kennedy
 
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Post » Tue Dec 29, 2009 7:58 pm

I wouldn't install the restoration project on your first playtrhough, but you should definitely install killap's fan patch from the get go.
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Lucie H
 
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Post » Tue Dec 29, 2009 1:04 pm

I wouldn't install the restoration project on your first playtrhough, but you should definitely install killap's fan patch from the get go.

Is this patch absolutely necessary to prevent game-breaking bugs or something similarly nasty? I just started playing and got to Shady Sands.
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Mark Hepworth
 
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Post » Tue Dec 29, 2009 10:57 am

I wouldn't install the restoration project on your first playtrhough, but you should definitely install killap's fan patch from the get go.

This is important. Never assume the game without this patch is somewhat 'lacking' because it's not. It does however provide some content that certainly reinjects something fresh after this long.

Is this patch absolutely necessary to prevent game-breaking bugs or something similarly nasty? I just started playing and got to Shady Sands.

Noo it's not, though the unofficial 800+ bug fixes have been included with the restoration project, those fixes are available separate from the restoration patch also. Shady Sands is in FO1. The restoration patch refers to FO2.

Though it would be wise to install up-to-date bug-fix patches before you play them, much like any other game.
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joeK
 
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Post » Tue Dec 29, 2009 3:11 pm

Killap's patch is for FO2.
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Josh Dagreat
 
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Post » Tue Dec 29, 2009 7:00 pm

I also read that random encounters (among a few things) are hardware bound, so the faster your CPU is, the less random encounters you'll... encounter. I think that's also fixed with Killaps patch, right?
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Ownie Zuliana
 
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Post » Tue Dec 29, 2009 7:18 am

I also read that random encounters (among a few things) are hardware bound, so the faster your CPU is, the less random encounters you'll... encounter. I think that's also fixed with Killaps patch, right?

You travel much faster over the world map depending on the speed of your CPU, it is in this sense that you have less encounters, you could travel the whole wasteland on only have about six or seven encounters, though if you did it at the proper speed you'd have closer to about 60 or 70.

I'm not sure if Killap's patch solves this, I can't remember if I installed a separate patch that fixed it.
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Taylah Illies
 
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Post » Tue Dec 29, 2009 6:37 am

I also read that random encounters (among a few things) are hardware bound, so the faster your CPU is, the less random encounters you'll... encounter. I think that's also fixed with Killaps patch, right?

Heh, hopefully that's true. I got owned by radscorpions quite a few times. They're apparently even more annoying than in FO3. :banghead:
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Alexx Peace
 
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Post » Tue Dec 29, 2009 6:32 pm

Yes, Fallout 1 is awesome. Same as Fallout 3.
If someone was crazy enough to remake Fallout 1 for the Fallout 3 engine (with Fallout 3 style gameplay), it would be the most epic thing ever. I would get Fallout 3 on PC just for that! Unfortunatly, all I have is the 360 version, and I got it just one month before getting an awesome gaming PC for a similar reason (ie the Half-Life 1 remake "Black Mesa: Source")
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Soku Nyorah
 
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Post » Tue Dec 29, 2009 7:37 pm

Heh, hopefully that's true. I got owned by radscorpions quite a few times. They're apparently even more annoying than in FO3. :banghead:

Actually, they're not that bad in the originals. I find them infinitely more annoying in FO3, though they became less annoying after I started targeting their pincers, made them flinch more often I found. Plus they used to CBT my playthroughs more than anything else >_<
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Jay Baby
 
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Post » Tue Dec 29, 2009 11:25 am

Actually, they're not that bad in the originals. I find them infinitely more annoying in FO3, though they became less annoying after I started targeting their pincers, made them flinch more often I found. Plus they used to CBT my playthroughs more than anything else >_<


You just have to see them before they see you. Guass rifle at long range easily kills the Giants.
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Betsy Humpledink
 
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Post » Tue Dec 29, 2009 8:30 pm

You just have to see them before they see you. Guass rifle at long range easily kills the Giants.

Assuming you have the appropriate DLC. I'm vanilla :P I suppose a Plasma Rifle would see them off easily, I pretty much used a Combat Shotgun/Assault rifle/Hunting Rifle combo for everything >_<
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brandon frier
 
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Post » Tue Dec 29, 2009 3:07 pm

Assuming you have the appropriate DLC. I'm vanilla :P I suppose a Plasma Rifle would see them off easily, I pretty much used a Combat Shotgun/Assault rifle/Hunting Rifle combo for everything >_<


Without the Gauss rifle, you can snipe at them, maybe pull them into a few closely spaced mines. Of course by the time it gets to shotgun range, well, there's likely going to be some drama. That's especially true if you are running MMM.

I came around a ridgeline and got hit by 3 of these things (MMM extra spawn). Lucky I had my metal blaster. Ol Dogmeant almost got it that time.
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Glu Glu
 
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