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EcCo Gameplay Overhaul

A mod for Fallout 2 Restoration Project Updated.

By phobos2077


Vision

In short, this is a conservative gameplay overhaul.

Design goals:

  • make more skills useful, to make non-standard builds more viable (Barter, Throwing, Melee, Repair, etc.)
  • add a little more challenge to the combat, barter and other aspects of the game, without any "hardcore"
  • make most weapons and other items in the game have a purpose
  • keep things configurable and modular, so the players can tweak mod to their liking and mod authors can re-use parts of it in their own creations
  • attempt to fix balance issues introduced by RP (more "free" loot, much more EXP, etc.) as well as original game
  • stay true to the original game mechanics and design as much as possibly, always try to improve when possible, not reinvent

Main Highlights

Combat:

  • rebalanced weapons and adjusted their distribution to make most of them have good use cases
  • added a few new guns to "fill" certain voids, like .44 and 14 mm calibers having too short "life"
  • automatic weapons further diversified by varying bullet dispersion
  • ammo types matter with more to choose from and AP made useful thanks to improved damage formula
  • energy weapons made more effective against lesser armors, and laser weapons made more powerful
  • melee is more viable mid-game for player as well as NPCs thanks to new more powerful melee weapons, more move points and rebalanced stats
  • throwing weapons expanded and made more useful with critical chance bonus for blades, much deadlier grenades and new types to choose from
  • improved stats of several critters (like weak types of Deathclaws, large scorpions, etc.)
  • new stealth elements: blackjack and sneak attack
  • "fair" inventory management in combat - no cost to open, 2 AP per action, 4 AP to reload (mag sizes matter now)

Economy:

  • prices in stores are affected stronger by Barter skill increases at lower levels and less at higher levels
  • selling prices now also depend on Barter skill (instead of always being at 100%)
  • some items vary in prices between towns, so you can trade for profit with enough skill
  • raise money by selling new types of monster parts or by doing several new quests (see details)
  • reduced and made harder to get some overpowered loot in several locations
  • ammo, drugs and weapon abundance from fallen foes reduced

Progression:

  • several small adjustments to quest flow to integrate content from Restoration Project better into the game
  • some gangs made tougher (Metzger, Salvatore, Vault 15 raiders)
  • redesigned entrances to the Raiders hideout for more challenge and variety
  • reduced unbalanced EXP rewards for several quests
  • reduced experience when killing the same critter type many times

Crafting System:

  • craft various items: weapons, ammo, drugs, armor
  • available via a new interface button or a via hotkey
  • unlock new items by finding crafting teachers across the game

Traps System:

  • installable traps: "melee" type Spike Trap, Bear Trap that immobilizes enemies, explosive mine and sensor bomb
  • explosive traps are customized by arming them with any type of explosives or grenades
  • become a trapper by luring geckos and rats into your traps using food as bait!

New Quests:

  • a couple of random-encounter-based "Bounty Hunt" quests
  • a couple of fetch quests involving new monster/animal parts

For a detailed description of all features, see full readme.

COMPATIBILITY

Can ONLY be installed on top of the Restoration Project: Updated v26 with Maps Updated by Pixote.

Start of a new game is required, if you're updating from EcCo 0.6.2 or basic RPU.

  • Full built-in support, no patches needed (if you previously used compatibility patches, DELETE them)
  • Has conflicts, requires patch! (see releases page for more info)

Inventory Filter (2.0.2 from github):

  • SmartBarter option seems to cause issues with barter, avoid!
  • Don't use with default settings! Some of them has conflicts with EcCo features
  • Disable the following (EcCo already includes similar changes):
molotov_fire=0
damage_mod=0

sfall v4.4.0 or higher is required! (included in the mod package)

INSTALLATION

Find the latest release on releases page and follow instructions.

If you don't like any changes to mechanics or some other aspects, feel free to read and edit the INI files in the mods/ecco folder.