Fallout

Fallout

dwaynegand Jul 16, 2022 @ 12:36pm
Restoration Mod
No, I'm not talking about Killap's Restoration Project for Fallout2. I'm talking about the Restoration Mod by Wasteland Ghost for Fallout 1. This mod adds back in the mutant invasions for all settlements as well as some random encounters. This mod is an option for patch 1.3.6 to install.

Since 1.3.6 came with the Restored Good Endings mod, I changed the number of days until the mutants invaded so I could get the good endings for the Hub and Adytum.

The last time I tried playing with this option, I waited until the mutants invaded. I spoke to the leader of the CoC posted at the Follower's library, but the game crashed.

According to the readme file it comes with, it also restores the ending for the Brotherhood of Steel if the mutants invade. I'm not sure, but I think it also restores the Junktown invaded ending.

Also, recent testing revealed that enabling the mutant invasions restored the original deadline of 500 days before the mutants invaded Vault 13, ending the game (400 days if you had the Water Merchants deliver water to the vault).

Has anyone else ever downloaded and tried out this mod? What was your experience? Do you recommend it or not?
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Showing 1-7 of 7 comments
The Chosen Chad Jul 16, 2022 @ 2:33pm 
Very good experience, it forces you to actually do a flawless run to have the best ending or going out of you way and destroy the master once you clear Adytum before getting the Chip.
If you just want to experience the invasion go ahead, if you dont want to be frustrated or be punished to explore or trying a new path dont play it again.
dwaynegand Jul 16, 2022 @ 2:52pm 
You can still modify Vault13.gam to postpone the invasions till a later date.
dwaynegand Jul 20, 2022 @ 7:01pm 
I just beat the game with the Restoration Mod. I changed the days until the mutants invaded so that I could postpone the invasions and get the good endings for the Hub and Adytum with the Restored Endings Mod. However, even though I never returned to Necropolis after getting the Waterchip and repairing that pump, I still got the mutant invasion ending for Necropolis instead of the good ending.
dwaynegand Aug 9, 2022 @ 9:02pm 
Why were the mutant invasions disabled in the final version of the game, despite the fact they they still occur in the ending slides for Adytum, Hub, and Shady Sands if you take too long?
dwaynegand Aug 12, 2022 @ 2:59pm 
If certain dialogue with some post-invasion npcs can crash the game, would I be better off not installing the mod?
Mennan Aug 12, 2022 @ 4:23pm 
I believe the reasoning that the invasions were cut was the developers decided it would be a bad idea to suddenly just destroy major towns the player interacted with.

I haven't used the mod before though so as usual why don't you just give it a spin and test it.
dwaynegand Aug 12, 2022 @ 6:26pm 
I did try it out, several times. Like I said above, I discovered that certain dialogue with post invasion npcs, such as the CoC leader after the followers are invaded, causes the game to crash. I have read that the Restoration Mod is inactive and has been been maintained for many years.

So I'm guessing that I should just not bother with it.
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Showing 1-7 of 7 comments
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Date Posted: Jul 16, 2022 @ 12:36pm
Posts: 7