Wasteland Merc Mod Fallout 2


Wasteland Merc Mod Fallout 2



Wasteland Merc Mod 1 and 2 are sfall compatible mods for Black Isle's cRPG Definition of 1998, Fallout 2.

In both mods, you assume the role of a merc for hire. There is no story and there are no formal quests. The mod is a sandbox in which you explore and slay, loot and sell, and level the character build.

Wasteland Merc 1 Mod



The gameplay of Wasteland Merc centers around getting quests to find items, going to where the items are, slaying whatever critters are guarding the items, looting the items, and then selling the items to the quest-giver. Put simply, the object of this gameplay loop is to get better gear and level the character build; that is, the object of the game is wealth accumulation and power progression.

At first, you are a scavenger trying to survive. Actually, that never changes. You just become more and more efficient at scavenging and surviving as you get better items and gain character levels.

  • Quest-giving Towns: Flagstaff, Trashyard, Susanville, Black Market, Hollister, Brotherhood of Steel
  • Hostile Zones: Raider Shack, Deathclaw Nest, Little House in the Desert, Infested Flagstaff, Alien Lair, Apocalypse Temple


The hardest hostile zone to beat is the Apocalypse Temple due to the radiation and TAAG-wielding Super Mutants that can one-shot even supertanker builds.

  • Powerful Mutant x1 (Tactical Anti-Air Gun)
  • Tough Nightkin x1 (TAAG)
  • Super Mutant x1 (TAAG)
  • Generic Ghoul x4 (Zeta Shotgun, Sharpened Spear)
  • Scavenger x5 (Warfare Etilof, Automatic Wolf, Sharpened Spear)
  • Nasty Floater x2
  • Mean Centaur x3

Wasteland Merc 1 Weapons


The best Fallout 2 Build for Wasteland Merc is a Fast Shot Gunfighter that focuses on Small Guns and Big Guns. In this mod, Energy Weapons are not worth investing in.

The Space Marine Gun (Small Gun) can be purchased or stolen from the gunshop in the Trashyard, southeast of Flagstaff.


The Tactical Anti-Air Gun (Big Gun) is looted from the corpses of super mutants located at Apocalypse Temple in the far east of the Wasteland map.


The Energy Fawler (Energy Gun) is found amidst a pile of bones in the Deathclaw nest located in the far southwest of the Wasteland map.


Once you earn 150,000 caps, you can purchase Power Armor from the Brotherhood of Steel Paladin in the southeastmost building of the BoS compound located in the far southeast of the Wasteland map.

Wasteland Merc 2 Mod



The Wasteland Merc 2 mod adds new towns and bigger battlezones as well as survival mechanics such as mining, crafting, fishing and cooking.

Due to the addition of crafting in WM2, enemies don't drop what they are wielding and wearing when slain. However, exploded enemies erroneously drop their weapons, ammo and consumables. No enemy drops armor, exploded or not.

Note: Be sure to install WM2-Vault Net ADDON or you can't craft Power Armor due to a bug. If you want to decrease mod difficulty, you can also install WM2 patch 1.1. This will give you starting items based on Tags, on-hit XP, and allow you to loot corpses of the slain based on your Steal skill.

Itemization is randomized in WM2; that is, what you find in lockers, footlockers and other receptacles is randomly drawn from custom preset item pools.

You need about 170 in Lockpick or the tougher locks will simply jam, and you want 100 in Outdoorsman.

All of the quest-giving towns are located in the northwest of the map whereas most of the hostile zones are located in the southeast. The towns also have conventional merchants, not just quest-givers.
 

Quest-giving Towns


Each town has about 10 quests on offer.


Wasteland Merc 2 Combat Encounters


  • Alien Lair guarded by 45 160 HP Tough Aliens and one 999 HP Alien Queen wielding radiated claws.
  • Apocalypse Fort guarded by seven Tough Nightkin Super Mutants and 14 Tough Super Mutants wielding Tactical Anti-Air Cannon 4/4 Mini Rockets, Flamer 5/5 Flamethrower Fuel, Gatling Laser 30/30 Micro Fusion Cell and Minigun 120/120 5mm JHP.
  • Raider Stronghold guarded by 34 Psycho-using Raiders wearing leather armor and wielding Eyonal Handgun 15/15 10mm JHP, Oversub 60/60 JHP, Randolf Revolver 6/6 .44 Magnum JHP, Detwel Shotgun 8/8 12 ga., Slayer 6/6 .44 Magnum JHP. They have 60-63 HPs.
  • Car Workshop guarded by 16 Punks wearing leather armor and wielding Eyonal Handgun 15/15 10mm JHP, Oversub 60/60 JHP, 9mm Mauser 7/7 9mm Ball and Slayer 6/6 .44 Magnum JHP. They have 100 HPs.
  • Airport guarded by six Gun Guards wearing metal armor and wielding Tactical Anti-Air Cannon 4/4 Mini Rockets, Flamer 5/5 Flamethrower Fuel, Hunting Rifle 5/5 .223 FMJ, Randolf Revolver 6/6 .44 Magnum JHP, Eyonal Handgun 15/15 10mm JHP, Oversub 60/60 JHP. They have 67-77 HPs.
  • Radville Homestead guarded by three dogs and three Homesteaders wielding Eyonal Handgun 15/15 10mm JHP.
  • Nuke Temple guarded by six Nuke Monks wearing robes and wielding Energy Fawler 12/12 Small Energy Cell, Glowball, Hunting Rifle 5/5 .223 FMJ, 9mm Mauser 7/7 9mm Ball, Oversub 60/60 JHP and Detwel Shotgun 8/8 12 ga. shells. They have 80 HPs.
  • War Tech Facility guarded by four Floating Eye Bots and four Repair Bots (crafting station).
  • Apocalypse Camp guarded by 3x Floater, 2x Centaur, 1x Super Mutant and 3x Ghoul wielding Detwel Shotgun 8/8 12 ga. shells and Flamer 5/5 Flamer Fuel.
  • Ghoul Town guarded by 26 Tough Ghouls wielding Detwel Shotgun 8/8 12 ga. shells. They have 65 HPs. Radiation hazard.
  • The Shelter guarded by four 75 HP Auto-Cannons wielding Heavy Dual Minigun 800/800 .223 FMJ and a 50 HP Cyborg wielding Viper Strain sniper rifle 1/1 .223 FMJ. If you have the Cyborg patch installed, the Cyborg has 999 HPs and is extremely deadly firing from Viper Strain.
  • Radiated Mines guarded by six 160 HP Tough Aliens wielding radiated claws.
  • Mines guarded by six 9 HP pig rats.

Wasteland Merc 2 Weapons


Adamantium Carbine:


Viper Strain:


Tactical Anti-Air Gun:


Tactical Anti-Air Cannon:


Wasteland Merc 2 Crafting


Crafting is conducted via the crafting computer located in the War Tech Facility. After clearing the robotic aggro guarding the facility, you can access the mainframe's menu system in order to craft arms, armor and utility items providing you have the required crafting component and skill level in Science, Repair or Doctor.


Each craftable item has component and skill prerequisites which must be met or it cannot be crafted. Naturally, powerful items require more components and higher skill levels.

For example, if you have 100 Repair, 15 Steel Bars and 5 Plastic Bars, you can craft the Space Marine Gun.

  • Power Armor: 30 Steel Bars, 5 Plastic Bars, 15 Circuit Boards, 2 Boxes of Micro Fusion Cells, 20 Chemicals
  • Adamantium Carbine: 30 Plastic Bars, 20 Steel Bars and 20 Circuit Boards
  • Advanced Space Marine Gun: 15 Steel Bars, 5 Plastic Bars, 10 Circuit Boards
  • Tactical Anti-Air Gun: 30 Steel Bars
  • Tactical Anti-Air Cannon: 35 Steel Bars

I wish this mod focused more on dungeon, enemy and combat encounter design rather than dialogues, survival mechanics and unique itemization. Still, I recommend giving these mods a whirl if you are a Fallout veteran.


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