The goal of the mod is to provide additional fixes and a thorough rebalance of existing ingame equipment, expanding equipment choices and providing more variety. Most stats were redone based on common sense or RL weapon parameters, however, if it stood in the way of the original purpose of this mod, common sense rules were bent without hesitation or completely broken. Additionally, the mod includes an extensive audio/visual rehaul to provide better immersion.

*** ATTENTION ***

This mod builds upon changes and bugfixes found in Fallout Tactics Redux mod v1.3 by Endocore and WILL NOT WORK PROPERLY WITHOUT IT.

Major features:

- Version 2.0 introduces a smooth equipment progression to the game, you will gain new items at a steady pace almost all the way to the final mission.
- Enemies are stronger than in vanilla game and much better equipped, each enemy in the game was manually checked and outfitted to ensure he's ready for you.
- Some ammunition types were changed, some were scrapped and some new ones were introduced, the system is probably more straightforward now.
- Armor was nerfed across the board again with special attention to reducing DR values because it messed up the damage calculation too much, as a result ammo modifiers work properly now.
- Fixed a lot of bugs related to weapon damage types.
- Added a ton of weapons with proper desriptions, some as replacements and some as additions to extend the gearing curve further, the game has close to 150 weapons in total now.
- Also added some unique armors to the game, usually offering some sort of twist rather than straight improvement.
- Real life weapons are more realistic, they use proper ammo, have proper weight and fire rates.
- Unarmed progression was reworked too for all the Bruce Lee fans out there, you get new moves at a faster rate, most were renamed and improved. Close quarters combat is more viable in general.
- All weapon and ammo sprites were replaced with high quality versions.
- Weapon sounds were also replaced and some bugs were fixed, a lot of weapons still share sounds but there should be much more variety now. For instance, in heavy weapon class, RPD, Bren, SAW, M60 and Browning all sound differently.
- Weapons and defenses were rebalanced repeteadly. The playing field should be more level than ever.
- Some of the races were modified, most wasteland animals are more deadly and some get free perks.
- Some recruit types were modified, super mutants and deathclaws should be much better now.
- Added a special new recruit that was strangely absent from Tactics even though he appears in every other Fallout game. He's part of a story mission and has an accompanying npc that provides his backstory.
- Quartermaster only sells armor, ammo and common weapons, but he gets it at a more steady rate. Some weapons or armor are more rare or even unique so you will have to find those yourself.
- Ammo is a bit more scarce so you might want to buy some.

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Equilibrium v2.2

Equilibrium v2.2

Full Version 30 comments

Fully completed version of the mod including all planned changes to the game. As always, bug reports and feedback are most welcome, enjoy.

Equilibrium v1 final (old)

Equilibrium v1 final (old)

Full Version

Basic, fully functional first release of the mod. Version 1.1 which changes most weapon sprites, replaces more weapons and adds some new ones is in the...

Post comment Comments  (0 - 10 of 396)
nemserultnem
nemserultnem - - 14 comments

Hi raics! I've just completed Mardin, became friends with the Deathclaw and got back to the base - and to my greatest surprise no recruits were added to the pool, no deathclaw, no raiders, nothing, even though Barnaky in his mission ending speech did say that the Matriarch agreed to join. Is this dependant on the rank (my main char is level 11 / rank 6 - squire / reputation guardian of the wastes) / should I complete another mission(s)? I have enabled the bonus mission so Springfield is the only selectable at the moment.

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raics Creator
raics - - 1,288 comments

Yeah, if you see no recruits it probably means your rank is still not high enough.

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nemserultnem
nemserultnem - - 14 comments

Ah okie, thank you - hopefully they'll arrive after Springfield then, I'd love to have some deathclaw in my squad. :) Not sure how they'll fare close & personal against super mutants with burst big guns though.

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nemserultnem
nemserultnem - - 14 comments

Hi raics, I've just got my first SPAS-12 automatic shotgun on the Pretoria mission, however it only seems to have a single firing mode, no burst - sadly, as it was one of my favourites in the 1-2-tactics series. Is this a known bug? Is there any fix / real automatic shotguns later in the game?

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raics Creator
raics - - 1,288 comments

SPAS-12 wasn't in Fallout 1/2 or Tactics. The way they're set up in the mod is you're getting one pump action, one double barrel, one semi-auto (spas-12), and three fully auto shotguns, so you have yet to find those three.

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nemserultnem
nemserultnem - - 14 comments

Ah OK, so this one's advantage is reduced AP cost and the burst ones are yet to come. Thanks for the clarification! :)

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nemserultnem
nemserultnem - - 14 comments

Hi All! It seems that perk options are out of place in my game - eg. with my lvl6 main character I can see Ninja and Quick Recovery as selectable perks, even though both state to have a level requirement of 12 plus skill requirements I don't meet. Stitch can select 'Stat!' at level 3, though it says lvl requirement is 14 plus very high skill requirements he doesn't meet. When I select these, they do not seem to have any effect.

Also More Criticals says +10% to crit chance, when I select it, it only seems to give +5%.

Are these known bugs? Is there a way to fix it? I have Redux v13 and Equilibrium 2.2.

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nemserultnem
nemserultnem - - 14 comments

Found the issue - I had to start BOS.exe directly instead of the launcher Steam generated.

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raics Creator
raics - - 1,288 comments

Yeah, mentioned that further down the page, the .exe file is where the perk changes and some other fixes are, so you should use the one provided.

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nemserultnem
nemserultnem - - 14 comments

How can I edit my main char? I'm on the 3rd mission and have realized that I made a wrong design choice by not picking Fast Shot - I just want to add that one trait.

-tried BOSEdit - that one only lets me modify my squad members, not the main character
-Bosche - it seems this one shows a random guy instead of my character, weird name, wrong skills tagged etc - I tried to copy my char in a hope that it'll update, but seems not to do anyting
-Fot_edit - does not start, gives an error message "This app cannot run on your computer"

Is there a working editor / way to add that single trait to the main char?

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raics Creator
raics - - 1,288 comments

BOSCHE always worked for me, I can't really think of anything else.

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nemserultnem
nemserultnem - - 14 comments

Thank you - the odd thing with BOSCHE was that if I opened a save from any of the first 2 missions, it did load my character normally; however if I opened a save from the bunker _after_ the 2nd mission or any save from the 3rd mission, it loaded RCR (the robot at the starting scene of mission 3) instead of my character and I could edit RCR's stats, but not those of my own character. :O

Not sure if this gets back to normal eg. once I complete the 3rd mission.

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