https://github.com/phobos2077/fo2_ecco
Gameplay overhaul mod for Fallout 2 Restoration Project
https://github.com/phobos2077/fo2_ecco
fallout2 mod restoration-project sfall
Last synced: 4 months ago
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Gameplay overhaul mod for Fallout 2 Restoration Project
- Host: GitHub
- URL: https://github.com/phobos2077/fo2_ecco
- Owner: phobos2077
- Created: 2014-12-06T18:15:15.000Z (over 11 years ago)
- Default Branch: master
- Last Pushed: 2026-02-20T08:34:56.000Z (4 months ago)
- Last Synced: 2026-02-20T12:37:11.562Z (4 months ago)
- Topics: fallout2, mod, restoration-project, sfall
- Language: C
- Homepage: http://www.nma-fallout.com/threads/economy-and-combat-rebalance-mod.193578/
- Size: 8.27 MB
- Stars: 49
- Watchers: 4
- Forks: 3
- Open Issues: 5
-
Metadata Files:
- Readme: README.md
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README
# EcCo Gameplay Overhaul
A mod for Fallout 2 [Restoration Project Updated](https://github.com/BGforgeNet/Fallout2_Restoration_Project).
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
- Big Guns and Energy Weapons skills can now be used earlier thanks to new lower-tier weapon options
- 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**:
- overall prices are reduced by ~40% so quest rewards and money sinks are more meaningful now
- Barter skill matters more as it affects prices more strongly now
- value of goods sold to NPC's now also depend on Barter skill (instead of always being at 100%) and item category
- 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, etc.
- available via a new interface button or a via hotkey
- unlock new items by finding crafting teachers across the game or buying schematics from vendors
**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](https://github.com/phobos2077/fo2_ecco/blob/master/docs/ecco_readme.txt).
## COMPATIBILITY
Can ONLY be used with the *Restoration Project: Updated* and *Maps Updated* by Pixote (see release page for more info).
See [full readme](https://github.com/phobos2077/fo2_ecco/blob/master/docs/ecco_readme.txt) for details on compatibility with other mods.
Start of a new game is **required**, if you're updating from EcCo 0.6.2 or basic RPU.
[sfall](https://github.com/sfall-team/sfall) **v4.4.0** or higher is required! (comes with RPU)
## INSTALLATION
Find the latest release on [releases page](https://github.com/phobos2077/fo2_ecco/releases) 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.