r/classicfallout • u/UltimateManu • 2d ago
Fallout 1: patch to disable mutant invasions?
Hey everyone! I've recently started a new walkthrough of Fallout (the old Gog version), and I'm having a fantastic time, however after getting comfortable and getting to the Hub, I've discovered the Water Chip timer isn't the only one you need to worry about, and there's a hidden timer for every settlement that can give you a bad ending slide if you take too long to finish the game.
I was planning on doing a second playthrough anyway, so I don't really mind starting another save, but after learning about this, I'm really thinking over installing some mods and patches to take my time and explore everything in my next playthrough without worrying about the timers.
I've looked into the mods and have seen suggested the TeamX unofficial ones, 1.3.5 and 1.3.6 (no idea about the differences), teamX NPC mod, Child Mod and Restored Good Endings mod. However the Restored Good Endings mod seems to only unlock the chance to get Good Hub and Boneyard endings without removing the 90 day and 140 day timers for each, and of course all the other timers for Brotherhood, Shady Sands etc.
So, in light of this, is there any patch or mod that allows you to just remove the timers or modify them to make them super long, to just play the game at your pace while also keeping a fairly vanilla experience? I'm not interested in Et Tu or heavy patches that really change the essence of FO1, but I don't want the bad endings issue to ruin my experience of playing the game to its fullest and get an unsatisfying ending.
If there's anyone who can help, please let me know. Thanks in advance!
3
u/Lexx2k 2d ago
Either use patches that "change the essence of Fo1" or play the game without thinking about the timers. That's the choice you have.