Fallout 1 Cheat Mods
Note: Each weapon mod is attached to a particular weapon —- so you cannot remove a mod from one weapon, then place it on another. Additionally, some weapon mods can only be crafted and installed with certain perks. You may need Chemist Level 1, 2, etc., Gunsmith Level 1, 2, etc., or other perks to unlock the ability to add a weapon mod. Changed Portable Storage Pipboy Close Method to default to Method 1. Refactored the Cheat Terminal to be placed by a quest, so the mod no longer holds SanctuaryExt hostage. Added Configuration - Cheat Terminal, to allow the user to disable the Cheat Terminal in Sanctuary, if they don't like it. Fallout 4 Console Modding Guide. Fallout 1 Guide. Fallout 2 Guide. Fallout 3 and New Vegas Modding Guide. Fallout Network Discord Server /r/falloutlore - The lore of the Fallout series /r/classicfallout - Classic Fallout Games /r/fo3 - Fallout 3 community /r/fnv - Fallout: New Vegas community /r/fo4 - Fallout 4 community /r/fo76 - Fallout 76.
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Mods For Fallout 1
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Fallout 1 Mods Nexus

Eyeball226: I don't quite understand. Aren't there already companions in the game? The npc mod does not ADD npc's, it improves official ones. Here are the changes:- Ian, Katja and Tycho can gain up a levels (1 per players 4), change armour andcombat tactics.- Dogmeat can be ordered to wait.Check for more info about their leveling.The no armor mod, as far as I understood, only makes it so that npc appearance does no change when wearing armour so it's up to personal preference.All in all I never found NPC companions particularly usefull in either fallout and more often than not they tended to either get in the way or shoot you in the back by accident.
I primarily used them as packmules. Waltorious: In Fallout 2, at least, I am certain that the NPC companions did NOT change appearance to indicate that they were wearing armor. You'd give one some Power Armor and he'd still look like a guy in a jacket. I thought the same was true in Fallout 1. Han, shows how long it's been when I played either fallout unmodded:-p. Apparently you're right. Appearance changing is part of a mod that is an optional component in Killap's Restoration project.
Maybe FO1 NPC mod incorporates similar ability? It at least makes it possible for them to wear armor, ability that NPC's in FO2 had by defalt.