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So,I wanna play Fallout 2. I'll be modding it to the gills,so I'll be hitting up the mods sticky. However,I have a few questions. When I played FO1,I ran a pretty standard Fast Shot Guns to Energy Weapons character. For Fallout 2,I wanna do something... Different. Jinxed. Here's what I know about the Trait.

1) Everybody in your zone,including you,is infinitely more likely to suffer critical failures in all things.
2) This can include guns exploding in people's hands,or even firing backwards,functionally granting me additional attacks outside of my turn.
3) With a high Luck stat,Jinxed effectively becomes "Everybody EXCEPT you suffers critical fails at all times... Most of the time."
4) Melee and unarmed weapons are far less likely to kill you,if you critically fail.
5) It's a nonstop cavalcade of hilarity,no matter who ends up rolling snake eyes.

All-in-all,it turns the game into Dark Heresy.

I'm looking for fun. But I also want to be effective. I realise that Jinxed will make my followers much less effective in combat,unless they themselves have stupid Luck,and I hear you can get a whole damn regiment of followers,so this can be an issue. So,what cornerstones of advice would you all offer for a Jinxed character? I'm not looking for a walkthrough. I'm looking for overall advice; Cornerstones that can be applied to most,if not all,aspects of Jinxed play. There are three things I have set in stone for this character;

1) The Jinxed trait. It'll be hilarious. It'll be awesome. It'll be a wonderful switch from my usual Professional Doorkicker archetype that I play in New Vegas.
2) Ten Luck. Luck is always a very powerful attribute in Fallout,doubly so in FO2 with Jinxed in play,from my research,as a maxed Luck will effectively vouchsafe you against Jinxed's downsides.
3) Reload if I encounter the Pariah Dog. It offers both Jinxed (Do two instances of Jinxed stack?),and it locks your Luck to one. And,I hear that your fortune doesn't turn back around if it dies.

So,hit me. Any general tidbits of advice for a Jinxed playthrough? I'm seriously considering unarmed,at least for the beginning of the game.
Followers are fun, but not strictly necessity, not even strictly useful, except as mules. Unless you also use a mod that let you directly control them, what is badly overpower thing, at part because (due to engine limitations I guess) they benefit from your traits, skills and perks while you control them, at least that was so back then I played that way. Size of your party increase the size of enemy force in random encounters, so having a lot of useless following may turn things harder than expected, or add fun, whatever you see it.

From what I remember by playing around with hex editor in save file, you can't stack traits (but same perks technically can have additional levels with somewhat surprising effects).

It was a long time ago, and I may not have done it properly, but I remember some disappointment with Jinxed, maybe I anticipated too much from it.
I'll caveat this response by first stating that I've never played with the Jinxed trait, although I have played the game many times overall.

First, you may want to consider playing through the game one time "normally". If you are determined to use Jinxed for your first playthrough, then you may wish to consider a solo run. Obviously, none of your companions will fail spectacularly if you don't use any of them. The [url=http://user.tninet.se/~jyg699a/fallout2.html]The Nearly Ultimate Fallout 2 Guide[/url] suggests a pure hand-to-hand build with this trait, which at least spares you from having guns behave badly.

On a build note, starting with a Luck of 10 (or any stat, for that matter) is a waste of points. There are in-game opportunities to raise each statistic at least once, and Luck can be raised by 2-3.
I'd imagine that starting with 10 Luck is the exception to the waste of points argument,if the character has Jinxed,due to the safety net it provides against the negative effects of the trait,especially at the beginning of the game,where it's theoretically at its worst.

Also,I've installed,in this order,the following mods...

-Killap's FO2 Patch.
-The FO2 Restoration Project.
-The FO2 High Resolution Patch (.dll only).
-Sfall.
-F2SE.

Well... F2SE's more of an external tool. But,it'll be handy,if something breaks spectacularly. Anybody got any further mod suggestions? Jinxed close quarters,AWAY!
This sounds like an awesome idea. I've never tried it myself, but I'd love to hear your thoughts on such playthrough. I might try such hilarious character in the future, just to see what might happen.
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Riddle78: Also,I've installed,in this order,the following mods...

-Killap's FO2 Patch.
-The FO2 Restoration Project.
-The FO2 High Resolution Patch (.dll only).
-Sfall.
-F2SE.
The killap's patch is already included and is installed automatically, through the Restoration Project installer.
It's not advised to mix the two like you did.
Better reinstall.
Also, if you'll add the latest version of Sfall, make sure to make all the necessary changes in the .ini file. killap has modified some lines, so you need to copy his changes to the new version of Sfall, you can't just replace it.
You may already know, but I'm just making sure, and this info could help other users, too.
Constitution offsets some critical fails, too.
For followers, set combat ai to "absolutely sure that you don't hit me"
Post edited April 04, 2017 by burn