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                                 TeamX presents

                            "Fallout2: A New Vision"

                                      v1.2

                              -- final release! --

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 "A  New Vision" is our first major Fallout2 mod.  It contains quite a bit, but
 mainly and first of all:
    
  - plot  changes   (over  20 characters, 7 of which are completely new and the
    remaining have had their dialogs rewritten and new quests implemented)
  - new items (over 30 in all, including weapons and drugs)
  - maps  (some original levels have been redone, and a few new minor locations
    have been added)
  - ...everything else (changes in the weapon system, random encounters, etc.)


 Contents:

 1. Mod description
 2. New in version 1.2
 3. Installation
 4. About Us
 5. Acknowledgements

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 1. Mod Description

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 The  mod  touches upon Arroyo, Klamath, the regions around them and (slightly)
 Redding.
 
 The  most  assiduous attention is given to the plot, character development and
 dialogs.
 The mod is braced with a unified plot, around with the action of the mod takes
 place.  And at the same time there are plenty of side quests, which have no or
 little  effect on the plot and are just there for the hell of it. The way your
 game  will  go  relies heavily on things like your base statistics and further
 development  (for instance, investing into previously seldomly used skills may
 reap interesting results in the future).
     
 The  mod  encloses  several  locations  and  maps.  For instance, the original
 rat-infested  caves  in  Klamath  have  been  completely  redone,  and are now
 something entirely different. The world map has also been imbued, so watch out
 for new mini-locations and special quests.
    
 The  mod  adds  various new items, including weapons and everyone’s favorite –
 drugs!
 The  weapons  system has also been substantially modified – the specifications
 of some types of ammunition have changed and some arms have been replaced. New
 possibilities  have  also  been added – like combining different components in
 order to create various drugs, etc.
 
 The  mod fits almost perfectly into the original game world and plot, so after
 finishing  the mod you can just go on playing the original game – but now with
 new items and abilities!

 OH  AND  YEAH: This is but a short list of changes, you’ll just have to finger
 out  the rest on your own ;). And another thing... Quite a few characters from
 the  original  game have remained untouched. Well, we were making a mod, not a
 brand  new game ;). So if you come across some minor mismatches in the dialogs
 of the “new” and “old” characters along the way, then just remember – it’s not
 a new game, just a mod ;).

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 2. New in version 1.2

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 Attention! The text below might contain spoilers!

 In  version   1.2  the  bugs and errors, that were reported to us on the TeamX
 forum, were fixed. That is:

 - bugs with the rumors about unfairly passing the trials;
 - bug with Emily in the baths;
 - missing lines in the dialogues with key NPCs about the sewers in Klamath;
 - bug with the location of Shack - dialogue with Jack now works correctly.

 New  Year  comes  to  New  Vision. That means: New Vision now includes balance
 changes from the New Year mod by TeamX:

 - higher chance of random encounters (10-15%), minimum level requirement is 5;
 - encounters with Enclave patrols much more dangerous;
 - specs of some critters altered;
 - price of munitions raised, their quantity lowered;
 - sniper rifle now much more rare and powerful;
 - super-stimpack doesn't take away hit-points, instead lowers perception like
   the Healing Powder.

 Plus,  traders  have  less  bullets  to  sell  and  they are less likely to be
 respawned.

 Fixed bug with the Holy Grenade: now it can be found.

 Executables fixed with the patch that diminished the speed of map traveling.

 Minor bug fixes, though not amounting to the proud title of a patch :).

 Finally:  the  mod  incorporates  "MrFixit"  to  the storyline. Now you can do
 upgrades  and  assemble  items by yourself, but prior to this you will have to
 learn  how  do  it  from  the "specialists". Besides, NPCs who do upgrades now
 can't perform them without special spare parts.

 Addendum: more information on "MrFixit" can be found on www.teamx.ru.

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 3. Installation

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 Attention!  Version   1.2  IS NOT COMPATIBLE with earlier versions of the mod!
 Delete old savegames (..\DATA\SAVEGAME) and start the game anew!

 Attention!  If  you  already  have  installed previous version of F2:NV, don't
 delete the folder DATA\sound\ !

 1. Make  backup  copies of the patch000.dat and fallout2.exe files, as well as
    of the DATA folder.
 2. Clear  your  DATA folder. Copy  patch000.dat and fallout2.exe files and the
    DATA folder from this archive into the game directory.
 3. Make  sure  that the "music_path2" parameter in your fallout2.cfg points to
    your DATA\sound\music\ folder.
 4. Start a new game and enjoy ;).

 NOTE: the mod *already* contains the 1.02d patch.

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 4. About Us

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 You can locate us at: www.teamx.ru

 If you wish to join, write to Wasteland Ghost (wasteland_ghost@mail.ru).
 Also send your bug reports there, or post them in our forum.

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 5. Acknowledgements

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 This  is  perhaps  the  hardest  part  – to remember, let alone list and thank
 everyone  who has contributed in the dragging of the mod to the finish line is
 probably... impossible. But hey, that doesn’t mean we won’t try:

 - Dims,   Abel,  Heinz  and the other researchers of the never forgotten Undat
   Division  for  their  documentation on the inner structure of Fallout, their
   very  nifty utilities, and, of course, their constant help, without which we
   would never have managed to finish the job.
 
 - il76,  Monah  and  the  members  of  the  former plot and design group for a
   brilliant plot, dialogs and so much more.
 
 - The  former  item  group staff for all the valuable information on items and
   images incorporated in the mod.
 
 - Anchorite - for lip editing, ammofixer, compilator and decompilator.
 
 - Zmey for giving Hakunin a voice (only in Russian version).
  
 - Kovarny for work on speech files.
 
 - Spybomb for his strain on items as well as some really great images.
 
 - $py aka Spy for  "MrFixit" interface and pictures of new objects included in
   the the release 1.2.

 - Maza for excellent inventory and PipBoy pictures.
 
 - Voron, Abel and Perceptron for our site and forum.
 
 - Raven for the poker script and functions to work with lines.
 
 - Communist  for  a  hell-load  of  work  on  dialogs,  scripts and just about
   everything else.
 
 - The translation group for their dedicated work on the text. In particular:
   Dimm0n  -  for  always  taking on a whole lot of dirty work, Setau – for his
   energy,  mEtaLL1x  -  for  his  very  helpful  criticism, Igor Kokorev - for
   translation of v1.2 texts, Julie Casey and Tom Dude – for proof-reading.
 
 - Lunat!c, Ded, Tumyp and all plot and design group for very nice dialogs.
  
 - Sghi, Pal and Snookie for the maps.
 
 - Groundhog for the Team's logo.
 
 - Errant for Klamath Sewers music

 - Allan Shade for living long enough to see the mod released ;).
 
 - Izuken for his patience.
 
 - Tim,  McClur,  MrExtreme,  Dem,  DMuTPuu,  Jabberwock and other testers for
   testing the Russian version. And Mangler  for  fighting  off  the errors in
   style in the English version beta.

 - Every  member of the TeamX of the present, as well as everyone who helped us
   along the way - for making this mod.
 
 - Iceman345 for his splash-screens and utilities.
 
 - Wasteland Ghost for everything.
 
 - And,  of  course,  Black  Isle  Studios  for such a great game...and well as
   mapper and compiler, which really came in handy ;).


 And that about wraps it up. Let’s hope this isn’t the last time you’re reading
 a readme file to a TeamX creation ;).

 May fate smile down on your path in the Wasteland!