|
This page lists all random encounters in the original Fallout. |
|
Generic encounters[]
The following system is used to determine generic random encounters on the world map. First, the game identifies which tile the player is located in, according to the following map:
Once the location is determined, the game takes into account the terrain type the player is located in according to the top table. There are no separate City or Coast encounter tables; they use the table corresponding to the number in the above table.
Terrain | Variable (g_var 65) | Table |
---|---|---|
City | Not applicable | City table (CI) |
Coast | Not applicable | Coast table (C) |
Desert (D) | 0 | North_table |
1 | South_table | |
2-4 | Randomly selected North_table or South_table | |
5 | Shady_table | |
6 | Raider_table | |
7 | Junk_table | |
8 | Hub_table | |
9 | Necrop_table | |
10 | Steel_table | |
11 | Vats_table | |
12 | Glow_table | |
13 | Bone_table | |
14 | Death_table | |
Mountain (M) | 2 | North_table |
3 | South_table | |
Any other number | Vault_table |
For reference, the letter and digit codes used to select encounter tables have been included in the above map (created by Darek):
Next, the game calculates the actual encounter using the values from the lower table. These are percentile chances for an encounter of a given type. Generally speaking, encounters with numbers closer to 1 are considered worse (may include difficult combat encounters or bad happenings, such as dehydration), while encounters with numbers closer to 6 are better (free items or special NPC encounters).
All calculations by Sduibek | Bad 1-2 Luck |
Normal Luck 3-7 Luck (3-6 for Desert tiles) |
Good Luck 8 Luck (7-8 for Desert tiles) |
Very Good Luck 9-10 Luck |
---|---|---|---|---|
Encounter1 | 2% | 0.5% | 0% | 0% |
Encounter2 | 7.5% | 4% | 2% | 0.5% |
Encounter3 | 28% | 21.5% | 14.5% | 9% |
Encounter4 | 46% | 48% | 46.5% | 40.5% |
Encounter5 | 14.5% | 21.5% | 28% | 34% |
Encounter6 | 2% | 4.5% | 9% | 16% |
Some perks may modify the odds, reducing the occurrence of bad encounters and increasing the incidence of good ones.
Encounter tables[]
City[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Coast[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Desert[]
North[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
South[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Shady[]
Encounter # | Type | Message | Content |
---|---|---|---|
Shady1 | Combat | You encounter some peasants under attack. | 2 peasants with random caps (proto 39, PeasVict.int)
2-3 raiders with spears and random caps (proto 233, GenRaidA.int) |
Shady2 | Combat | Commented out, uses Shady3 instead. If it was enabled:
Random dehydration encounter. You manage to avoid dehydration due to your supplies of water. The game checks the player's inventory for a water flask. If they have one, the flask is removed. If the player does not have a flask, the game instead rolls against Outdoorsman. If successful, it then rolls 1d6 for hours. A critical success means the search only takes one hour, a regular success will take (1-6+1) hours. Critical success: You manage to avoid dehydration by searching for water. The search takes 1 hour. Success: You manage to avoid a serious case of dehydration by searching for water. The search takes an additional hour.' or You manage to avoid a serious case of dehydration by searching for water. The search takes an additional X hours Failing the skill check will cause the game to roll for hit point damage and hours. This will deal 15-24 points of damage and advance the clock by 6-12 hours (the damage is applied to the critter directly and can be absorbed by any equipped armor). There's also a moderate dehydration variant. Major dehydration: Your water supply runs out, and your search of X hours fails to locate any water. Severe dehydration sets in, causing you 1 point of health damage. (if damage is equal to 1 point) Your water supply runs out, and your search of X hours fails to locate any water. Severe dehydration sets in, causing you Y points of health damage. Moderate dehydration: 4-8 hours, 6-12 damage You search for water in the high desert landscape for X hours, but you do not find enough to fully satisfy your thirst. You have sustained 1 point of health damage. You search for water in the high desert landscape for X hours, but you do not find enough to fully satisfy your thirst. You have sustained Y point of health damage. | |
Shady3 | You stumble into a family of Rad Scorpions. | 2-4 radscorpions | |
Shady4 | Character | You come across a traveling merchant and guards.
or You encounter a dead traveler. |
Duc with hunting rifle and a stack of .223 FMJ.
If Duc is dead for whatever reason, a dead traveller with the following:
|
Shady5 | Character | Lance, a Shady Sands guard with a 10mm pistol, spear, 10mm JHP stack, iguana on a stick, 8-44 caps.
If encountered between 7 AM and 6 PM, 4-6 mantises will also appear. | |
Shady6 | Loot | You have stumbled across some items laying on the ground. | 0-5 bottle caps
Mutated fruit Chance for 10mm JHP, bag with 6-122 caps (Scrounger or Fortune Finder) (Luck 8) Chance for 10mm pistol |
Raider[]
Encounter # | Type | Message | Content |
---|---|---|---|
Raider1 | Combat | Raiders ambush you! | 4-6 raiders armoed with knives and 10mm pistols and toting beers. 50% chance for them to use a better weapon (10mm SMG or Desert Eagle; bald raider can carry a hunting rifle)
50% chance for raiders using protos 216 (with 50% for 233) to spawn, otherwise it uses proto 103. |
Raider2 | Combat | Uh oh . . . a raiding party!
or Raiders!!! |
3-4 raiders armoed with knives and 10mm pistols and toting beers. 50% chance for them to use a better weapon (10mm SMG or Desert Eagle; bald raider can carry a hunting rifle)
50% chance for raiders using protos 216 (with 50% for 233) to spawn, otherwise it uses proto 103. |
Raider3 | Combat | You spot the remains of a caravan, being looted by raiders. | A broken-down red caravan wagon with two dead brahmin and a burning barrel between 7 PM and 6 AM.
Spawns 2-3 caravaneers: Dead merchants with leather armor and a knife, hunting rifle and .233 FMJ, and a metal armor, hunting rifle, and a stack of .223 FMJ, 30% chance for a first aid kit, 30% for a stimpak, 30% for a fuzzy painting, and 30% for a set of locpicks. Looters consist of 5-7 raiders. Raiders carry knives, spears, 10mm pistols, and have 50% for 10mm SMGs (hunting rifles for bald raiders). |
Raider4 | Combat | A small group of raiders attack! | 2-3 raiders aimed with knives, 10mm pistols, and toting beers. 50% chance for 10mm SMGs, Desert Eagles or hunting rifles (for bald raiders). |
Raider5 | Character | You see a lone raider in the distance. | A lone raider trying to get to camp. The raider can carry a knife and 10mm pistol, with a 50% chance for better weapons: A 10mm SMG or Desert Eagle. |
Raider6 | Environmental | You come upon the remains of a battlefield, with bodies strewn about. | 3-5 dead raiders. Also 3-4 dead radscorpions. |
Junk[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Hub[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Necropolis[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Steel[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Vats[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Glow[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Bone[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Death[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | |||
Encounter2 | |||
Encounter3 | |||
Encounter4 | |||
Encounter5 | |||
Encounter6 |
Mountain[]
Mountain, North[]
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | Environmental | You are traveling through sheer cliffs and rugged terrain. | The game rolls a 1d100 against Outdoorsman (0 base modifier, +20% modifier per level of Survival).
Critical success: "You find a cave with a small spring and manage to get your first good night's sleep in a long time." (heal 1 to 3 hit points) Success: "Fortunately, your climbing skills are up to the task." (no effect) Fail: "You fall from a cliffside to the rocky ground below." (1d4 damage to player character, does not ignore armor) Critical fail: "You fall from a ledge, landing on several sharp stones." (1d6+3 [4-10] damage to player character, does not ignore armor) For both fail types, the game also runs the script function critter_injure(dude_obj, 2); in order to play the knocked down animation. However, this doesn't work in the game. The same function is called to tip brahmin, but that only takes place when the script forces them to play the animation frames. The function itself is broken. |
Encounter2 | Combat | Radscorpions! | 2 to 3 Radscorpions |
Encounter3 | Non-player character | Patrick the Celt | |
Encounter4 | Combat | 1 Radscorpion
The game tests Outdoorsman (0 base modifier, normal changes apply) in order to determine whether the Radscorpion ambushes the player and knocks them down. The function knock_down_player doesn't work, so this only affects the message displayed: Success: "A particularly sneaky radscorpion seems to be trying to ambush you." Fail: "Out of nowhere, a radscorpion suddenly strikes!" | |
Encounter5 | Combat | You have stumbled upon a family of Mole Rats. | 1 to 2 Mole Rats (50% chance) or 2 to 4 Mole Rats (50% chance)
Independent check is ran for each mole rat: 20% chance it's Greater Mole Rat, otherwise Lesser Mole Rat. 2 to 4 fruits spawn on the ground. |
Encounter6 | Environmental | You are nearly crushed by a large boulder in an avalanche. | The game makes a roll against Outdoorsman, but ignores the outcome (as the script was modified to only check if 1 still equals 1).
"You escape with no damage" "The displaced rock brings with it the remains of a long-dead traveler." The encounter also features a single dead traveler (using the ghoul sprite) that can carry: 10 to 60 bottle caps (double if have Fortune Finder) 25% chance to have 1 stimpak 25% chance to have 1 10mm pistol 25% chance to have 1 10mm JHP (2 if Scrounger) 25% chance to have 1 leather armor 25% chance to have 1 backpack The script checks for each item individually, making it possible for all of these items to spawn. If the Outdoorsman check was actually used, the game would react in the following ways: Critical fail: "Your leg is critically damaged by falling rocks." (1d6+2 [3-8] damage to player character, doesn't ignore armor, cripple right leg, 50% chance to cripple the left leg) Fail: "Some rock shards slice your face and hands, but you escape with minimal damage." (1d4 [1-4] damage to player character, doesn't ignore armor) |
Mountain, South[]
Encounter # | Type | Content | |
---|---|---|---|
Encounter1 | Environmental | You are traveling through sheer cliffs and rugged terrain. | The game rolls a 1d100 against Outdoorsman (0 base modifier, +20% modifier per level of Survival).
Critical success: "You find a cave with a small spring and manage to get your first good night's sleep in a long time." (heal 1 to 3 hit points) Success: "Fortunately, your climbing skills are up to the task." (no effect) Fail: "You fall from a cliffside to the rocky ground below." (1d6-2 [1-4] damage to player character, does not ignore armor) Critical fail: "You fall from a ledge, landing on several sharp stones." (1d6+3 [4-10] damage to player character, does not ignore armor) For both fail types, the game also runs the script function critter_injure(dude_obj, 2); in order to play the knocked down animation. However, this doesn't work in the game. The same function is called to tip brahmin, but that only takes place when the script forces them to play the animation frames. The function itself is broken. |
Encounter2 | Combat | Radscorpions! | 2 to 6 Radscorpions |
Encounter3 | Combat | You find several rats scavenging about here. | 3-8 cave rats |
Encounter4 | Non-player character | Patrick the Celt | |
Encounter5 | Environmental/combat | The ground ahead is littered with debris and bodies. It looks like an old battle zone. | The game spawns 2 knives and a spear on the ground, as well as the following corpses:
Additionally: If the player character's Luck is 3 or less:
If Luck is at least 4:
If Luck 4 to 6:
If Luck is 9 or 10:
NOTE: this encounter never spawns the Mysterious Stranger if the player has the perk. |
Encounter6 | Environmental | You are nearly crushed by a large boulder in an avalanche. | The game makes a roll against Outdoorsman, but ignores the outcome (as the script was modified to only check if 1 still equals 1).
"You escape with no damage" "The displaced rock brings with it the remains of a long-dead traveler." The encounter also features a single dead traveler (using the ghoul sprite) that can carry: 10 to 60 bottle caps (double if have Fortune Finder) 25% chance to have 1 stimpak 25% chance to have 1 10mm pistol 25% chance to have 1 10mm JHP (2 if Scrounger) 25% chance to have 1 leather armor 25% chance to have 1 backpack The script checks for each item individually, making it possible for all of these items to spawn. If the Outdoorsman check was actually used, the game would react in the following ways: Critical fail: "Your leg is critically damaged by falling rocks." (1d6+2 [3-8] damage to player character, doesn't ignore armor, cripple right leg, 50% chance to cripple the left leg) Fail: "Some rock shards slice your face and hands, but you escape with minimal damage." (1d4 [1-4] damage to player character, doesn't ignore armor) |
Mountain, Vault[]
Despite the name, this encounter table is used in many places, including the mountains around Mariposa Military Base, around Vault 13, three mountain squares adjacent to the Raiders camp tile, one mountain square adjacent to the Junktown tile (top left), mountains near Adytum, and the mountains adjacent to The Glow.
Encounter # | Type | Message | Content |
---|---|---|---|
Encounter1 | Combat | You see a lone radscorpion, skittering about. | 1 Radscorpion
This radscorpion uses a different script than all other random encounter radscorpions: It wanders around and doesn't immediately attack the player when the map loads, only when they see them. The Mysterious Stranger will appear to lend a helpful hand against this vicious, deadly foe. |
Encounter2 | Environmental | You come across the bones of some long dead traveler. | 1 dead traveler corpse (non-glowing ghoul appearance), death type: on back, no blood
Checks are run individually for each item. |
Encounter3 | Combat | Tremendous molerats are nosing about here. | 2 to 3 Mole Rats
Checks are ran for EACH mole rat separately: 25% chance for a Greater Mole Rat, 75% for a Lesser Mole Rat |
Encounter4 | Combat | You find several rats scavenging about here. | 4 to 8 cave rats |
Encounter5 | Environmental | Random roll check against player character's Agility
Success: "You nearly fall over some rough terrain. They could use some environment management out here." (runs the broken knock_down_player function) Fail: "You fall over some rough terrain and scrape some flesh." (1 point of damage to the player character, doesn't ignore armor, runs the broken knock_down_player function) Critical fail: "You fall over some rough terrain and twist an ankle, painfully." (1d3 [1-3] point of damage to the player character, doesn't ignore armor, runs the broken knock_down_player function) | |
Encounter6 | Combat | You see several rats running towards you. | 4 to 6 cave rats
1 Radscorpion (if encountered between 7:00 PM and 6:00 AM) |
Other[]
- Random encounter merchants