Wasteland Merc 2 by Haris & Miran updated to v1.0
(please, check the original readme files in the "xfiles" folder for game info, but do not use the installation methods described in them. Instead use the method described below.)


Short Summary:
WM2 is basically playing random encounters & dungeons to gather XP and loot, as well as doing mine trips to gather resources to craft weapons, ammo, drugs and armour. The main goal is to advance enough to beat the final dungeons and its extremely powerful enemies. (If you need any game help check the walkthrough in the xfiles folder).



Install:
-Find your Fo2 installation and copy the folder "Wasteland Merc 2" into it. Then open the copied folder and double-click the fallout2.exe inside to start the mod.
[If you want to install the mod manually, or add Cubik's mod, check the xfiles section below which details how a manual install works and what each of the elements does. The files needed for this are archived in the xfiles folder.]


Sfall
WM2 does run without sfall (i.e. it does not need any specific adjustments in the ini file).
Consequently, no changes to the ddraw.ini have been made.
The included version is "4.3.7" (most up to date at the time) (but "4.2" was used during testing).
You can freely change, remove or adjust sfall. The only thing I would not recommend is switching sfall mid-game and then transitioning old saves over. I had issues with that.
The sfall files you need to remove are: ddraw.dll, ddraw.ini, sfall.dat, sfall-mods.ini and the two scripts "gl_highlighting.int" & "gl_partycontrol.int" in data/scripts. After that the included sfall version is removed. [It should also be possible to just copy & paste a newer version onto it, which should ask to overwrite those exact 6 files.]
Anyway, the important point is that no changes to ddraw.ini are required. You only have to set what you want, like ExtraSaveSlots (in ddraw.ini) or highlight containers (in sfall-mods.ini) etc.

Hi-res Patch
The 1.0 patch includes the edge and mainmenu files required to run the mod with the HR patch. Original files are by Pyran.
If using older versions of sfall, you may have to run the "f2_res_Config" file once to enable the HR patch. You may also need to change the settings to whatever you like or what works best with your machine.

Fallout2.cfg
The included version is a not developed cfg. Once you run the game it will set itself up. This means that no changes to the settings have been made; they are all default. So you may also need to check your preferences for "combat speed", "always running" etc.
Note:
Important is "music path" to make sure it uses the mod ACM files over the original ones. 
Like this:
music_path1=data\sound\music\
music_path2=..\data\sound\music\
If you get the tribal/Arroyo vibe rather than the creepy vault music, it's wrong.


Do I need Cubik's patch?
Cubik's patch is cool, but actually not a patch (that fixes bugs), but a mod that changes and adds mechanics. Do add it if you want to have fun with it or like the concept (e.g. using the Steal skill to loot dead enemies (which could be fun) or the XP boosts it adds).
In fact you can even add elements of Cubik's mod individually:
e.g. you may skip replacing worldmap.txt; which you may consider as I have not tested if the "increased chance of random encounters" goes well with sfall's WorldmapFpsPatch... 
or (add !Owen.int & DcBilly.msg for changes to cooking; see cubik's readme) 
or (enemy.int if you want a chance to find loot on killed enemies based on your Steal skill) 
or (obj_dude.int & obj_dude.msg if you want a small XP boost (combat) and an option to examine yourself (radiation)).
You can add (and remove*) any of these components at any point during your game. So feel free to test.
 *aka replace again with the original file you had to overwrite. Note: instead of overwriting you can also disable files by
 renaming them, e.g. add a bracket after the file name like (original), (cubik) etc. Then switch back and forth by removing the bracket.




xfiles folder:
This folders is the archive. It includes [among other things] the individual readme files and the three original mod files: "Wasteland+Merc+2", "WM2-Vault+Net+ADDON" & "FastCook1-0", which combined make the original WM2. It also includes the patch v1.0 files separately and an unofficial update by Cubik.
You can use these to create the original mod to any one point:
:: Note that the order is important! ::
Start with "Wasteland+Merc+2"
  (this is the first version and it basically expects you to overwrite your original Fo2 game (after making a backup), but I
  would recommend to create a new folder (somewhere), call it "whatever you like" (or "something else"), and copy
  your Fo2 install into it (or rather only critter.dat, master.dat, fallout2.cfg and data/sound/music (whole directory; 20
  files)) and then copy WM 2 onto this new install and overwrite (some music files). After this you'll need to adjust the
  copied Fallout2.cfg. Search for the following lines and adjust them as listed:
  music_path1=data\sound\music\
  music_path2=data\sound\music\
  critter_dat=critter.dat
  critter_patches=data
  master_dat=master.dat
  master_patches=data
  This tells the engine where to find the game files (in this case "the same folder as the exe")
then copy "WM2-Vault+Net+ADDON" onto it and overwrite
  (note that the files go into the data folder not the main folder; if you are not overwriting something close to 284 files
  you're doing it wrong)
  (this is the official add-on and it primarily adds the Vault-Net (end-game teleportation) ; but also some bug fixes (...),
  balance fixes (more water items (EcBox), low level dogs nerfed (worldmap.txt), weight reductions of various items
  (proto)), new content (a cook, a travel option between TY & BM and starting gear (Kyle))
  The last can be used to check if you've installed it correctly. If you see Kyle when starting a new game, the add-on
  should be installed correctly.
then copy "FastCook1-0" onto it and overwrite.
  (a fan-made fix by Macros (but recognized by Haris, I think), note that Fast Cook makes no changes to the balance of
  the mod, it only allows bulk cooking)
  (this should complete the original)
then you may copy "Patch_1.0" onto it and overwrite.
  (this would complete the original with some fixes and enable the HR patch ; as noted in the readme, patch 1.0 does not
  change any game mechanics or game balance, it just fixes a few minor bugs and removes old Fo2 references)
then you may copy "TechFiles" onto it and overwrite.
  (this will add all the sfall & HR stuff (sfall 4.2 & HR Patch 4.1.8) and a cfg (which is already set up correctly for this),
  however, you can also add your own sfall & HRP. Either should be fine) [HR patch may need to get enabled (as
  usual).]
  [this is now identical to the "Wasteland Merc 2 v1.0" folder, just that the Fallout2.cfg is set up as being inside the Fo2
  folder, rather than sitting on top of a Fo2 install [and sfall is the 4.2 version, which I've used during testing]. In
  addition, this manual install will add a few original files I removed (those are the readme files (which I've added to
  xfiles folder), some source code (if copied over) and the mapper files (TMP$MAP# & cfg files) which are arguably
  not needed. But none of these are a problem just a tad more untidy]
and last you may consider to add "Cubiks_mod"
  (you can mod WM2 by copying Cubik's mod entirely or only in parts onto v1.0) [see "Do I need Cubik's patch?"
  above for details on how to do this.]
  [edit: I made two small fixes to Cubik's mod to make sure that using it does not result into any rollback, see the patch
  1.0 readme for details.]
Optional: "WM2_talking_heads_removed"
  If you feel you must. [Note: I have not looked into this. But after a quick preliminary do not see any issue, just make
  sure to read the ReadMe first (i.e. this is for WM2 + Add On). Still, I have not checked anything in detail, yet. Tbh, the
  only reason I added this is because of the source files. They could come in handy.]
