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KickStarter Fallout 2 Mod play through.

Vatnik
Joined
Sep 28, 2014
Messages
12,109
Location
USSR
How I'm currently playing it (F1). No mods, just the 1.35 patch and a CRT shader.

Highres mods are there to dumb your brain down. Don't use them, don't do it to yourself.

I have no idea how to play it with shaders with an easier setup than mine. Mine is a bit convoluted: Steam -> RetroArch -> DosBox -> Win98 -> Fallout. Works perfectly though. Notice how good the console font looks.

61b0f950924322890273d7597db37af5.png
Does it really looks good full screen on modern displays? Image looks good by itself, but wide screen can spoil all magic I guess.
It's just black bars on the sides when you play. I don't mind, it turns wide screen into 4:3 screen.
 

Jigby

Augur
Joined
May 9, 2009
Messages
395
Fallout: Nevada has a script for automatic closing of containers after you loot them (gl_auto_closebox.int and the cfg is in sfall-mods.ini). Works on F2 engine with sfall. Having all those lockers remained open hurts my sensibilities and verisimilitude.

Not sure if it's uploaded somewhere else.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,066
There is mod for Fo2 that turns your character into pony. Im not shitting i saw it on one of youtube let's plays.
EDIT LOL found it https://youtu.be/2c5eIy4oT84?list=PLi0bAlqaetLPP_dP0IVVDHgwYnx9aHjjD&t=629
Gaze not into the abyss and autism not even once.

There is a lot of terrible MLP Fallout stuff, pretty sure I've seen screenshots of MLP in Fallout Tactics, and some autists tried to make a MLP in Fallout 3 total conversion and turned it into this stand alone abomination instead https://overmare.itch.io/ashes-of-equestria based on an insanely long Fallout MLP fanfiction that autists have turned into this 32 parter audiobook https://www.equestriadaily.com/2011/04/story-fallout-equestria.html:
 

fuzz

Liturgist
Joined
Aug 26, 2011
Messages
161
Location
Bakersfield
How I'm currently playing it (F1). No mods, just the 1.35 patch and a CRT shader.

Highres mods are there to dumb your brain down. Don't use them, don't do it to yourself.

I have no idea how to play it with shaders with an easier setup than mine. Mine is a bit convoluted: Steam -> RetroArch -> DosBox -> Win98 -> Fallout. Works perfectly though. Notice how good the console font looks.
You could go 86Box -> Win98 -> Fallout. It supports shaders too.
 

likash

Savant
Glory to Ukraine
Joined
May 9, 2018
Messages
939
Sonora but i don't think the ENG translation is finished. The've been working on it for 3-4 years from what i remember.
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,027
Location
harsh circumstances
Pathfinder: Wrath
Decided on the RPU, fo2tweaks, and the talking heads stuff. Some of the stuff in EoCo looked neat, but I didn't want to stack on too much crap.
 

blessedCoffee

c3RyYWl0amFja2V0cyBmb3IgaW50ZXJuZXQgdXNlcnM=
Patron
Joined
Jan 22, 2019
Messages
352
Location
Here
Strap Yourselves In
Decided on the RPU, fo2tweaks, and the talking heads stuff. Some of the stuff in EoCo looked neat, but I didn't want to stack on too much crap.
You said you wanted a fresh experience, earlier, so I'm surprised you didn't pick up .Pixote. updated maps, from this thread (post #8). Good stuff.
 

Jigby

Augur
Joined
May 9, 2009
Messages
395
How I'm currently playing it (F1). No mods, just the 1.35 patch and a CRT shader.
On this setup that you're playing with (no sfall, no highres, just teamx) you can also use cnc-ddraw and use the libretro shader there. Should be more convenient than retroarch.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,109
Location
USSR
How I'm currently playing it (F1). No mods, just the 1.35 patch and a CRT shader.
On this setup that you're playing with (no sfall, no highres, just teamx) you can also use cnc-ddraw and use the libretro shader there. Should be more convenient than retroarch.
I didn't see anything in CnC-Draw's description that implies it can apply shaders. You mean reshade then?
 

Jigby

Augur
Joined
May 9, 2009
Messages
395
How I'm currently playing it (F1). No mods, just the 1.35 patch and a CRT shader.
On this setup that you're playing with (no sfall, no highres, just teamx) you can also use cnc-ddraw and use the libretro shader there. Should be more convenient than retroarch.
I didn't see anything in CnC-Draw's description that implies it can apply shaders. You mean reshade then?
cnc-ddraw can use glsl shaders, check the application
cnc-ddraw-config-VOQ9-CSh9-Ae.png

WBsZxoe.png

Just move the retroarch shader into the cnc shaders folder.

Edit: Also crap, postimage applied some compression and it destroyed the crt effect :), one minute.
Edit2: Ok, imgur look ok.
Edit3: Also works with highres; 960x540 -> 1080p
rwgWbTi.png

Now to make it work with sfall...

Edit4: https://mega.nz/file/LtkE1RzB#aF-oigIPuoPKgIDMLCPdbA10JJA_lwe3xaD2PCRnlE4

this version seems to work fine with sfall (normal fallout2 sfall, not sure about crafty's sfall1). Which means also Nevada, RPU, Sonora, EtTu etc.... Resurrection uses it's own custom launcher which makes this awkward, it would have to get replaced with a normal F2.exe. I think that already exists...

Extract into the game folder. Before extraction, rename the sfall ddraw.dll -> ddrawex.dll so you don't have a conflict. In f2_res_config.exe set renderer to DirectX7 and set whatever resolution you want. In ddraw.ini set in [Graphics] Mode=0 and in [Main] HiResMode=0 (older sfalls don't have this option). Start the game via Fallout2HR.exe.

... incredibly annoying, even fallout2.exe (HiRes patched) worked for me after I renamed it to something else. Windows probably remembers some DirectDraw config associated with the old .exe which didn't work with cnc. After giving it a new name, it worked even with hires patched fallout2.exe. Also Resurrection worked.
fa4aQY1.png
 
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Jigby

Augur
Joined
May 9, 2009
Messages
395
https://mega.nz/folder/y19VhaLB#HrkY4jlWwVFfkvLNgqgV2w
I tested most of the sfalls (crafty sfall1, crafty sfall2, normal sfall, sfall5) and they worked. Given that sfall is the only thing that's technically in conflict with cnc, all Fallouts should work, i.e. f1/fixt/ettu/f2/rpu/f2TCs with/wo sfall.

Fallout has to be set to DX7 mode. In the f_res_config.exe utility set it to DX7 and if you have sfall installed, set sfall's ddraw.ini to Mode=0 in [Graphics]. Rename sfall's ddraw.dll to ddrawex.dll. Extract cnc into the game folder and hopefully it works... That cnc already has a shader set, if you don't want it, erase the path to the shader in cncdd.ini. I personally had some conflict with Fallout2.exe from ages ago and renaming it helped, but I think that this is just my PC. [Edit:Derp, it wasn't ddraw, but directinput, cnc-ddraw has its own dinput hook that runs if the running process is called fallout2.exe or falloutw.exe. Sfall too has a dinput hook -> circular trouble. Whoops. Changed it so they're mutually exclusive, not a problem anymore.]

ofc the rest of the cnc functionality also works, windowing/alt-tabbing/scaling etc. Not sure about throttling. I wanted to have cnc because of OpenGL, so this thread turned out to be helpful. [FPS throttling works with the internal cnc vsync disabled].
 
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Lujo

Augur
Joined
Mar 3, 2014
Messages
242
Decided on the RPU, fo2tweaks, and the talking heads stuff. Some of the stuff in EoCo looked neat, but I didn't want to stack on too much crap.

Ecco seems to have got an update for the RPU, probably gonna be available soonish. If the installation is still modular, a minimal install of key stuff would end up with you feeling like you're not even playing a mod but more like a Fallout 2 RP with a patch.

If you do try it, the Gameflow Fixes part is basically a patch for the RP (helps integrate the RP content with the base game better, and it was originally not even designed to be a mod or part of any mod, but straight up a part for an RP patch, but the guy who made it couldn't wait around for any of the RP guys to find time for a playthrough). The economy part of ecco simply makes it so that you aren't swimming in money all the time, which makes quest rewards and loot more satisfying and meaningful. Traps are cool, crafting is cool, but if you don't crank up the difficulty of the economy settings you won't even need to bother with them in-game. Whatever you do do not enable anything that affects the guns, especially shotguns, because even though some of it is good, some subtle and fine, some of it doesn't so much make the game more difficult as make it flat unplayable (it's not worth starting a playtrough and only running into the problem when you try to leave the Den, so better a heads-up).

If the "stimpaks irradiate on use" option is still available - that one only looks insane, but it's worth doing a playthrough with just for the "wow, I had no idea this would make so much sense, lol" factor. All it does is put a way to get irradiated somewhat on a regular basis into the game at all, so that the anti-rad stuff stops being big money bills, and turns into something you want to actually spend money on. Makes for a playtrough that's interesting, but most interesting in the way that it doesn't change the game into being something else, but like, more like what feels like how it was supposed to be all along.
 
Last edited:
Joined
Mar 3, 2018
Messages
7,219
Whatever you do do not enable anything that affects the guns, especially shotguns, because even though some of it is good, some subtle and fine, some of it doesn't so much make the game more difficult as make it flat unplayable.
Unfortunate if true. I was reading on NMA.
Maybe there is some hope while they are back to modding ecco this may change.

There's something that bothers me about vanillas damage system but this does seem too extreme.
I've seen somebody complain about Horrigan being unkillable. Apparently, you just need to use a Pulse Rifle
:)

Maybe I'll try this with RPU after some time of waiting for other changes.
 

Lujo

Augur
Joined
Mar 3, 2014
Messages
242
Whatever you do do not enable anything that affects the guns, especially shotguns, because even though some of it is good, some subtle and fine, some of it doesn't so much make the game more difficult as make it flat unplayable.
Unfortunate if true. I was reading on NMA.
Yeah, there's an old thread on NMA where I, the guy who was originally playtesting the damned thing, try to in painfully detailed textwalls draw a picture of what happens when you do stuff like that with guns and why, and failing to get it across. And not just theory on it, like reporting of what happened in game, and what I found after days of digging through code to figure out what caused such a huge meltdown (and it wasn't just the gun changes in the mod itself, it was a clusterfuck with a seemingly late-in-development implementation of the caravan system in the OG game, which when you fuck with early guns produces a collossal and unplayable shitshow)

However, if by some miracle you go and read all of my posts in that thread towards the end of my involvement, you'll find that my conclusion was that the rest of the mod actually fixes the whole economy situation so much that whenever I'd feel like a weapon would need a tweak, it'd turn out that what I'd do to it would p much just revert any previous fiddling done to it and it'd end up being like it used to be (other than maybe some bugs here and there which were just bugs).

Which kinda means that what the guy started out with, trying to make the game more balanced, ended up being achieved to such a degree with the stuff that was actually screwing it up (and had nothing to do with guns), that the OG guns don't need any fiddling at all (and were not the source of the problem or a way to solve it, by and large). Which means that if the mod is still in the same state, the guns part is mostly either unnecessary or outright has horrible unintended consequences, while the rest of the stuff does everything that needed to be done, so you can just pick it up and not apply the gun stuff.
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,497
Can someone link to the latest restoration pack and also the mod that updates the maps? Or is it just one mod?
 

EtcEtcEtc

Savant
Joined
Jan 16, 2017
Messages
417
My Fallout 1 and 2 mods folder is 37GB. If you've already played FO2 to completion you should really give a few of the total conversion a go. Some of them are quite impressive.
What all do you have in there?
Too many to list them all, but here's a few - the ones I've played (but not necessarily fully completely) will have a [✓]:

Dangerous Quest [✓]
Nevada [✓]
Sonora [✓]
FOnline [✓]
Mutants Rising
Olympus 2207 [✓]
Resurrection [✓]
Shattered Destiny
Yesterday [✓]
Last Hope
Living Dead
Story of the Jackal [✓]
Dominion
Oblivion Lost
Paris
Wasteland Merc 1 & 2 [✓]
13V
Restoration Project [✓]
Fixt [✓]
Cassidy Head
Megamod [✓]
Black Steel
Easter Special
Fallout Wars
New Vision
Survivor

Also have a bunch of Fallout Tactics mods, but I haven't played many of them besides Nous Aurons and Enclave and haven't completed either.

Any of these worthwhile as total conversions besides 1.5 & Nevada & Sonora
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,027
Location
harsh circumstances
Pathfinder: Wrath
I flushed RPU and started over with just the UP and f02tweaks. Might try it again at some point, but it just didn't seem to be adding anything to the experience and it really felt like enemies were spongy. Did they patch screw with weapon values?
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,925
How I'm currently playing it (F1). No mods, just the 1.35 patch and a CRT shader.

Highres mods are there to dumb your brain down. Don't use them, don't do it to yourself.

I have no idea how to play it with shaders with an easier setup than mine. Mine is a bit convoluted: Steam -> RetroArch -> DosBox -> Win98 -> Fallout. Works perfectly though. Notice how good the console font looks.
You could go 86Box -> Win98 -> Fallout. It supports shaders too.
I think using reshade is even easier, although if that uses a custom ddraw.dll in the executable's path it may conflict
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,066
Any of these worthwhile as total conversions besides 1.5 & Nevada & Sonora
Olympus is decent, suffers from a bit of pixel hunting for important npcs on some maps, it improves once you leave the initial area, and they did some balance to the weight system making ammo weigh less but guns weigh too much such that you would have to be pretty autistic and make multiple trips around the world just to convert weapons into cash. More ruskie like than Nevada. Your mileage may vary of course.
 

Jigby

Augur
Joined
May 9, 2009
Messages
395
Fallout: Nevada has a script for automatic closing of containers after you loot them (gl_auto_closebox.int and the cfg is in sfall-mods.ini). Works on F2 engine with sfall. Having all those lockers remained open hurts my sensibilities and verisimilitude.

Not sure if it's uploaded somewhere else.
The mod seems to be part of the sfall modder's pack and this one doesn't even require a config, you can just put it into data\scripts
https://github.com/sfall-team/sfall/tree/master/artifacts/example_mods/AutoCloseBox
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,497
Want to play Fallout 2 again, but I also want to spice up the game with some mods and different play styles (if possible).

Any recommendations? The Brazilian Slaughter

Sorry to repeat this stuff. (Copy and paste, etc).

I don't want to blow my own horn "honk, honk". Everytime someone makes a Fallout 2 / Fallout mod thread I'm going to remind people that there's a new version of the Restoration Project with new maps. Use only one of the file packages, not both at the same time! Most of the changes are subtle and are based on the original artwork.

Can people test these maps for issues - glitches, etc. Hopefully this new version of the RP maps will be used in a future update of RPU, if not then they will be released as a separate mod, either way I'm not fussed.

Now I worked on the RP back in the day and helped Killap with the maps, so I'm fully aware of all the problems regarding the maps, considering I'm the one that made the problems. These new maps address many of the problems, namely the old ones were too busy with 'unnecessary stuff'.

The lighting in a few locations has been altered, so don't worry if things feel different when first encountering them - Gecko Powerplant has a darker interior, same for the Sierra Army Depot, as well as the Military Base (fixing the generator fixes only the elevator, doesn't turn on the lights anymore). Why the changes, because they look so much better - play and see.

The files come in two types. One is the raw files (art, maps, scripts, text, etc) - a lot of the art has been changed, overriding your original files is necessary and its permanent, so make a backup if you're worried. For lovers of files, download and have a look at the stuff. Preferably just use the .dat file, not both. The raw files is for people interested in the changes to the files.

https://www.mediafire.com/file/ug46yrv35asu81j/rpu_2.7.rar/file

The second is the RPU.dat file that overrides version 2.6 in the mods folder - again make a backup if you're worried. The RPU.dat has new critters for Cat Jules as well as all the raw files in their proper folders.

https://www.mediafire.com/file/k8z6ojjq4xj1lgn/rpu.rar

Just note if you play with these new maps you're never going back to the original Restoration Project, let alone the vanilla game (unless it's a nostalgia trip). For the best look play the game with the 2x scaling on (get as close to the original resolution look as possible), playing the game at an ungodly resolution looks shit and Tim Cain will curse you.

Now it goes without saying start a new game!

ZFunJDg.jpg

1GKIuZA.jpg

GWteFrW.jpg

Where can I find the updated version?
 

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