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Fallout Fallout et tu (Fallout to Fallout 2 engine conversion)


Jul 5, 2013
et tu v1.7 is out


  • Added: A new mini-mod that replaces the default premade characters and changes their starting equipment accordingly.
  • Added: New "Tougher Humans" setting that will increase humanoid hitpoints to make the mid-game more challenging.
  • Added: New "alternative Khan armor styles" setting. This will fix (or restore, however one looks at it) the original visuals of the female Khan critters.
  • Added: New Shock Spear item (using Fallout Sonora graphics) and added it to the Gun Runners arsenal (currently only available if "weapon upgrades" have been enabled).
  • Added: Reverted trait text to the original Fo1 (US) version.
  • Added: Uncensored Addict, Chem Reliant, and Chem resistant skilldex images.
  • Fixed: "Steal the urn" PipBoy entry will be crossed out if the quest is active and Neal dies.
  • Fixed: Flying Saucer dome had the wrong description (Fo2 air vent text).
  • Fixed: Fo2Tweaks trunk size option might fuck with the motorcycle trunk visuals.
  • Fixed: It wasn't possible to bust Iguana Bob after taking down Decker, because the Sheriff's dialog would change to a floating text. Now it will turn into a regular dialog if the player knows about Bob.
  • Fixed: It wasn't possible to transfer items via the stealing skill for the Mr. Handy party member.
  • Fixed: Missing string in the Eyebot companion dialog.
  • Fixed: Original main menu panel only had 5 and not 6 slots.
  • Fixed: The Combat Shotgun (Ext. Mag) was set as 1-handed weapon.
  • Fixed: The optional Shady Sands merchant and his bodyguard had no armor values set.
  • Fixed: The student fight training at the Brotherhood would only ever play once on first map enter. Map change or loading a savegame would break it. Vanilla Fo1 bug.
  • Fixed: Wrong First Aid-skill formula in the skill description.
  • Tweaked: Added mother deathclaw quest fail-safe to cross out the PipBoy entry after completion.
  • Tweaked: Dealing with Billy in the Hub now gives a few experience points.
  • Tweaked: Metal Pole is a usable weapon now.
  • Tweaked: Streamlined PipBoy entry code for the Hub Merchant and Jain quests.
  • Tweaked: Strong dehydration effect now has a longer duration to wear off.
  • Tweaked: Super Cattle Prod price increased to 1.100 caps.
Lexx said:
Find the latest release here.

Alrighty. Took a while, but v1.7 is here. What's to say? Not so much this time. Got barely any bug reports, barely found any new bugs myself.

The most interesting addition is probably the new premade characters mini-mod:


Using any of them will have you start the game with different items. It's not necessarily made with balance in mind -- it's just a couple characters that I had fun toying around with.

Other than that, I wrote about the Khans a bit further above, an interesting curiosity. It's controlled via the new GVAR_ENABLE_KHAN_ART_FIX setting and currently enabled by default (not sure yet if I will keep this on by default in the future or not).

Most notable feature is probably the new "tougher humans" setting, which gives more hitpoints to various critters in the gameworld (mainly encounters around the Hub and Boneyard). It works the same as the "tougher mutants" setting. Right now it is also enabled by default. IMO the tweaked hitpoints are reasonable and nobody should have serious issues with them.
May 7, 2021
Two years later, Lilura was and is still right. With the rumor of the Fallout remasters coming on, who wants to bet they're gonna Beamdog Fallout Et Tu as "Fallout 1 and 2 Enhanced Editions" and suddenly our oh-so-precious codexian dragon lady will be whipping codexers with her whip on her second coming in thigh highs and high heels? Set your heart ablaze Lilura. SHIT WAS GROGNARD AS FUCK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111!!!11!!!!!!!!!!!!!!!!!!


Jul 16, 2008
Cool, didn't know I was going to earn money with my work.

/Edit: Just did a quick google search and can't find any rumors about a Fallout 1 remaster. That said, if they'd "Beamdog Fallout Et Tu", I guess I should be the first to know.

PS: Most people don't really care about et tu. This thread here is the best example -- it only has so many pages because autists like Lilura couldn't stop shitting on it for 10 pages. Without them giving attention to it, the thread would probably be long gone. :salute:
Last edited:

Darth Canoli

Jun 8, 2018
Perched on a tree
PS: Most people don't really care about et tu.

I replayed them to death, recently even (last year or 2 years ago) so I'll probably play your "whatever this is" but certainly not this year.
Many players are probably waiting for the development to stop before diving in.

Lilura shills Diablo and NWN mods so his opinion doesn't matter.


Jul 16, 2008
Well, the development will not stop anytime soon. There's always something that can be done - just the frequency of updates will slow down. Outside of that, ettu is feature complete and the least buggy Fo1 experience.
May 7, 2021
Jan 14, 2018
Codex Year of the Donut
All time limits are in the fo1_settings.ini file.
I loved the original time limits in how they made the master not feel like a mustache twirling villain sitting around waiting for you & how you were penalized for not keeping your mouth shut.


Jul 16, 2008
Boys, I have news. The rumors were true, ettu will become Bethesda's new Fallout remaster.

lolz, I lied. In actuality, v1.8 has been released now.


Sfall has been updated to version 4.3.6
  • Added: Expanded ending slides. Every major event in the game, as well as active party members will now be covered in the ending slides. This option is disabled by default and can be enabled at any point in the game.
  • Added: Created missing animations for Black Dude Purple Robe / Hero Appearance mod.
  • Added: New Tycho metal armor animation set.
  • Added: New Alternative Force Fields sub-mod with graphics made by .Pixote. Disabled by default, can be enabled in the ddraw.ini file.
  • Added: A new option to switch between Fo1-style "rest until 06:00" and Fo2-style "rest until 08:00" in the PipBoy.
  • Added: Clicking on the worldmap now produces the same sounds as in Fo1 (traveling and green triangles).
  • Added: "Vasquez, the mercenary" can now be hired in Junktown if the cut characters-option is enabled.
  • Added: "Mike, the Old Town guard" shows up in the Hub Old Town district if the cut characters-option is enabled.
  • Added: "Deadguy" will show up in Decker's hideout after the player cleared the place and cut characters are enabled.
  • Added: Restored a couple dialog lines for Nicole in the Boneyard. She will now also correctly react to the player stealing from her.
  • Added: Restored dialog for Phil and Lenore in Junktown when Dogmeat is killed instead of recruited.
  • Fixed: Aradesh in Shady Sands had a wrong reaction condition.
  • Fixed: Tine ("Taylor") in Adytum had a wrong reaction condition.
  • Fixed: The dialog option to ask Cabbot at the Brotherhood about joining would change to "I have changed my mind..." without the player ever asking him to join.
  • Fixed: Asking Ian for "Killian" via TMA would return a reply about Ian's name.
  • Fixed: Fire Gecko pelt inventory graphic was missing.
  • Fixed: Improved the way Sherry in Junktown stays/leaves town after dealing with the Skulz.
  • Fixed: Katja's "can you open that door"-dialog option would also show up if the object was already unlocked (barely used in the game, but whatever I guess).
  • Fixed: Purple floating text color now shows correctly (primarily used by Katja).
  • Fixed: Killing Gizmo without Killian would result in a teleport back to Lars.
  • Fixed: Klaxon lights in Mariposa would show the wrong description text when in alarm-mode.
  • Fixed: Laura in the Cathedral had a voiced line linked to a non-existing sound file.
  • Fixed: Leather Armor had 20% plasma resistance (old Fixt value). Reverted to 10% Fo1 vanilla value.
  • Fixed: Mariposa command terminal was printing a "This does nothing."-message after using a radio on it.
  • Fixed: "You gain You Gain.." in Thomas dialog at the Brotherhood.
  • Fixed: Mariposa force fields had some issues when triggering them on/off via radio. Rewrote the script to be more robust.
  • Fixed: Motorcycle key had a weight of 10 pounds. Changed to 0.
  • Fixed: It was possible to get two motorcycle keys from Griffith.
  • Fixed: Removed unnecessary "Special Death"-flag from Brotherhood Paladin proto files.
  • Fixed: Script issue when checking the childkiller reputation.
  • Fixed: The Hall of the Dead entrance guard will not attack the player anymore if he opened the door from inside to leave the building. Also he would attack instantly and not give a warning if the player would mess with it right after leaving the building.
  • Fixed: The Junktown Crash House raider would still drop armor, even if armor dropping was disabled.
  • Fixed: The backpack of the combat armor animations would clip through the rocket launcher.
  • Fixed: The elevator door to elevation 3 in the Master's Lair wanted normal lockpicks instead of electronic lockpicks.
  • Fixed: Typo in english Flambe 450 item description.
  • Fixed: Typos in Set's dialog.
  • Tweaked: Added more encounters to the "tougher humans" setting and slightly increased the chance of grease gun spawns.
  • Tweaked: Adjusted laser resistance of ant critters.
  • Tweaked: After taking down Gizmo / Killian, the lights inside their buildings will be turned off.
  • Tweaked: Complimenting the cook or helping Curtis in Shady Sands will now grant a few town reputation points.
  • Tweaked: Contents of crates in cavern encounters have more item variation now.
  • Tweaked: If Hub cops walked away from their default position (ex: player started a fight), they will now reset after a couple ingame days.
  • Tweaked: If Katja attempts to lockpick the Mariposa entrance door, or Doc Morbids locker, she now has a 100% chance to succeed (the same as if the player asks her via dialog).
  • Tweaked: Improved the TMA-system. If a keyword is not found in the character specific unique responses, the game will now try to find a keyword in the generic map-based responses instead.
  • Tweaked: Improved the way the Brotherhood sentry spawns into the map once the BoS has been invaded. Now he has his weapon drawn and won't play the wielding animation on map enter.
  • Tweaked: Junktown Scout "goodbye"-dialog felt weird after asking any question. Shows an alternative goodbye-string now.
  • Tweaked: Manually disabled force fields in Mariposa will now stay off for a little bit longer.
  • Tweaked: Masters Lair cut content supermutant exchanged with "supermutant medic" proto and tweaked his loadout.
  • Tweaked: Moved the Vault 13 water ration scene into a timer event, to improve performance.
  • Tweaked: Party member hitpoints reduced a bit per levelup (was +10, now +7). Also tweaked skill increases to make them less godly in higher levels.
  • Tweaked: Saul and Trish dialog checks are a bit more forgiving now.
  • Tweaked: Some endgame random encounter critters will now have a chance to spawn with AP instead of JHP ammo in their guns.
  • Tweaked: Southern / Boneyard encounters now have a chance to spawn with sharpened instead of normal spears.
  • Tweaked: The ENABLE_FO2_CRITTERS setting will now also affect critters spawned in caravan encounters.
  • Tweaked: The Fo2 party member combat control interface fits better to the rest of the Fo1 interface now.
  • Tweaked: The gecko hunters are not giving a random outdoorsman-skill reward anymore but a fixed 5% increase.

Find the latest release here.

This time a bit faster than the last release. v1.8 comes with a couple restored characters, lots of minor fixes, lots of minor tweaks, we brought back more Fo1 interface effects (all the clicking sfx on the worldmap - in vanilla Fo2, none of those exist), and there's some party member balance changes (less +skills and hitpoints per level up, which helps balancing the game some more. Keep in mind that vanilla Fo1 party members couldn't level up at all).

I've also decided to finally release the Expanded Endings-option. I am sitting on the files for over a year now and never had the time to finish it. With the help of Tagaziel and The Dutch Ghost, we've added 15 new possible ending slides to cover all major events in the game, including what happens to currently active party members. The reason why I've been sitting on those files for so long is because I didn't had the time to finish the actual ending slide graphics (still don't, but I finally wanted to release it anyways). If someone feels motivated to help getting this 100% done, and is able to create vanilla Fo1 style ending slide images, feel free to reach out to me.

Note: The expanded slides are disabled by default, but can be enabled at any time. You can save the game shortly before finishing it, watch the vanilla slides, then enable the option, reload your savegame and see the ending again.

There's also a new mini-mod, made by @.Pixote. - Alternative Force Field graphics:


When enabled, this mod will swap the vanilla yellow and red force fields to new, animated ones. They look pretty cool, I got used to them quickly and can't without it anymore now.

Ok, that's it. Got nothing more to say. Peace out.


Jan 14, 2011
Divinity: Original Sin
I admit to lazy and I cannot read 14 pages on this sitting but does this make alt-tabbing more stable?


Jul 13, 2021
Strap Yourselves In
I'll definitely be checking this out, as I've been wanting to do my annual play through of the first two games.
The last time I just played it vanilla and I've messed around with Fixt in the past; I know I've tried et tu at one point but its been a while so I'd like to check out all of these new options.


Jul 16, 2008
With the help of Tagaziel and The Dutch Ghost, we've added 15 new possible ending slides to cover all major events in the game
The same tagaziel who went from prising f1 and f2 to kissing Beth's ass on every occasion?
The same tagaziel who is currently todd's whore?
Probably, dunno.

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