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

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
5,658
Everything is uncensored.
do u use the original "child killer" graphic?

kicking pregnant belly? yes, it does.


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?

low-energy fake excidium demanding ideological purity? yawn, no surprise. if what he made is good for et tu, it's good. regardless of anything else.
 

agris

Arcane
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Joined
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Messages
5,658
agris Lexx Cael

Is there something which expands build variety here

this is the only problem with Fallout 1, u have like 4-5 builds

There aren’t new builds enabled by et tu, but if you quickly describe the archetype of the 4-5 you have in mind, you may be surprised that more are not just possible - but fun and feasible.
 

Cael

Dumbfuck!
Dumbfuck
Joined
Nov 1, 2017
Messages
18,068
agris Lexx Cael

Is there something which expands build variety here

this is the only problem with Fallout 1, u have like 4-5 builds
RPG builds depend on the game itself. If it is combat heavy (e.g., Fallout Tactics), a talker build will not be a fun experience. Conversely, if it is conversation heavy, then a combat build is not going to be fun. One thing Fallout 2 did well was that you can have fun with both, although a low Cha, low Int, low talk run is far more abbreviated than the high Int talky run.

When you are talking about older RPG like Fallout, everyone knows what to expect, and popular builds will be narrowed down to the 4-5 that gives the most fun. It is a function of natural selection, RPG style.

So, my question back to you is simple: Does et tu add anything to the game? If not, then no, you won't get an expansion in build variety.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
302
What makes a big difference in ettu is that by default you can't just recruit any party member. It's using the same formula as Fo2, so CHA / 2 = amount of active party members. This way most players will be limited to a group size of max. 2 or 3 people. If you want more, you need to pump more points into CHA, which means you obviously will have less points for everything else and for the first time ever you kinda have to think a minute longer about what to spend your points on.

Generally I am not forcing big balance changes on the game. I'll try to keep it as much vanilla as possible, even if new shit is enabled. After all, I still want to play Fo1 and not something else.
 
Joined
May 7, 2021
Messages
164
What makes a big difference in ettu is that by default you can't just recruit any party member. It's using the same formula as Fo2, so CHA / 2 = amount of active party members. This way most players will be limited to a group size of max. 2 or 3 people. If you want more, you need to pump more points into CHA, which means you obviously will have less points for everything else and for the first time ever you kinda have to think a minute longer about what to spend your points on.

Generally I am not forcing big balance changes on the game. I'll try to keep it as much vanilla as possible, even if new shit is enabled. After all, I still want to play Fo1 and not something else.

it isn't
 

None

Learned
Joined
Sep 5, 2019
Messages
371
I've never put much attention to what this retard Lilura was saying but Fallout is my favourite game ever and when I'm reading that a noob like her says she's an expert on this game and spouts her retarded shit, I'm triggered. She has no arguments but she still argues, typical woman (or man pretending to be a woman).
I think you need to grow thicker skin.
WKzUFxs.jpg

[203 users on ignore list and counting]
Always enjoy seeing this thread get bumped so I can revisit this post in particular.

Great work as always Lexx, et tu is great and you also managed to make a few people's heads explode along the way.
 

agris

Arcane
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rusty_shackleford that’s a good point. Don’t believe et tu had that enabled by default when I played but you’re right.

Really, if a player is enabling CHA-dependent follower limit they should also enable followers leveling. That enables a new build for Fallout 1.

On the flip side, if disabling cha gating the number of followers then the player should really disable followers leveling. If they want more challenge and/or a vanilla experience.

Fallout isn’t hard, unlimited leveling followers is just easy mode.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
302
That's true. It's also a reason why I've tweaked their levelup stats with this update -- they will still be stronger with max level (5), but not as strong anymore as before. Their skills barely change now (only +2 to their main combat skill), so the only thing that really adds to their survivability are the increased hitpoints and a last-level bonus of +1ap, +1 special stat and something else I forgot about. Well, and of course that you can actually give them armor. I'm not sure yet if I will further reduce their hitpoints with the next update (+5 instead of +7)... need to get a feeling for this first.

Reminds me of something else - ettu uses Glovz' damage formula by default, which means there is working AP ammo now. As encounter critters in late game (so mostly around Boneyard) will now randomly spawn with AP ammo, it means that even they are able to damage the player with their puny 10mm pistols. Sure it's just a sting, but at least the invulnerable streak is mostly over. Fun fact, I've also added AP ammo to the super mutants, but decided to remove that again before release... 1 non-crit hit with 50+ hitpoints even in power armor from a mutant 10 hex far away in the first combat turn was a wee bit too much. :shittydog:(ok, I lied. There is still a 25% chance for the group leader to spawn with AP in the minigun. If that happens, you will surely know it)

However, for us the game will always be easy anyways. The only way to make it really hard (for us) would be if one rebalanced the game into Age of Decadency-style, where everything will fucking murder you unless you min-max the shit out of it. I don't have any plans to do that, though.
 

Kainan

Learned
Joined
Jul 24, 2020
Messages
191
What about time limits that you could tick in Fixt, is that in here too?
 

Kainan

Learned
Joined
Jul 24, 2020
Messages
191
Ok. What were the vanilla settings for that back when the game came out?
 

Ladonna

Arcane
Joined
Aug 27, 2006
Messages
7,531
Ok, finally decided this will be my next rpg for a replay. I haven't done Fallout for a lot of years now and I like what I am reading about this, just one question; is it easier to keep Dogmeat alive now?
 
Joined
May 11, 2007
Messages
1,875,647
Location
Belém do Pará, Império Brasileiro
Is there something which expands build variety here

this is the only problem with Fallout 1, u have like 4-5 builds

Like someone else said, there's also the choice involving Charisma and such, if you want a CNPC-heavy party or not.

Not a new build, but Small Guns are better in Et Tu because ammo modifiers apply here (They're bugged in FO1).
You can also make a "bare-fist" unarmed character which only the unarmed attacks, rather than using power fists and the like.
FO1 also allows you to use Fast Shot for Melee/Unarmed, because it gives -1 AP to ANY attacks, so you get the choice between aimed attacks and being able to punch dudes an insane amount of times per turn with the right build.

That's true. It's also a reason why I've tweaked their levelup stats with this update -- they will still be stronger with max level (5), but not as strong anymore as before. Their skills barely change now (only +2 to their main combat skill), so the only thing that really adds to their survivability are the increased hitpoints and a last-level bonus of +1ap, +1 special stat and something else I forgot about. Well, and of course that you can actually give them armor. I'm not sure yet if I will further reduce their hitpoints with the next update (+5 instead of +7)... need to get a feeling for this first.

Yo Lexx, great work on the update!

What's up with the HP nerf? +10 HP per level is not much, even considering armor. That would place Ian at 100 HP at lvl5, Tycho at 120 HP, Katja at 89 HP... how is that supposed to be impressive? Still twig-tier compared to a well-built player or Tougher Mutants, even if they have real armor.

The last-level bonus is neat tho.

Fallout isn’t hard, unlimited leveling followers is just easy mode.

Activate Tougher Humans/Tougher Mutants. I recommend Tougher Mutants x2 or x3, x4 is too insane.

However, for us the game will always be easy anyways. The only way to make it really hard (for us) would be if one rebalanced the game into Age of Decadency-style, where everything will fucking murder you unless you min-max the shit out of it. I don't have any plans to do that, though.

Based.
DO IT.
You know you want to.
Make the Powergamers suffer.
 
Joined
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Messages
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Location
Belém do Pará, Império Brasileiro
Talking about Companion-based builds, there's some neat perks in later games which could be interesting for that, if added as say, mini-mod:
Leader from FOT (+1AG and +10 AC to Companions near your character)
Ferocious Loyalty from Fallout New Vegas (companions gain +50 DR when player HP drops beneath 50%, might be a bit op in FO1 in this build)
Spray and Pray (reduces damage done to companions by 75%)
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
302
What's up with the HP nerf? +10 HP per level is not much, even considering armor. That would place Ian at 100 HP at lvl5, Tycho at 120 HP, Katja at 89 HP... how is that supposed to be impressive? Still twig-tier compared to a well-built player or Tougher Mutants, even if they have real armor.
They were way too strong before. I never even had to give them stimpaks anymore, because they'd easily survive every combat encounter. Now they will have to use stimpaks again every once in a while, or they will run away from combat due to getting into the lower hitpoint range. Before this update, if you additionally gave them combat or even power armor, they were the ultimate bullet sponges.

Keep in mind, in vanilla Fo1 (without tougher humans/mutants option), most critters will not cross the 60hp border (most super mutants only have 40 to 50hp, with very few late game exceptions, and humans have 30 to 40hp max), which means your party members are almost always way stronger than the foes you fight. I can't do balance changes depending on if you use the tougher x setting or not, so I'd rather balance them around the vanilla combat scenarios.

About the perks, not a bad idea, but the first one would pretty much be an always+ perk, as companions rarely go far away from you. The second one seems a bit hard to pull off in ettu, or at the very least would be extremely situational. Not sure if anyone would pick it. Spray and Pray is a nice idea, which I might investigate as a general Fo2 mini-mod idea at a later time.

Btw. I've also released a couple of other 1-day mod builds for the Fo2 vanilla game. Might be interesting as well for the one or the other when revisiting Fo2.
 
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Keep in mind, in vanilla Fo1 (without tougher humans/mutants option), most critters will not cross the 60hp border (most super mutants only have 40 to 50hp, with very few late game exceptions, and humans have 30 to 40hp max), which means your party members are almost always way stronger than the foes you fight. I can't do balance changes depending on if you use the tougher x setting or not, so I'd rather balance them around the vanilla combat scenarios.
Vanilla balance is pretty bad tho, I mean, Super Mutants with 50hp? Gobby plz.

Feels like HP numbers were supposed to be low in general but they forgot to scale the weapons damage before release (now here's a interesting mod to make right there).
FO2 is far better here, with the average human having 50-80 HP - I've seen people say FO2 is HP bloaty but I don't think so, especially once you start getting your hands on real hardware.
I like how FO2 gave Super Mutants like 120-150 HP, only a few choice human enemies and Enclave soldiers surpass that (And Enclave has better armor), and Marcus scales up to 205 HP, making Super Mutants into the Supersoldiers they are.

You could do a switch, too. "Tougher Companions?"

I need to test the new companions lol.

About the perks, not a bad idea, but the first one would pretty much be an always+ perk, as companions rarely go far away from you. The second one seems a bit hard to pull off in ettu, or at the very least would be extremely situational. Not sure if anyone would pick it. Spray and Pray is a nice idea, which I might investigate as a general Fo2 mini-mod idea at a later time.
How to intepretate influence:
- Direct line of Sight to Player
- Max weapon range (50 hexes)
- Just give them a bonus if they are in the party (easiest)

Yeah, second one is situational indeed. Like a better version of Adrenaline Boost but for party members.

Btw. I've also released a couple of other 1-day mod builds for the Fo2 vanilla game. Might be interesting as well for the one or the other when revisiting Fo2.
I saw them, they're pretty awesome!

But ngggg, not yet, I need to finish my FO1 game. Gotta start from scratch with your cool new patch lol.

Crazy cool to see the return of Tell-Me-Abouts and the Timed Quest reminders. Funny how you're making FO1 more like FO2 and FO2 more like FO1.
 
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vota DC

Augur
Joined
Aug 23, 2016
Messages
2,058
There are some problems in killing Killian without alerting people. Super stimpack seems to not work anymore. If I wait in his office I can kill him but I can't go out: doors are locked and game crash if I try to lockpick.
Explosive kiill trigger hostility even if I am outside the map. If I destroy the door of the office everyone will be hostile. Funny thing is that with only 1 dynamite Killian is injured and is not hostile if I am outside the map during the explosion.
Using Kenji works but it is super cheesy because it makes no sense to help him before taking the job from Gizmo.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
302
Which door do you mean? The one leading outside? Need a savegame to check this.

You can't kill Killian with dynamite anymore. It will alert his guards in any case.

/Edit: That one door is missing a pointer check. If Killian is dead, it will crash the game. Download this script and put it into \mods\fo1_base\scripts\ and overwrite the one in there. Now the door shouldn't crash anymore.
 
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vota DC

Augur
Joined
Aug 23, 2016
Messages
2,058
Now It works.

Sometimes Dogmeat speaks after combat: he says "error" and while he still follow me he doesn't help anymore in combat, no idea why. Maybe I have jinxed trait and he was still autoknocked at combat end
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
302
What language are you playing in? English?

Check if he has crippled limbs.

If you are playing in english and he is not crippled, I need a savegame with repro.
 

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