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

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It's been years since I played the original and the old noggin is not so good for remembering certain details anymore. In any case, this time I just told the supercomputer in the Glow to shut down the security robots, so I didn't come across any eyebot.

Checking Per's guide, it seems Mr Handy wasn't originally a companion, only a quest device (you can still send it to clean the control room where the Lieutenant is, breaking the forcefield emitter along the way). As a companion, it's rather fragile for that part of the game, although it can shred with a Gatling Laser (when it decides to use it, that is. The AI is still retarded).

I've forgotten lots of things about quests, which lead to some frustration at times, as the patches still haven't fixed everything. I wasn't able to complete LA's gang feud peacefully because I didn't speak to people in the right order, for example.

The most unenjoyable part of the game for me are still the random encounters. I don't disable them because travelling the wastes should be dangerous, but being ambushed by 10 mutants with rocket launchers is not very fun, particularly when you have 10 Luck and +80 Outdoorsman. Even when they're not particularly dangerous, they become annoying very quickly.
 
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Lexx

Cipher
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Jul 16, 2008
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Just did a playthrough with this. Pretty good if you have companions, which I usually don't in FO1. Sudden death by Ian is less frequent and I was able to keep Dogmeat alive all throughout the game until was forced to sacrifice him outside Mariposa base to make space for Mr Handy (was he even recruitable before? I don't remember).

Unfortunately, I was hit by what I assume is a bug, as shortly after Mariposa I got the Vault 13 game over cutscene well before the 500 days (less than a year had passed). I tried using debug mode to go back and forward in time, but that just sent me to the load screen. Well, I was pretty much done, anyway, except for the Master.
There's an eyebot in The Glow which you can turn into an ally, so I suppose this Mr. Handy you mentioned is another of those additions of Et Tu.

I don't remember ever having a Mr. Handy as part of my team, in vanilla, at least.
Mr. Handy was added a million years ago by one of the TeamX Fo1 mods, then taken over into Fixt, and thus is also available here.

About the "less than 500 days"-bug, I have never seen that happening and you are pretty much the first to report this. There is nothing I can think of right now that would trigger this, unless you used the CoC doctors unusually frequently (using them reduces the invasion timer by 1 day)... or you simply traveld randomly on the worldmap for 500 days. If there was no time skip, the invasion can't trigger.

That said, there are no encounters with "10 mutants with rocket launchers" unless you dick around the Brotherhood bunker and get unlucky and drawn into one of the few vs. encounters. The encounter is rare, though, and easily avoided.
 
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Hello Lexx, great job on the conversion. Hmm, no I don't think I've used CoC doctors, at least not significantly. And I did a normal playthrough, no roaming around and no grinding. I wonder if it's related to joining the caravans you meet on the road? Anyway, I still have my save, I can share it if you'd like.

Regarding the random encounters, I'm not sure if there were really 10 mutants, but they were definitely a lot. It's happened with raiders, too. Because I haven't played FO1 in years, I wasn't sure if that was even supposed to happen.
 

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Just did a playthrough with this. Pretty good if you have companions, which I usually don't in FO1. Sudden death by Ian is less frequent and I was able to keep Dogmeat alive all throughout the game until was forced to sacrifice him outside Mariposa base to make space for Mr Handy (was he even recruitable before? I don't remember).

Unfortunately, I was hit by what I assume is a bug, as shortly after Mariposa I got the Vault 13 game over cutscene well before the 500 days (less than a year had passed). I tried using debug mode to go back and forward in time, but that just sent me to the load screen. Well, I was pretty much done, anyway, except for the Master.
There's an eyebot in The Glow which you can turn into an ally, so I suppose this Mr. Handy you mentioned is another of those additions of Et Tu.

I don't remember ever having a Mr. Handy as part of my team, in vanilla, at least.
Mr. Handy was added a million years ago by one of the TeamX Fo1 mods, then taken over into Fixt, and thus is also available here.
+
informative.png
. Yeah, I thought it must have been an extra companion from Et Tu, or something along those lines. I mean, Per never described this permanent, robotic companion, and god knows how many times they beat Fallout to write TNUFG. It's hard to believe they'd miss this.
 
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agris

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Unfortunately, I was hit by what I assume is a bug, as shortly after Mariposa I got the Vault 13 game over cutscene well before the 500 days (less than a year had passed).
About the "less than 500 days"-bug, I have never seen that happening and you are pretty much the first to report this. There is nothing I can think of right now that would trigger this, unless you used the CoC doctors unusually frequently (using them reduces the invasion timer by 1 day)... or you simply traveld randomly on the worldmap for 500 days. If there was no time skip, the invasion can't trigger.
There's at least 2 in-game ways to shorten the timer to the V13 invasion: asking the water merchants to ship water to vault, and through specific dialogue choices with (either, I can't remember) the talking-head Mutant guarding the water pump in Necropolis or your discussion with Lieu in Mariposa.

Did you do either of those Gilius?
 
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Unfortunately, I was hit by what I assume is a bug, as shortly after Mariposa I got the Vault 13 game over cutscene well before the 500 days (less than a year had passed).
About the "less than 500 days"-bug, I have never seen that happening and you are pretty much the first to report this. There is nothing I can think of right now that would trigger this, unless you used the CoC doctors unusually frequently (using them reduces the invasion timer by 1 day)... or you simply traveld randomly on the worldmap for 500 days. If there was no time skip, the invasion can't trigger.
There's at least 2 in-game ways to shorten the timer to the V13 invasion: asking the water merchants to ship water to vault, and through specific dialogue choices with (either, I can't remember) the talking-head Mutant guarding the water pump in Necropolis or your discussion with Lieu in Mariposa.

Did you do either of those Gilius?

Holy crap, I didn't know that. Looking it up on Per's guide, I see:

In v1.0 buying water from the Water Merchants shortened the other time limit (the mutant threat) by 90 days if it was currently at 100 days or more, but this isn't a factor any more.

So, is it a factor in Et Tu? I know the config file lets you disable the 500 days timer (or set another), but I didn't find anything in particular about the Water Merchants affecting the timer. I did disable it in my game afterwards, but I don't think it works with saves. Besides, my invasion date was slightly before a year had passed, so even with extra 90 days it doesn't add up to 500.

And no, I didn't give up the Vault's location to the Lieutenant (I've made several playthroughs after, so I'm not 100% sure anymore, but I believe I would've mentioned it). You can overhear the conversation where he discloses finding about Vault 13 (you can sneak up to him, get 1000 xp and leave), which is what I usually do. Regarding the mutant in the Watershed in Necropolis, what happens is that if you fail the speech check he'll offer to take you to "Lou" (or else fight) , and the game simulates trekking all the way to Mariposa, which deducts some 40 days, or similar. I don't think there's anything in particular you can reveal about Vault 13 to the dim-witted mutant. And no, I didn't follow that route.

In any case, the mutant invasion occurred AFTER Mariposa turned to dust. I think that can also occur in the original, but you got to admit it doesn't make much sense.

I've forgotten lots of things about quests, which lead to some frustration at times, as the patches still haven't fixed everything. I wasn't able to complete LA's gang feud peacefully because I didn't speak to people in the right order, for example.

I don't think I remembered things correctly, here. I had imagined you could solve things peacefully, but no, the Regulators or Blades must die, with or without you taking part in the battle(if you side with the Blades). The one weird thing is that if you tell the Blades' leader that you're gonna talk to Zimmerman (this is right before the attack, after solving the Gun Runners quest), she subsequently disappears when you return to the map. If you don't have the holodisk (which I didn't, because I hadn't talked to Zimmerman before), you can't even tell him about his son's death, so your only option is to initiate combat with the Regs yourself.

The most unenjoyable part of the game for me are still the random encounters. I don't disable them because travelling the wastes should be dangerous, but being ambushed by 10 mutants with rocket launchers is not very fun, particularly when you have 10 Luck and +80 Outdoorsman. Even when they're not particularly dangerous, they become annoying very quickly.

Pro-tip about random encounters: Study the random encounters map to avoid mutants as much as possible: https://fallout.fandom.com/wiki/Fallout_random_encounters

I've slightly changed my opinion on random encounters, as they can add some excitement to an ironman game, which is how I'm playing now. Mutants are a Russian roulette, but the others you can manage. It forces you to plan ahead. I'm still not sure how much Sequence and Perception really help.
 
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agris

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So, is it a factor in Et Tu?
I can’t speak to that, but all of my F1 playthroughs over the past decade, except for shaking down et tu about a year ago, have been with TeamX 1.3.5 patch. Some have been with Wasteland Ghost’s invasion mod layered on top. I’m not sure which permutation (TeamX patch only or both it and Invasion mod) but iirc paying the water merchants gave you 120 days from that moment to wipe Mariposa or else V13 gets invaded.

Lexx mentioned he’s building on TeamX’s work, so if that wasn’t Wasteland Ghost’s mod that may have made it into the code.

It’s worth noting in the version of et tu that I played last year also had strange increments of the water chip countdown changing on scripted map changes, like the .223 pistol encounter, death claw cave, and caravans. The 223 pistol scripted travel to the farm took something like 17 days off the water chip timer, where the actual overland travel from it back to the hub only took 3 days.

If that kinda weird countdown logic is at play with the v13 invasion, you may see it happen earlier than your in-game calendar would suggest.

Changing the mod option for invasion after you’ve started the game won’t affect the save, iirc.
 

Lexx

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So, is it a factor in Et Tu?
Yes.

In any case, the mutant invasion occurred AFTER Mariposa turned to dust. I think that can also occur in the original, but you got to admit it doesn't make much sense.
The invasions stop if you destroy the Cathedral. Mariposa is just where the mutants are created - the guiding hand is the Master.

The one weird thing is that if you tell the Blades' leader that you're gonna talk to Zimmerman (this is right before the attack, after solving the Gun Runners quest), she subsequently disappears when you return to the map. If you don't have the holodisk (which I didn't, because I hadn't talked to Zimmerman before), you can't even tell him about his son's death, so your only option is to initiate combat with the Regs yourself.
That's not a bug, though. She goes with the attack force, thus becomes unavailable. The holodisk itself isn't required for much anyways - it doesn't matter if Zimmerman survives or not, it changes nothing. You can easily just start blasting Regulators from any location and the Blades will (with ettu) correctly start their attack (there was a bug in Fo1 which would result in the Blades not spawning at all).

but iirc paying the water merchants gave you 120 days from that moment to wipe Mariposa or else V13 gets invaded.
You will get +100 days for the water timer and -90 days for the invasion timer (if there are still more than 100 days left). This is based on original vanilla Fo1 code.

It’s worth noting in the version of et tu that I played last year also had strange increments of the water chip countdown changing on scripted map changes, like the .223 pistol encounter, death claw cave, and caravans. The 223 pistol scripted travel to the farm took something like 17 days off the water chip timer, where the actual overland travel from it back to the hub only took 3 days.
Don't know the details right now, but at least in Fo1 the game time randomly advances if you switch the location. Not sure if this is still a thing in Fo1. In any case, I likely didn't change this in code because this is exactly what the vanilla game does and I figured people who cry about ettu changes will want to keep this in the game.
 

A horse of course

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Is this Fallout et tu the most recommended way to play Fallout 1 if I haven't played it in like 15 years and want to replay?

Lilura says no.
In other words, "go for it!"

IMO Lilura's overall argument is sound - as proven by people in this thread saying things like anyone who wants to play BG1 should just play tutu because it's better that way. However, without being intimately familiar with the Fallout engine's quirks vs. the Fallout 2 version, there's not much point quibbling about it. I assume the m*dders themselves are familiar with the differences but I don't know if they've talked about it (I didn't read the whole thread).
 

Cael

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Is this Fallout et tu the most recommended way to play Fallout 1 if I haven't played it in like 15 years and want to replay?

Lilura says no.
In other words, "go for it!"

IMO Lilura's overall argument is sound - as proven by people in this thread saying things like anyone who wants to play BG1 should just play tutu because it's better that way. However, without being intimately familiar with the Fallout engine's quirks vs. the Fallout 2 version, there's not much point quibbling about it. I assume the m*dders themselves are familiar with the differences but I don't know if they've talked about it (I didn't read the whole thread).
The inventory and companion system in 2 alone makes it far more worthwhile than 1.
 
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Is this Fallout et tu the most recommended way to play Fallout 1 if I haven't played it in like 15 years and want to replay?

If you can't do without companions, that's a resounding yes. Otherwise, 15 years is a long time, so I'd probably do one playthrough of vanilla, then try Et Tu just to appreciate the changes. Remember, no one does just one playthrough of FO1.

Good to know. I never liked paying the Water Merchants (only did it for XP), as the game heavily implies it might have consequences for your Vault. Still, given the distortions with the timer I'd rather just disable it.

In any case, the mutant invasion occurred AFTER Mariposa turned to dust. I think that can also occur in the original, but you got to admit it doesn't make much sense.
The invasions stop if you destroy the Cathedral. Mariposa is just where the mutants are created - the guiding hand is the Master.
I'd argue that it'd be difficult to mount an invasion after such a catastrophic loss in numbers and logistics, but that's debatable.

The one weird thing is that if you tell the Blades' leader that you're gonna talk to Zimmerman (this is right before the attack, after solving the Gun Runners quest), she subsequently disappears when you return to the map. If you don't have the holodisk (which I didn't, because I hadn't talked to Zimmerman before), you can't even tell him about his son's death, so your only option is to initiate combat with the Regs yourself.
That's not a bug, though. She goes with the attack force, thus becomes unavailable. The holodisk itself isn't required for much anyways - it doesn't matter if Zimmerman survives or not, it changes nothing. You can easily just start blasting Regulators from any location and the Blades will (with ettu) correctly start their attack (there was a bug in Fo1 which would result in the Blades not spawning at all).
Yes, I'm not saying that's the fault of the mod--it's simply unsatisfactory quest design (pointing at a diplomatic solution when there's none). Searching my long time memories of the game, I remember always being disappointed that you couldn't tell Zimmerman the truth without provoking his death, I even tried planting the holodisk in his room before (why does he even have a special room?) to no avail.
 

Lexx

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You can make him survive the battle, but he's just going to float a single line and that's it. :p
 

luj1

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Is this Fallout et tu the most recommended way to play Fallout 1 if I haven't played it in like 15 years and want to replay?

Lilura says no.
In other words, "go for it!"

IMO Lilura's overall argument is sound - as proven by people in this thread saying things like anyone who wants to play BG1 should just play tutu because it's better that way. However, without being intimately familiar with the Fallout engine's quirks vs. the Fallout 2 version, there's not much point quibbling about it. I assume the m*dders themselves are familiar with the differences but I don't know if they've talked about it (I didn't read the whole thread).
The inventory and companion system in 2 alone makes it far more worthwhile than 1.

the only thing that needs to be said
 

Snufkin

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I am using 854x480 resolution and it looks like original looked 25 years ago. Any reason why 960x540 is recommended everywhere?
 

blessedCoffee

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I am using 854x480 resolution and it looks like original looked 25 years ago. Any reason why 960x540 is recommended everywhere?
Are you going to enable the fog of war, or you don't intend to? If not, I would keep it at 640x480, the default resolution.

.pixote. didn't work on Fallout maps, like he did with Fallout 2.

The small vanilla maps were updated so they wouldn't look bad with higher resolutions, e.g., the Temple of Trials entrance (the starting point in Fallout 2). The oil rig initial area seem to be one of the few maps which were forgotten and still look bad.

Don't forget you can play Fallout in windowed mode, if you don't like how the game looks in fullscreen (using the default resolution).
 

agris

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I am using 854x480 resolution and it looks like original looked 25 years ago. Any reason why 960x540 is recommended everywhere?

edit: warning. autism about to intensify.

Think about it. You picked 854x480 for two reasons: it keeps the original vertical resolution of 640x480, while expanding the view port to fit your widescreen - almost. The aspect ratio of your resolution is 1.779 while true 16:9 is 1.7 repeating. Playing in 960x540 gives you a true 16:9 aspect ratio for the most common 1920x1080 monitors, but more importantly it's an integer scale of your monitor's resolution. 1920/2 = 960, 1080/2 = 540. That means that each of Fallout's pixels is mapped perfectly to 4 physical pixels on a standard 1080 screen, without any subpixel rendering / anisotropy.

Because 1080p monitors are what the normie masses have, that's why 960x540 is recommended. If you play on an older 16:10 panels, 960x600 is the better fit. Modern 4k 16:9 panels are 3840x2160, which 960x540 is also an integer multiple of, so it works there.

Is it the worst thing in the world to not have a perfect aspect ratio or introduce anisotropy through subpixel rendering? Nope, but it's easy to avoid and especially improves the readability of fonts. But there's plenty of people who don't care / won't notice, and if you really like your solution then more power to you! but those are the technical underpinnings of it.

FWIW I'm on an a 2560x1600 16:10 panel and I *don't* integer scale Fallout anymore. I run 960x600, because 1280x800 (integer scale for my monitor) is too zoomed out, and the bilinear filter used by the HR patch helps smooth out the subpixel anisotropy.
 

Snufkin

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I am using 854x480 resolution and it looks like original looked 25 years ago. Any reason why 960x540 is recommended everywhere?

edit: warning. autism about to intensify.

Think about it. You picked 854x480 for two reasons: it keeps the original vertical resolution of 640x480, while expanding the view port to fit your widescreen - almost. The aspect ratio of your resolution is 1.779 while true 16:9 is 1.7 repeating. Playing in 960x540 gives you a true 16:9 aspect ratio for the most common 1920x1080 monitors, but more importantly it's an integer scale of your monitor's resolution. 1920/2 = 960, 1080/2 = 540. That means that each of Fallout's pixels is mapped perfectly to 4 physical pixels on a standard 1080 screen, without any subpixel rendering / anisotropy.

Because 1080p monitors are what the normie masses have, that's why 960x540 is recommended. If you play on an older 16:10 panels, 960x600 is the better fit. Modern 4k 16:9 panels are 3840x2160, which 960x540 is also an integer multiple of, so it works there.

Is it the worst thing in the world to not have a perfect aspect ratio or introduce anisotropy through subpixel rendering? Nope, but it's easy to avoid and especially improves the readability of fonts. But there's plenty of people who don't care / won't notice, and if you really like your solution then more power to you! but those are the technical underpinnings of it.

FWIW I'm on an a 2560x1600 16:10 panel and I *don't* integer scale Fallout anymore. I run 960x600, because 1280x800 (integer scale for my monitor) is too zoomed out, and the bilinear filter used by the HR patch helps smooth out the subpixel anisotropy.
Thanks for reply.
Anyways this is how it looks at my 1080p monitor:

https://ibb.co/J5GkCdF
 

Wayward Son

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I just played through Et Tu last week and enjoyed it greatly. I definitely think it’s worth it just for the benefits to companion AI. I also got a special world encounter where
you go through a portal and get teleported to the ToT right after the Chosen One finished it and get talked to by your granddaughter.
 

Lexx

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v1.9 is out.

release_v1.9.png


Changelog:
Sfall has been updated to version 4.4.0.1
  • Added: Footsteps mod is added as a new mini-mod to the release package. Disabled by default.
  • Added: Optional "Vault 15 Rework" mini-mod that replaces the V15 entrance maps with a lore friendly blend of the Fo1 and Fo2 version.
  • Added: New "Expanded Wrecks"-setting to fo1_settings.ini file, which enables more variation in the city encounters (Graphics by Sonora mod). Enabled by default.
  • Added: The 9mm Mauser pistol can be converted to the 10mm caliber if Fo2 weapon upgrades are enabled.
  • Added: Flares will now spawn randomly at some merchants if the merchant restocking feature has been enabled.
  • Added: Jack from Junktown can now be found as a Khan prisoner if cut-content characters are enabled. He can only be found there if Tandi wasn't kidnapped yet.
  • Added: Restored an unused message log text when using the radio item. Has a low chance to replace the normal text.
  • Added: Walking through doors Arcanum-style can now be disabled in the fo1_settings.ini file.
  • Added: Healing Powder has a low chance to spawn on traveling merchants now.
  • Fixed: "You steal x"-message won't show up anymore when transferring items between party members.
  • Fixed: A wrong name would show when inspecting the body of a dead critter in one of the random desert encounters.
  • Fixed: Vault 13 cave and Vault 15 topside were using the wrong music tracks.
  • Fixed: CHILDEAD, BRODEAD, and HUBMIS0 maps were using the wrong background music files.
  • Fixed: City encounter maps were using 07desert and not 11chilrn as in Fo1.
  • Fixed: Crash when using the door inside of Darkwater's shop after killing Killian.
  • Fixed: Death screen had broken colors.
  • Fixed: Error messages when interacting with the elevator doors in the Glow.
  • Fixed: Finding and disarming the mines in the thieves circle location would show the wrong text messages.
  • Fixed: Flip in Mariposa would try to walk to his target hex on every game tick, even if he is on the hex already, thus causing visual glitches with his idle animation.
  • Fixed: Garret's fridge in the Hall of the Dead could be open without actually being open.
  • Fixed: Geckos in random encounters would walk around way too frantically. Now they aren't such speedy boys anymore.
  • Fixed: Gizmo would keep repeating his initial dialog after the player accepted the task to take down Killian.
  • Fixed: If players uses cheat mods to increase the inventory size, he was able to pick up objects like shelf corners (fix by NovaRain).
  • Fixed: Iron Man Fixt settings wouldn't set correctly on game start.
  • Fixed: It was possible to break the ending slides when entering the crater-locations right after the Cathedral/Mariposa were destroyed. Added a fail-safe and improved the script to prevent this from happening.
  • Fixed: It wasn't possible to use super-stims or other drugs on Lorenzo in the Hub.
  • Fixed: Keri in the Hub wasn't using the sex-macro for tracking the players sex-level.
  • Fixed: Kidnappers in the Hub would get set back to their starting position when loading in combat. NOTE: Saving and loading the game in combat is not advised since it can cause issues.
  • Fixed: Killian's store guard would attack the player for being in the store at night, even though the store is still open for another hour.
  • Fixed: Laser Rifle upgrade cost was wrong.
  • Fixed: Lone Centaur in Death-encounter table was called "Coyote".
  • Fixed: Mariposa force fields had on/off issues when loading a savegame.
  • Fixed: Mauser Pistol barrel angle always looked slightly off.
  • Fixed: Missing scenery .frm error in MBVATS12 map file.
  • Fixed: Night Vision perk now works exactly as in Fo1 (3 ranks and +10% instead of +20% light level change).
  • Fixed: Not all of Loxley's TMA lines were recognized by the game.
  • Fixed: On death, Griffith's name would show "Zombie Guard" instead of his actual name when checking the description.
  • Fixed: Pest control settings of the robots in Mariposa will now work better. The robobrains will now actually attack all valid targets on sight.
  • Fixed: Raiders on Irwin's farm will return to their starting positions if the player leaves the map and returns later.
  • Fixed: Red Dogmeat variant (fo1_settings.ini option) wouldn't play idle/combat sfx.
  • Fixed: Seth in Shady Sands would still teleport a low INT player character to the scorpion caves, even if the satellite locations setting was enabled.
  • Fixed: Starting and ending combat in Hub Downtown would make a hooker go mad.
  • Fixed: Tag skills item calculation on game start wasn't always working correctly (issues in vanilla Fo1 and with Fixt changes). Replaced complicated calculations with Fo2 is_skill_tagged script command.
  • Fixed: The "Khan survival counter" wasn't working right. Rewrote the function to correctly track the surviving raiders for the endgame slide.
  • Fixed: The combat training in the Brotherhood gym would not give bonus skill points if the skill is tagged. Also fixed the Skill+ message (shows +2 in message log now instead of +1).
  • Fixed: The kidnapped Brotherhood Inititate in the Hub would not hide correctly after leaving the map area.
  • Fixed: The refugee in Necropolis would always mention that "some human killed their men" even if the player did not attack Harry & Friends.
  • Fixed: Traps would show the wrong message log entry when trying to disarm them.
  • Fixed: After fixing the broken Mr. Handy robot, using a radio on it would print a "This does nothing"-message.
  • Fixed: When using repair and science skill on the broken Mr. Handy robot in Mariposa, the message log would print "The robot is already healthy" and "You learn nothing new" after the scripted description text.
  • Tweaked: Green city circles on the worldmap are a bit less bright green when classic worldmap mode is disabled.
  • Tweaked: "Resting encounter" are now based on vanilla encounter maps, as in Fo1. Disabled the old workaround locations.
  • Tweaked: Active flares will now illuminate the area even if the player has the item in his off-hand slot.
  • Tweaked: Adjusted WorldMapTimeMod and WorldMapDelay2 in ddraw.ini to make the travel time fit a bit better to the one from Fo1.
  • Tweaked: All gecko types are now affected by the Animal Friend-perk to make it at least a little bit more useful.
  • Tweaked: All worldmap encounter chances have been adjusted to the Fo1 values.
  • Tweaked: Changed the repair limit of the robodogmeat to be based on the repair and not the speech skill.
  • Tweaked: Changed the way the Fo1 demo can be played.
  • Tweaked: Decreased the radiation gain when walking around the Glow on the worldmap.
  • Tweaked: Hi-Res patch encounter map edges visually improved.
  • Tweaked: Hub cops will not float warning messages anymore if the player just enters and leaves combat.
  • Tweaked: Improved how the "rest until morning (Fo2-style)"-setting works. It is not necessary anymore to save and load the game first.
  • Tweaked: Merchants will restock money once per day again.
  • Tweaked: Motorcycle spawn position in mountain encounter maps.
  • Tweaked: Moved the Necropolis Watershed map around to fix shitty map edges.
  • Tweaked: Rae, the freshly turned super mutant (cut-content) will now only show up if the Boneyard has been invaded.
  • Tweaked: Shock Spear now uses 2 energy ammo on every attack. To compensate, max ammo has been increased to 20.
  • Tweaked: Turbo Plasma Rifle now uses 2 energy ammo on every attack.
  • Tweaked: Slight changes to Agatha's dialog (cut-content in Shady Sands), since it is not only lacking stories, but is generally unfinished.
  • Tweaked: The 500 days Vault 13 invasion timer is now disabled by default.
  • Tweaked: The Fo2 .44 Magnum Revolver now needs 3 AP to reload instead of 2, to differentiate it more from the Desert Eagle.
  • Tweaked: The Hub Old Town Captors will only attack the player if he actually enters the house. No more unwanted attack from walking past the door that was just opened by a stupid child.
  • Tweaked: The garrison troops in the Master's Lair have a respawn delay now.
  • Tweaked: The super mutant conversation in the Master's Lair now only happens if the player has visited the Lair at least once before.
  • Tweaked: Vault 15 entrance hi-res patch screen edges.
  • Tweaked: Warning messages will now shut down the game completely, and not just send players back to the main menu.

Find the latest release here.

Sitting on this update for a while already, decided to release it now else I'm going to sit on it even longer.
Not much to say this time. The footprints mod is in a state now where it isn't just an experiment, so I've decided to put it directly into the release build. Also there's a new optional "Vault 15 Rework" mini-mod, which merges the Fallout 2 V15 style into the original Fo1 style V15 location. It's pretty much just a map replacer and does nothing more than looking slightly different. Keep in mind that Fo2 is set 80 years after the first game, so even though it's in similar style now, it's not a 1:1 Fo2 map recreation (it wouldn't make any sense).

Other than that, lots of fixes, some balance tweaks, and more toggle options in the fo1_settings.ini file so that you have more freedom in deciding what you want to have in your game.

It's advised to start a new game. Actually I'm not sure if old savegames are loading anyways with this update. While at it, best to delete your existing files and do a clean install with this version.

Also, keep in mind that mods-handling has been changed in latest Sfall versions. Check the \mods\mods_order.txt file to enable/disable mods.
 

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