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

Wayward Son

Fails to keep valuable team members alive
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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.
 

normie

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Zionist Agent
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Insert Title Here
was setting up the latest release's ddraw and looking into how the mods are set up - noticed that fo1_classic_worldmap is commented in though it's not actually included in the mods folder, and searching what the deal might be led me to a reddit thread that was also griping over a related matter (something about WorldMapFontPatch fixing the issue)

on the other hand, InventoryAPcosts is included in the mods folder but is not set up in ddraw

edit: yeah, now I see what was meant
enabling GVAR_ENABLE_FO2_WORLDMAP in fo1_settings doesn't actually show location names on the world map unless you enable WorldMapFontPatch in ddraw
 
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Lexx

Cipher
Joined
Jul 16, 2008
Messages
324
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.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,829
Too many people are pussies and cried about it. Was tired of dealing with it.
Tell them tough, that’s how it is in the fully patched game.

Imo, the default configuration of et tu should as closely match TeamX 1.3.5 patched F1 as possible. Fuck the cry babies, the timer is part of the experience.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,829
Tell them tough, that’s how it is in the fully patched game.

Imo, the default configuration of et tu should as closely match TeamX 1.3.5 patched F1 as possible. Fuck the cry babies, the timer is part of the experience.
An authoritative source claims that 1.1 removed the 500 day limit (not just the mutant invasions that happen along the way) and gave it a 13 year time limit. Have you actually experienced a game over after 500 days with 1.1?
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
324
You can waste up to 250 days just to finish the water chip quest. After that it's only 250 days left + maybe less if you were stupid and talked about V13 with everyone + used the CoC healer service. If you keep randomly running over the worldmap to farm encounter for some reason, it's not that impossible to reach. But yeah, everyone who knows the game should be able to finish it in like... I dunno... 200 days max, if you are slow.

And yes, base game has the V13 timer removed as well, so now it's pretty much just the same. If you want it back, you can easily re-enable it in the fo1_settings.ini file.
 

agris

Arcane
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Joined
Apr 16, 2004
Messages
6,829
Tell them tough, that’s how it is in the fully patched game.

Imo, the default configuration of et tu should as closely match TeamX 1.3.5 patched F1 as possible. Fuck the cry babies, the timer is part of the experience.
An authoritative source claims that 1.1 removed the 500 day limit (not just the mutant invasions that happen along the way) and gave it a 13 year time limit. Have you actually experienced a game over after 500 days with 1.1?
I'll retort - have you? links are easy, lets go with first-hand experience.

1.1 isn't the most recent official game version either, take a look

  • FALLOUT Version 1.0 (19 Sep 1997) [US]
  • FALLOUT Version 1.0 (29 Sep 1997) [US]
  • FALLOUT Version 1.1 (09 Nov 1999) [US]
  • FALLOUT Version 1.2 (19 Nov 1997) [UK]
  • FALLOUT Version 1.2 (1x Mar 1998) [UK/FR/SP]


The UK got the most updated code-base with the 1.2 version, but there was never an official patch released to update the US versions to this. This versioning made modding a game with international fans such a pain in the ass, TeamX released a so-called english 1.2.1 RC patch with the intent of providing a common base-line for modding that takes the most recent official code-base and applies it to all versions - while also enabling kids and other shit that some of the EU versions had censored.

TeamX 1.2.1 RC patch description said:
Primary objective of this patch is to give english speaking users the most complete compilation of the official fixes from the different revisions of the game. Secondary objective is to provide the unified Fallout-modding platform for further development.

https://www.nma-fallout.com/resources/fallout-v-1-2-patch-by-teamx-unofficial.54/

This would be the version to test.

If you want to claim there is no 500 day invasion, install it and give it a go. I have a modded 1.3.5 version that isn't suitable for testing.


aside: for those who are just interested in this topic, TeamX continued to patch (not mod) Fallout 1, with their culmination being TeamX's 1.3.5. I think/hope Lexx built upon their work, but as I don't believe sduibek did and et tu used fixt as a base, Lexx would have had to manually merge all their fixes.
 
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Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,829
I'll retort - have you? links are easy, lets go with first-hand experience.
Sounds like the answer is no then.

I will trust what Tim Cain and the actual Fallout website had to say on this matter rather than waste my time. https://web.archive.org/web/19990421121426/http://www.interplay.com/fallout/faq.html

What is this about a time limit? Does the game end when you get the water-chip?
There is a time limit in the game for the water-chip. You must recover the water-chip within 150 game days. Most people have found that this is ample time, and there are even ways of increasing the limit. The game does not end when the water-chip is returned. There is another time limit, but there are ways around that as well. That time limit is 500 days (400 days if you use the Hub Water Merchants.) The 1.1 Patch removes the second time limit.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
324
What a noob. Buying water from the water merchants only reduces the timer by 90 days and not 100!

Code:
    if (global_var(GVAR_VAULT_13_INVADED_DATE) >= 100) then begin
        set_global_var(GVAR_VAULT_13_INVADED_DATE, global_var(GVAR_VAULT_13_INVADED_DATE) - 90);
    end
 

agris

Arcane
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Joined
Apr 16, 2004
Messages
6,829
I'll retort - have you? links are easy, lets go with first-hand experience.
Sounds like the answer is no then.

I will trust what Tim Cain and the actual Fallout website had to say on this matter rather than waste my time. https://web.archive.org/web/19990421121426/http://www.interplay.com/fallout/faq.html

What is this about a time limit? Does the game end when you get the water-chip?
There is a time limit in the game for the water-chip. You must recover the water-chip within 150 game days. Most people have found that this is ample time, and there are even ways of increasing the limit. The game does not end when the water-chip is returned. There is another time limit, but there are ways around that as well. That time limit is 500 days (400 days if you use the Hub Water Merchants.) The 1.1 Patch removes the second time limit.
so you have no idea, posting a link didn't work, and now you'll bail from the convo.

gg, classic roguey experience itt
 
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Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,829
so you have no idea, posting a link didn't work, and now you'll bail from the convo.

gg, classic roguey experience itt
You're the one who made the claim "that’s how it is in the fully patched game" contrary to every other source and apparently without any first-hand knowledge.
 

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