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

oasis789

Arcane
Joined
Oct 9, 2012
Messages
406
  • Tweaked: The 500 days Vault 13 invasion timer is now disabled by default.

but why
 

agris

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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
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May 29, 2010
Messages
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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
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Jul 16, 2008
Messages
344
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

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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

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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
344
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

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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

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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.
 

bkawcazn

Novice
Joined
Oct 14, 2011
Messages
5
This mod looks great!

What settings are actually covered by GVAR_FIXT_ENABLED? The fixt changelog has a huge number of additions, and lot of them are configurable themselves.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
Only very minor things. Don't have a list of that in my head, since most of those changes I personally don't really like anyways. Most Fixt stuff has been either removed by now or was integrated into other settings.
 

Lexx

Cipher
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Jul 16, 2008
Messages
344
Out of curiosity and because I couldn't help myself, I went over the script files and checked what exactly is covered by GVAR_FIXT_ENABLED. Here is the list:

- Some of the Khan raiders will spawn with extra additional money (random(1, dude_luck * 2))
- The prisoners in the Hub Downtown jail are moved closer to their jail door (personally didn't like this change, even though it's just cosmetic.. they don't really have dialog anyways)
- The super mutants that are guarding the nuclear bomb in the Master's Vault spawn with additional SEC, MFC, caps ((random(1, 6) * (dude_luck - 1))), the mutant with the gatling laser will get an additional power fist, and the mutant with the power fist will get an additional plasma rifle. Thus both guards will have more weapons
- Nuca Cola truck special encounter will not just spawn with caps in the crate, but also a couple... nuca colas. Minium 1, maximum 42, depending on player Luck stat.
- More random critters will spawn in Vault 13. Like, a shitton more.
- Random Glow encounter maps will give the player an additional random 30 to 60 radiation points on map enter.
- Necropolis invasion super mutants will spawn with weapons (minigun, spiked knuckles, laser rifle, flamer, gatling laser, or rocket launcher). I didn't like this, because if you are a new player and arrive too late but are still low level, this can fuck you over hard. PS: I fixed a bug here. In original Fixt for Fo1, super mutants would get weapons created in their inventory every time you entered the map. So leaving and returning 10 times means they have 10 weapons + ammo in their inventory. :D
- If Tycho is in your party and you start attacking junktown citizens, he will leave your party in combat and attack you. Now I agree this *probably* could be moved into the base game without a fixt-toggle. Not sure why I kept it like this -- maybe at the moment I felt this was a too big change from the base game. If people don't mind, I can probably move it outside the fixt condition.

Anyways, that's it. The Glow encounter map setting is a bit useless, since by default you will now get radiation added when traveling around the Glow (there is also a new GVAR_ENABLE_EXPANDED_RADIATION in the fo1_settings.ini file about it). I kept it because it makes the game a little harder.

Didn't like the additional critters in V13, because they are all generic and to me this adds nothing of value to the maps.

Mostly I didn't liked the item changes. For one, it fucks with game balance in two ways: It makes the game harder for beginners, or makes it easier because more loot. Fixt did quite a few item changes in all maps, even in "purist" mode. Some critters have more money, more ammo, more drugs.. Every time I stumbled over such changes, I reverted them back to vanilla. I get that especially drugs were added so the enemy becomes more dangerous... but imo it didn't really help and in the end the player just got more drugs out of it. I reverted a lot of this, but it's possible that I still missed some NPCs. I autistically checked many NPCs inventories while testing, but it's easy to miss something here.
 

Lexx

Cipher
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Jul 16, 2008
Messages
344
release_v1.10.png


Changelog
Sfall has been updated to version 4.4.4
  • Added: "Mangled" corpse script to the dead bodies in the Necropolis sewers that were dragged away by rats (Restored cut content).
  • Added: Full ai generated Ron Perlman voice for the Expanded Ending slides.
  • Added: New mini-mod for restored "original" Junktown endings (inverted Killian and Gizmo consequences).
  • Added: The nerfed hit chance in Fo2 can now be reverted back to the version in Fo1 (GVAR_ENABLE_FO2_HITCHANCE in fo1_settings.ini)
  • Fixed: Added missing dialog for the hintbook and tweaked the text to fit Fo1in2.
  • Fixed: Crash when delivering pulse grenades to Sophia.
  • Fixed: Dog in random coast encounter wasn't called "Dog", because it shared the script with the peasants.
  • Fixed: Footsteps mod would crash the game when triggering corpse aging on map enter.
  • Fixed: Incorrect LVAR check was used for MacRae's teach option after helping the Blades.
  • Fixed: It is now possible to win the chess game against Zax in the Glow when using the vanilla chess game dialog (advanced chess game has been moved behind a new toggle option in the fo1_settings.ini file).
  • Fixed: Lance in the Shady Sands encounter could talk about the player having dealt with the Khans, even though he didn't yet.
  • Fixed: Mike in the Boneyard (Blades territory) would show the wrong dialog message if the player declines his reward.
  • Fixed: Mr. Handy and Floating Eye companions use base game repair mechanics for healing now.
  • Fixed: One of the tiles for John's work routine was out of range.
  • Fixed: One of the tiles for V13 water guard's sleep routine was out of range.
  • Fixed: People of average intelligence could run into a bug with Lou that would restart the whole dialog.
  • Fixed: Radscorpions near the Glow could spawn with the wrong script.
  • Fixed: Razor had a visible debug dialog option.
  • Fixed: The brutal death endgame cutscene with the Overseer could break if the player went into it with a weapon already in his hands.
  • Fixed: The computer course in Brotherhood took ten times longer than it should.
  • Fixed: The player's "ouch"-message (low IQ only) was missing when being healed by Thorndyke.
  • Fixed: The random rotation of FoA guard/scout movement was out of range.
  • Fixed: Wrong message was shown when detecting traps in the Hub thieves guild hideout.
  • Fixed: Not all of the Fo1 perks (ID 0-63) had their old requirements.
  • Fixed: possible crash when talking to Katja when escaping the military base.
  • Tweaked: The world map travel speed calculations have been changed. Now traveling will take the same amount of time as it did in Fo1 and depends on the Outdoorsman skill.
  • Tweaked: Due to the update to the latest Sfall version, animated scenery will keep animating even in combat.
  • Tweaked: Aradesh dialog will now mention the reward that the player gets after rescuing Tandi.
  • Tweaked: Ian (and Tandi if around) will now leave the party and attack if the player is an enemy of Shady Sands.
  • Tweaked: Tycho will now leave the party and attack if the player is an enemy of Junktown.
  • Tweaked: If player has disabled the Fo2 party member limit, the Magnetic Personality perk won't show up anymore, since it is useless.
  • Tweaked: Restored the original chess game dialog with Zax in the Glow.
  • Tweaked: Reverted Fixt changes to party member stats, to bring them back more in line with vanilla Fo1. Adjusted stats for party member level-up accordingly.
  • Tweaked: Reworked the Lance encounter around Shady Sands to work more like in the vanilla game again (random chance to spawn a dead raider instead of Lance). Lance remains alive (restored cut-content).
  • Tweaked: The expanded chess game with Zax is now behind a new GVAR_ENABLE_FIXT_CHESS toggle option (see fo1_settings.ini file). Disabled by default.
  • Tweaked: When damaging a door but not yet destroying it, a notification will show in the message log.

You can find the latest release here.
NOTE: Old savegames are very likely NOT compatible. Delete Fo1in2 and reinstall it, if you want to play the new release with as little issues as possible.

Alrighty. New version. Tried to be a little faster this time. I'm actually a little bit surprised about how much has happened since the last time. With every release I'm thinking "well, that's probably it now for a long time..." and then boom, we find more shit to do.

Most notable this time is probably the new mini-mod about the restored / alternative Junktown endings. Those were originally changed, because it was deemed too dark / too unpredictable. Now you can decide on your own if you agree or not.
While doing this, we also replaced all VO from the expanded ending slides option with new ai generated Ron Perlman lines. It's not perfect and could use more love, but for now it's fine. If someone wants to help with improving it more, and bringing it more in style of the original, be my guest.

Some more stuff has been either reverted from old Fixt releases, or moved behind new toggle options. Notably the more advanced version of chess when playing against Zax. In the original version, you can't win against Zax, because there are no criticals when rolling against SPECIAL stats. We've implemented that now.

Oh, and we added an option to remove the nerfed Fo2 hit chance calculation. Though, personally I really advise to keep it enabled. The game is easy as it is and removing that nerf just takes away from the fun. Besides, you'll easily even it out with just spending a few more points in your combat skills. It's really not that big a deal.

One more thing: We tweaked the worldmap travel speed values and rewrote the time calculations. Now traveling around will take the same time as it did in Fo1, depending on your Outdoorsman skill.

Anyways. The rest is more or less just a couple bugfixes.
PS: Ettu v1.9 has been downloaded about 60k times. The influence of the TV show is quite noticeable.
 
Last edited:
Joined
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Thanks. I was never fully satisfied with Junktown. I'll replay it soon and post impressions.

One thing I'd like to see is an option to make Outdoorsman work like FO2, letting you avoid random encounters. It'd give me a reason to choose it in my ironman playthroughs.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
That's not going to happen. The Fo1 encounter system is very different from the one in Fo2. It's too much trouble to be worth it.
 

agris

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Most notable this time is probably the new mini-mod about the restored / alternative Junktown endings. Those were originally changed, because it was deemed too dark / too unpredictable. Now you can decide on your own if you agree or not.
While doing this, we also replaced all VO from the expanded ending slides option with new ai generated Ron Perlman lines. It's not perfect and could use more love, but for now it's fine.
:rpgcodex:
 
Joined
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Messages
1,854,500
Location
Belém do Pará, Império do Brasil
Awesome! Time to install Fallout on this new machine and play Et Tu. I was just waiting for a new version actually.
Most notable this time is probably the new mini-mod about the restored / alternative Junktown endings. Those were originally changed, because it was deemed too dark / too unpredictable. Now you can decide on your own if you agree or not.
While doing this, we also replaced all VO from the expanded ending slides option with new ai generated Ron Perlman lines. It's not perfect and could use more love, but for now it's fine.
:rpgcodex:
Just like the Founding Fathers of Fallout intended :obviously:
 
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Lexx

Sorry to bother you, but with the OG Junktown endings re-done with AI (based, can't wait to play and see them), are you planning to do Companions endings? Sounds like a cool reward for a player managing to keep his companions alive.
There is a "non-canonical" Ian survives ending, with the "Old Joe" cut content. Tycho and Katja would be harder. And Dogmeat is well, a Dog.

I had some ideas for harder Master battle settings (yes I love harder games how do you know?), feel free to use anything:

1. Special Weapon

Does The Master carries a normal Gatling Laser or does he have his own special double gats, like Frank Horrigan's End Boss Gun?
Because if he uses his own special gun, I have an idea: If it doesn't have a weapon perk, give it Weapon Penetrate perk. Hardened Power Armor and Tesla have 19 Laser DT, with weapon penetrate it would go 19 / 5 = 3 DT (remainder gets discarded). That would def make The Master a bit stronger without making Hardened Power Armor inferior to Tesla.

If he doesn't, another idea: Give him a special unlootable gun. It would actually make sense that the Master's Double Laser Gatling is stronger than the normal Gatling gun - its double gats after all (it should be defacto two gatling lasers in one). Could even give it bigger range to pre-empt the "Long-Range Sniper Shooting beyond The Master's range" trick. Say:
- 40-80 dmg (x2 20-40)
- 20 shots per burst (2 x 10)
- 50 range (unless you want to enable the "Sniping the Master" trick)
- Weapon Penetrate perk

I ran some numbers and vs Hardened Armor and Tesla Armor, it would deliver something like 45 average damage, assuming 40% of shots hit. My math may be wrong tho.
If you want, you can decrease ap cost of his gun and/or increase his AP. 3 or 4 Gatling Laser bursts per turn, everybody?
I would recommend increasing The Master's energy weapon skills to 150-200%, to compensate for the loss of Weapon Long Range perk (he might start missing a lot of long-ranged shots otherwise).

(you could even make a lite version of this for The Lieutenant to make that fight harder)

(this is probably going to pulp Unarmed and Melee players, but at this point they probably have enough armor and HP to survive. They're literally trying to punch/stab/bludgeon a god, git gud scrubs)


2. Spawn a mutant every turn (or double Super Mutant spawn)

The Master spawns a Super Mutant from the corridor every other turn (except in easy difficulty AFAIK, where he does it every other turn). Imagine the following: One Super Mutant every turn. Would definitively make the fight harder, and if you do the former but keep the Gatling Laser range the same, then you can compensate for that (sniping the Master from Range 50 still works), but if you deal with more Super Mutants now.

(the same thing could be done by spawning two Super Mutants every other turn instead)


3. More psionic power

The Master is considered the biggest, baddest psyker in the Fallout universe. He does cause a lot of permanent damage if you pass unprotected through the Corridor of Revulsion. But I always felt that they could have made the boss fight harder by using his psionic powers more. Not just telepathy, but telekinesis and other powers as well. This is the hardest one to do, of course. Some examples:

- Telekinetic Knockback: The Master uses his telekinetic powers to deliver a blast of kinetic energy. In practice it works like a Super Sledge attack, dealing a Weapon Knockback effect. Used if the player tries to hide behind the columns during the fight and defeat The Master through Popamole. Could also be deployed vs Close-Ranged attackers.
- Telekinetic Weapon Drop: The Master uses his telekinetic power to make the Vault Dweller or one of his companions drop their current active weapon.
- Psychic Blocker Destruction: The Master destroys the Psychic Blocker using telekinesis (it blocks against telepathy but should not provide protection vs telekinesis... I think?).
- Summon Holy Flame: Using his pyrokinesis, The Master creates fire to purify his enemies. In practice, it's like a fire-damage grenade, but without the grenade.
- Aura of Revulsion: Once the Psychic Blocker is destroyed (or there is none), The Master starts smiting his enemies with telepathy. Essentially, Corridor of Revulsion-lite constant psychic effect every turn, but just doing persistent damage until The Master is dead.
- Probability Alteration: Altering reality on a local level through his godlike mind, The Master gives the Player Character his own version of the Jinxed Trait. This different version only affects the Player Character and Companion NPCs, it does not affect enemies (essentially, Jinxed Trait but only the bad parts lol). Goes away after the fight.
- Father Hope: Inspiring hope and feelings of devotion in his Mutant soldiers, The Master strengthens his Super Mutant soldiers, Mind, Body and Soul. Essentially, buff the Super Mutants coming from the Corridor.
- Divine Shield: Surrounding himself with a barrier of mental energy, The Master protects himself against incoming damage. Essentially, The Master increases all his resistances for a time.

(of course, every time The Master uses his powers, a message would pop up on the message window, just like it happens when you get Mind-Nuked in the Corridor of Revulsion)
 
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Lexx

Cipher
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Jul 16, 2008
Messages
344
are you planning to do Companions endings?
Already in the game for a long time with expanded ending slides enabled.

Master and Lou use regular Gatling Laser weapons. Lots of people struggle already in the boss fight, I don't really see why we should make his weapon deal more damage. Especially Lou is hard, because of the two Nightkin guards.
 
Joined
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Belém do Pará, Império do Brasil
Already in the game for a long time with expanded ending slides enabled.
Wait, what? That's what I get for not finishing games!

Master and Lou use regular Gatling Laser weapons. Lots of people struggle already in the boss fight, I don't really see why we should make his weapon deal more damage. Especially Lou is hard, because of the two Nightkin guards.
Lots of wusses ohohohohohoho.
I don't see the problem, just use a setting - either something separate or activated by Stronger Mutants?
I don't consider The Master fight hard, myself. Even without Turbo Plasma.

Kinda crazy that The Master uses a regular Gatling Laser. Especially because he has two, and he's, you know, the final boss. They did the right call in FO2 by giving Frank Horrigan his own special gun and knife.

I recall the Lieutenant fight being hard because one of the Nightkin had a Rocket Launcher. Gatling Lasers are barely a bother if you have Hardened Power Armor.
 

The Jester

Cipher
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Mar 1, 2020
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Fucking useless piece of scrap metal! how do I refuel the bike? What kind of fuel does it even use?
xIt1IBL.png
 

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