Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

None

Arbiter
Joined
Sep 5, 2019
Messages
2,142
Fucking useless piece of scrap metal! how do I refuel the bike? What kind of fuel does it even use?

xIt1IBL.png
IIRC it uses small energy cells.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
Works same way as the car in Fo2. MFC and SEC, while MFC give more power.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
release_v1.11.png


Changelog
  • Fixed: Brahmin poop would always only spawn on map elevation 0.
  • Fixed: Dogmeat was barking error text when crippled.
  • Fixed: It was possible to sell items to various NPCs before "giving" them via dialog, so they could be stolen back later.
  • Fixed: The Mother Deathclaw in the Boneyard was printing male instead of female critical hit messages (old Fo1 vanilla bug).
  • Fixed: Wrong AI package for initial Katja stage.
  • Fixed: Aesthetic fixes to Hunting/Sniper Rifle sprites (from UPU).
  • Fixed: Fallen Brahmin didn't recover on re-entering maps.
  • Fixed: The text position of ShowLootWeight mod when ExpandInventory=1.
  • Fixed: Using alcohol on Brahmin would cripple player's legs (FIXT bug).
  • Fixed: If Sheriff Greene in the Hub gets knocked out/down in the Decker fight, he will stand up again once back in his office.
  • Tweaked: All alcohol can be used on Brahmin now.
  • Tweaked: Dead bodies in the LA Rippers map will be cleaned up faster (Deathclaws eat them, duh).
  • Tweaked: Deathclaw Spawn critters in caravan job encounters will look like small Deathclaws if Fo2 critters are enabled in the fo1_settings.ini file.
  • Tweaked: If Fo2 critters are enabled, new Deathclaws in the LA Rippers map will initially be Deathclaw Spawns. After a day, they turn into full grown Deathclaws.
  • Tweaked: Players can no longer open out-of-bounds merchant boxes.
  • Tweaked: Reverted prices of Stimpak and Super Stimpak from Fo2 to the original Fo1 values.

You can find the latest release here.

Not much to say this time, just wanted to finally get those fixes out in a public release. Some bugfixes (there's always something to fix), and some smaller tweaks. As always it's better to start a new game, especially for the Katja-fix. But it shouldn't be necessary this time.

I've noticed there was a funny exploit... you could keep quest items if you'd barter them to NPCs first, then click the dialog option where you give the item, and then steal it back. This way it was possible to duplicate a power armor at Miles, etc. This probably works in vanilla Fo1 as well, but I never tried it. Well, now it doesn't work anymore.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,192
Some things.
1. The .223 pistol has its weak FO2 sound instead of meaty FO1 sound- blasphemy.
2. I had 100+ days on my timer remaining + bought the water merchant extension, went to BoS without returning the water chip for my strength upgrade (21 days apparently) and all my blue buggers died.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
1. Fo1 sound is a bug.
2. Sounds like a you-issue. The character upgrades eat a lot of time (up to a month or something).
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
It's a bug because the sound file wasn't mastered correctly.

Need savegame for the water timer stuff. From before the operation.
/Edit: I probably fixed it. Funny that nobody has reported this in all those years.
 
Last edited:

Diggfinger

Arcane
Joined
Jan 6, 2014
Messages
1,247
Location
Belgium
release_v1.11.png


Changelog
  • Fixed: Brahmin poop would always only spawn on map elevation 0.
  • Fixed: Dogmeat was barking error text when crippled.
  • Fixed: It was possible to sell items to various NPCs before "giving" them via dialog, so they could be stolen back later.
  • Fixed: The Mother Deathclaw in the Boneyard was printing male instead of female critical hit messages (old Fo1 vanilla bug).
  • Fixed: Wrong AI package for initial Katja stage.
  • Fixed: Aesthetic fixes to Hunting/Sniper Rifle sprites (from UPU).
  • Fixed: Fallen Brahmin didn't recover on re-entering maps.
  • Fixed: The text position of ShowLootWeight mod when ExpandInventory=1.
  • Fixed: Using alcohol on Brahmin would cripple player's legs (FIXT bug).
  • Fixed: If Sheriff Greene in the Hub gets knocked out/down in the Decker fight, he will stand up again once back in his office.
  • Tweaked: All alcohol can be used on Brahmin now.
  • Tweaked: Dead bodies in the LA Rippers map will be cleaned up faster (Deathclaws eat them, duh).
  • Tweaked: Deathclaw Spawn critters in caravan job encounters will look like small Deathclaws if Fo2 critters are enabled in the fo1_settings.ini file.
  • Tweaked: If Fo2 critters are enabled, new Deathclaws in the LA Rippers map will initially be Deathclaw Spawns. After a day, they turn into full grown Deathclaws.
  • Tweaked: Players can no longer open out-of-bounds merchant boxes.
  • Tweaked: Reverted prices of Stimpak and Super Stimpak from Fo2 to the original Fo1 values.

You can find the latest release here.

Not much to say this time, just wanted to finally get those fixes out in a public release. Some bugfixes (there's always something to fix), and some smaller tweaks. As always it's better to start a new game, especially for the Katja-fix. But it shouldn't be necessary this time.

I've noticed there was a funny exploit... you could keep quest items if you'd barter them to NPCs first, then click the dialog option where you give the item, and then steal it back. This way it was possible to duplicate a power armor at Miles, etc. This probably works in vanilla Fo1 as well, but I never tried it. Well, now it doesn't work anymore.

Awesome, thanks for all your work on this!

Curious: whats your take on Nevada and Sonara. Got a chance to play those?
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
Curious: whats your take on Nevada and Sonara. Got a chance to play those?
Played some Nevada long time ago. Didn't like it. Gameplay felt so... russian. I don't like scavenging and "survival" and shit in my Fallout. At least not like that. Granted, I didn't played it for long. Quit the game after I had to punch rats for half an hour and then just never went back into it.
Didn't play Sonora yet, because no time and the stuff I make money with is sadly a little more important.
 
Last edited:

Diggfinger

Arcane
Joined
Jan 6, 2014
Messages
1,247
Location
Belgium
Curious: whats your take on Nevada and Sonara. Got a chance to play those?
Played some Nevada long time ago. Didn't like it. Gameplay felt so... russian. I don't like scavenging and "survival" and shit in my Fallout. At least not like that. Granted, I didn't played it for long. Quit the game after I had to punch rats for half an hour and then just never went back into it.
Didn't play Sonora yet, because no time and the stuff I make money with is sadly a little more important.

 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,197
Location
Reichskommissariat Russland ᛋᛋ
Curious: whats your take on Nevada and Sonara. Got a chance to play those?
Played some Nevada long time ago. Didn't like it. Gameplay felt so... russian. I don't like scavenging and "survival" and shit in my Fallout. At least not like that. Granted, I didn't played it for long. Quit the game after I had to punch rats for half an hour and then just never went back into it.
Didn't play Sonora yet, because no time and the stuff I make money with is sadly a little more important.

This guy must really hate Fallout 2 as well
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
344
In Fo2 you can shoot the rats right from the beginning. Makes it more bearable.
 

rubinstein

Educated
Joined
Sep 12, 2022
Messages
252
Curious: whats your take on Nevada and Sonara. Got a chance to play those?
Played some Nevada long time ago. Didn't like it. Gameplay felt so... russian. I don't like scavenging and "survival" and shit in my Fallout. At least not like that. Granted, I didn't played it for long. Quit the game after I had to punch rats for half an hour and then just never went back into it.
Didn't play Sonora yet, because no time and the stuff I make money with is sadly a little more important.
if you ever have some spare time you should give sonora a try. i also have some complaints about nevada, not exactly the same complaints, but similar in nature, and sonora is definitely different than nevada. sonora plays more like a classic fo2, there are fewer "russian" elements introduced in its design.
however some rats will still need a punch or a kick, if you wont be able to sneak past them. i dont see it as a bad thing though.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom