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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
345
Works same way as the car in Fo2. MFC and SEC, while MFC give more power.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
345
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
1,873,194
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
345
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
345
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
345
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
26,206
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
 

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 are not able to sneak past them. i dont see it as a bad thing though.
 
Last edited:

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,206
Location
Reichskommissariat Russland ᛋᛋ
In Fo2 you can shoot the rats right from the beginning. Makes it more bearable.
Rat dungeon in Klamath is the worst rat dungeon in series, it's boring even if you sequence break to get better weapons from Den

Plus you have the entire Temple of Trials, which is annoying if you don't have stealth or melee investment

Rat rampage in Vault 13' caves and Vault 15 is nowhere near this tedious
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,715
In Fo2 you can shoot the rats right from the beginning. Makes it more bearable.
Rat dungeon in Klamath is the worst rat dungeon in series, it's boring even if you sequence break to get better weapons from Den

Plus you have the entire Temple of Trials, which is annoying if you don't have stealth or melee investment

Rat rampage in Vault 13' caves and Vault 15 is nowhere near this tedious
There's just too many rats in the Klamath area.
Fallout starting area had nowhere near as many rats.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,206
Location
Reichskommissariat Russland ᛋᛋ
In Fo2 you can shoot the rats right from the beginning. Makes it more bearable.
Rat dungeon in Klamath is the worst rat dungeon in series, it's boring even if you sequence break to get better weapons from Den

Plus you have the entire Temple of Trials, which is annoying if you don't have stealth or melee investment

Rat rampage in Vault 13' caves and Vault 15 is nowhere near this tedious
There's just too many rats in the Klamath area.
Fallout starting area had nowhere near as many rats.
I usually skip that dungeon until I have at least normal 10mm pistol on me. It's not difficult, just tedious as fuck. And you really want that car part
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,715
In Fo2 you can shoot the rats right from the beginning. Makes it more bearable.
Rat dungeon in Klamath is the worst rat dungeon in series, it's boring even if you sequence break to get better weapons from Den

Plus you have the entire Temple of Trials, which is annoying if you don't have stealth or melee investment

Rat rampage in Vault 13' caves and Vault 15 is nowhere near this tedious
There's just too many rats in the Klamath area.
Fallout starting area had nowhere near as many rats.
I usually skip that dungeon until I have at least normal 10mm pistol on me. It's not difficult, just tedious as fuck. And you really want that car part
Sulik can also take care of them, though the Keeng Rat might give you some trouble.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,206
Location
Reichskommissariat Russland ᛋᛋ
In Fo2 you can shoot the rats right from the beginning. Makes it more bearable.
Rat dungeon in Klamath is the worst rat dungeon in series, it's boring even if you sequence break to get better weapons from Den

Plus you have the entire Temple of Trials, which is annoying if you don't have stealth or melee investment

Rat rampage in Vault 13' caves and Vault 15 is nowhere near this tedious
There's just too many rats in the Klamath area.
Fallout starting area had nowhere near as many rats.
I usually skip that dungeon until I have at least normal 10mm pistol on me. It's not difficult, just tedious as fuck. And you really want that car part
Sulik can also take care of them, though the Keeng Rat might give you some trouble.
I always play solo unless I go for non-combat MC + full party build
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,603
Just checked and my Sonora character killed 144 rats, the most of any creature. I don't know if it was just luck or if the stats were modded but when my character was kicking rats to death in the early game, I remember thinking it was easier than killing rats in FO2 and other mods I've played (which is pretty much all of them).
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,715
In Fo2 you can shoot the rats right from the beginning. Makes it more bearable.
Rat dungeon in Klamath is the worst rat dungeon in series, it's boring even if you sequence break to get better weapons from Den

Plus you have the entire Temple of Trials, which is annoying if you don't have stealth or melee investment

Rat rampage in Vault 13' caves and Vault 15 is nowhere near this tedious
There's just too many rats in the Klamath area.
Fallout starting area had nowhere near as many rats.
I usually skip that dungeon until I have at least normal 10mm pistol on me. It's not difficult, just tedious as fuck. And you really want that car part
Sulik can also take care of them, though the Keeng Rat might give you some trouble.
I always play solo unless I go for non-combat MC + full party build
I'm so used to having the likes of Sulik, Cassidy, Marcus and Skynet in my party that I rarely play solo.
Random encounters can be a problem while soloing.
Also those really nasty Morton brothers ambushes, some of the toughest in the game, to say nothing of those near San Francisco.
 

Lexx

Cipher
Joined
Jul 16, 2008
Messages
345
Use the shotgun against the rats in Klamath. If you aren't a total noob, 1 hit should take them down. So you can kill at least 1 rat per turn, maybe 2 if your have enough actions points (personally only play with 7 or 8 AP max, so no chance). But yes, too many rats anyways. And then rats in Modoc. And then ants in Broken Hills. And then more rats in Redding. And then... Fo2 has a trash mob problem.

Anyways. Unrelated to the topic. Just one more reason why Fo1 is the superior game.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,715
Just one more reason why Fo1 is the superior game.
It's the story and pacing.
There are no "filler" areas, everything serves a purpose and does it well.
 

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