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  1. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Interesting. By car, I assume you mean the motorcycle? For the vanilla and new Fallout 1 encounters, any reason you didn't use the worldmap.txt? Scripts offer more flexibility?
  2. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Hey Lexx, I just wanted to say that I really like the additional random encounters that you've added. I just got the radscorps hunting molerats outside necropolis. A little after that, I got "a radscorp surprises you" and it had a cave opening on the cliff side. I went into the cave and was very...
  3. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Than Fixt, yes, but that's a low bar. TeamX 1.3.5 is the gold standard. I believe the dialogue bugs I referenced are either fixt or et tu, they weren't there in my teamX playthrough. I don't mean issues with dialogue as that recent poster mentioned, i.e. inconsistent responses after completing...
  4. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Do you want my mid-playthrough notes or all of them once I am done? Do you prefer GIT issue tracker or a post here in the forums? edit: the way I am communicating probably comes across as excessively negative. What you and your team have accomplished is impressive, but I think the impact is...
  5. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    At this point, this mod needs fixes; not new content. In my opinion. Yes, there are Fixt danglers hanging around in this mod unfortunately.
  6. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Hey Lexx- I'm playing on Win10 here, with the game in C:\games (so no program files) and Fallout2.cfg is always reverted to the default settings upon exiting the game. Do I need UAC aware to be flagged? I've manually set the values I want and flagged the file at read-only, but obviously that's...
  7. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Hah, kinda like that. You don't talk about the Fallout 1 music, but perhaps it's redundant. I would add this to the install instructions honestly, because most people are going to be working with a steam or GOG copy. Hell, I have the ISO rips of my original discs but I still used the gog...
  8. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    fallout\data\sound\music is the music directory for fallout 1 fallout 2\sound\music is the music directory for fallout 2 fallout1in2\data\sound\music is the music directory for your mod After reading your post, I saw that fallout1in2\data\sound\music didn't have all the music from the fallout 1...
  9. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    I'm running the most recent files on GIT as of 4 days ago, so this is not an official release, but I have a few observations to make: General: The game looks and plays great, it feels like Fallout 1 but with take all buttons and sensible item highlighting. Good call on disabling highlight...
  10. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Then remove the shady sands merchant, or at least make them optional. Why keep content in the mod that you don't think is appropriate? I haven't played it yet, but that's a shame to hear that there's a new merchant added to shady sands. The start of the game is supposed to emphasize resource...
  11. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Thanks for the update on the invasions. Regarding the zip gun - quite simply, energy weapons are supposed to be rare in this world. For most non-veteran players, their first encounter with an energy weapon is the plasma pistol in the necropolis sewers. One thing that Fallout 1 did brilliantly...
  12. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Regarding the invasion mod- If I clear out the cathedral and military base, does that halt the invasion? I don't think that's how the mod originally worked, but it would be a good tweak to it. And since V13 was set to be invaded in 500 days in vanilla FO1, can someone please remind me if that...
  13. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    For me, the key part is the map fixes in the TeamX patches.
  14. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    What was the 'foundation' upon which this conversion was made? TeamX 1.3.5?
  15. agris

    Fallout 2 Script Editor Broken Link

    Look at the pinned Fallout Database thread.
  16. agris

    [Fallout 1] Lots of new features with unofficial Sfall release

    I don’t know, but you could machine translate the readme.
  17. agris

    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Hey Magnus, do you realistically anticipate releasing the next version in the next couple of months?
  18. agris

    [Fallout 1] Lots of new features with unofficial Sfall release

    FWIW, Crafty linked me a newer version of Sfall1, 1.7.20, that includes an up-to-date English changelog. Sfall1 is currently on version 1.8.X. Unfortunately the eng 1.8.X changelog isn't as updated as it is with 1.7.20. The first post in this thread has living links with the most recent...
  19. agris

    The Extended Flamer Attack Mod

    Any chance we could get the Mr. Bald Guy CA & PA versions, and the Punk Girl versions? :D
  20. agris

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    JimTheDinosaur, do you want to externalize compute_spray, so that you can replace it with your own algorithm that takes the same inputs and generates the same class of outputs, but is a different function?
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