Fallout 2 mod Fallout 1 in Fallout 2

Status
Not open for further replies.
Got it all working properly.

Spotted a proper bug.

View attachment 13311

Pretty sure that response doesn't go there! Think it should be [Done] or something here.


Never seen that bug before. Does that also happen in Fo1 (with Fixt)?

I tend to play Fixt a lot and haven't encountered this line before. Might be that You've talked to Gizmo *before* talking to Killian & wasteing Kenji.

EDIT:
Speaking of which.. @Lexx do You plan to implement Fixt's 0.90 test-prebeta features from Fo1 engine or are they already in ( mainly the multiple Turboplasma Rifle upgrades and multiple Hardened Power Armor upgrades at Boneyard, or BoS Armory acces )?
 
upload_2019-8-18_20-1-49.png


This is in Dekers underground area of the Hub, some of his guards seem to drop leather armour which is either an old bug or something Fixit introduced?
 
@gustarballs1983 Nah, haven't planned it. I even removed lots of existing Fixt stuff, because of various reasons. Not sure what will be added in the future. Generally I'm trying to keep the project as "clean" as possible, with (hopefully) only subtle changes. It's hard, but the downside would be a shitty bloated thing that nobody really likes anymore.

PS: Random trivia tyme! Since start of the project we removed about 80k lines of code.

@Nineeva Fo1 critters often have armor in their hands, which they drop on death. It's semi-wanted, I guess. I kept it in for now because of the above mentioned "I don't want to change too much yet".
Fixt added an option to have critters automatically wear such armors (which I deleted, as the code was atrocious). Not sure yet if I'll add it back in later. Might as well just open up the mapper and move them into the armor slot - the "delete armor on death"-setting that I've added would then take care of the rest. Again, nothing definitive planned for now.

/Edit:
What speaks against this change is that most of these critters already have armor stats baked into their proto file, thus implying that the armor drop is intentional loot. Making them wear these armors means their protection stats dramatically increase, which also makes them (potentially) a lot harder to fight.
Of course there is the argument of game balance - looting 5 leather armors destroys any kind of economy. HOWEVER, going by that you only have to enter a couple random encounter with raiders and loot their 10mm SMGs, which also each are +1k caps worth....

tl;dr - economy is fucked no matter what. The few leather armors won't change much about it.

In my last playthrough I've ended with about 25k caps (did spend some money on additional armor for party members). Generally we're at about ~35k caps at the end of the game. If you do some encounter farming you easily get more than that.
 
Last edited:
10 point question..
Does anybody know wether it's a bug that V13 cave map has no music on load?

@Lexx seemes to me that there is a need to implement barter mod like in Fo2 EcCo no more shitload of spears 80$ each... and gambling in this game should be harder. economy i this game is fucked only when it is left as is.

EDIT: I already proposed some changes in bartering in Sduibek's FIXT thread.

Basically barter formulae in fixt is screwed-up it is a bit different in fo1 than in fo2 and the one in fo1 tops out around 60% player barter skill.

Generally Barter.ini and set player items value 0.1 nominal value and after that there is only a need to implement RP gambling system to all slot machines and all tables ( be advised that junktown gizmo's gambling and malteese falcon gabling have separate scripts for tables and separate scripts for slot machines).

EDIT2:
as in:
gizmo tables
gizmo slots
hub table
hub slots

all separate scripts.
 
Last edited:
Yeah, but such an economy mod is the job for someone else, imo. I'm not very fixed on that stuff + I'm not skilled enough in higher math to make this work right.
There exists one for Fo2 that can be added ontop of the Restoration Project, so I'm guessing something like this can as well be done for this mod.

Does anybody know wether it's a bug that V13 cave map has no music on load?
If you enter the map or if you load a savegame when being inside the map? I just started a new game and it plays music without issues. The map runs 13carvrn - maybe check if you have the file in your music folder?
 
well I don't. Strange thing as i assume it was seposed to be downloaded.

Basically there is no need to play higher math with Barter.ini only set player item sell value at 0.1 nominal value. then you wouldn't even need to touch merchant item price as scripts block it at 1/3 nominal. so that it cant go lower. however if you want to play around with it you may as well touch merchant prices so that they don't fall below certain percentage, although that would make player barter skill even more useless than it is now, though the economy would be saved/ improoved somewhat.

and Yes there are 13 tracks missing from sound folder.

Gonna take a break now storm is comming. I don't want ligtning strike to fuck-up my desktop. like it did nearly a decade ago.
 
Last edited:
Nah, I'm sure it is in Fo2? That's likely why I didn't add it. The repo only has the Fo1 tracks that aren't in Fo2.
 
well Yes it is in master.dat however it does not play while not in folder, maybe due to fallout2.cfg telling the game to look for it there.

ok Gus T. out storm is getting stronger.
 
I just saw your edits.

Basically there is no need to play higher math with Barter.ini only set player item sell value at 0.1 nominal value.
Truth told, I hate this. The only thing this does is make you haul more items to the merchants. Super annoying. I'd rather delete armor items, etc. from critters and make merchants restock less money, so hauling all these highly priced items gives you no huge advantage. Anyways, this is nothing I want to think about right now as there are other things that have a higher priority.

PS: Junktown and the Hub share the same slot machine and dealer scripts. I can't see a difference except that Junktown slots will be deleted once Gizmo is gone.
There are also two scripts called "CHEPSLOT" and "GOODSLOT", but as far as I can tell they aren't used.

/Edit: One more thing.. barter.ini etc. is gl script stuff, no? If so then everyone can easily install it by themselves if they wish to. It doesn't really require me to do anything.
 
Last edited:
I'm pretty sure armor stats from an armor is not saved in the map files, only the stamped one is. In Fallout 2 at least, having a visible armor is just fluff or loot (dude and followers excluded ofc.).
You can easily test this by stamping a critter and giving it an armor, save and reload the map and the armor values should no longer be double.
 
I just saw your edits.


Truth told, I hate this. The only thing this does is make you haul more items to the merchants. Super annoying. I'd rather delete armor items, etc. from critters and make merchants restock less money, so hauling all these highly priced items gives you no huge advantage. Anyways, this is nothing I want to think about right now as there are other things that have a higher priority.

PS: Junktown and the Hub share the same slot machine and dealer scripts. I can't see a difference except that Junktown slots will be deleted once Gizmo is gone.
There are also two scripts called "CHEPSLOT" and "GOODSLOT", but as far as I can tell they aren't used.

/Edit: One more thing.. barter.ini etc. is gl script stuff, no? If so then everyone can easily install it by themselves if they wish to. It doesn't really require me to do anything.

I remember clearly running through a textfile which had a list of scriptname (as in 'script.int') files and a description what they do there was also hubslts.int or something similar wchich covered maltese falcon slot machines and there was another script file for malteese table game because it was a different game than in gizmo's casino one were roulette and other was craps/blackjak/dice or something like that.

Besides went on a playthrough and noticed couple of things..

1. Radscorpions in shady sands caves have two tails in inventory after beeing killed
2. it is possible to pick 3x levels of Survivalist perk (although in both Fo2 &Fo1 it was always 1x level)
3. bonus of survivalist perk counts only once, even if 3x levels are picked (you still only get 25% for first level)
4.Faster Healing perk in Fo1 gave out +1 to hp regen not +2 like in Fo2 and it is set to +2 in both perk description & functionality in the port.
5.there is something odd with Night Vision perk, as in Fo1 it gave 10% darkness reduction for each of 3 levels. In Fo2 we have 20% flat single level. Fo1toFo2port produced a hybrid 3x 20% reduction to darkness. It literally gives full daylight at 22:00 in November/December. i can hear the night bugs singing in the background and it is full daylight.. weird as fuck.
6. I don't know if it can be changed but starting skill points formulae does not match fo1 For example you start with 60% outdorsmann on easy wth maxed special comparing to 35% in FO1 this is huge.

this is all i found for now.

Barter.ini is governed by sfall i think, although i'm not sure same as with Books.ini and Skills.ini and etc.

Merchants restocking less money won't cut it as with measly 40% gambling one could simply rip-off a fortune at maltese tables. I'm talking of a coffe break and putting something heavy on numpad 1 and numpad 4 and yealding something ~350k caps. At last that's how it was on original Fo1 engine.
 
Last edited:
1. Radscorpions in shady sands caves have two tails in inventory after beeing killed
Fixed. Legendary two-tail scorpions are gone now.
2. it is possible to pick 3x levels of Survivalist perk (although in both Fo2 &Fo1 it was always 1x level)
3. bonus of survivalist perk counts only once, even if 3x levels are picked (you still only get 25% for first level)
Fallout wiki says it has 3 ranks.
I've reduced it to 1 rank, because whatever. Doubt anyone really cares.
4.Faster Healing perk in Fo1 gave out +1 to hp regen not +2 like in Fo2 and it is set to +2 in both perk description & functionality in the port.
Haven't changed it. Requires Sfall changes which I haven't looked into yet and it's also one of these candidates where I'm wondering if anyone really cares. I mean, generally Fo1 perks are pretty terrible, imo.
5.there is something odd with Night Vision perk, as in Fo1 it gave 10% darkness reduction for each of 3 levels. In Fo2 we have 20% flat single level. Fo1toFo2port produced a hybrid
Same as above. I just added 3 ranks and haven't tested it. Guess I will just set it back to 1 rank and be done with it.
6. I don't know if it can be changed but starting skill points formulae does not match fo1 For example you start with 60% outdorsmann on easy wth maxed special comparing to 35% in FO1 this is huge.
I'll look into it later. - Fixed. Also fixed the premade character stats while I was at it.
 
Last edited:
Can't seem to find the person who gives out the quest to route out the spy in the followers place (heather), I can find heather who was added back in by the Fixit patch.

Problem is I can't solve the quest to get the good ending for the followers. I'm probably just blind, but I'm pretty sure I tried to speak to everyone in the library on both floors which, is a quest in its own right coz they all keep walking around and look the same so you have to speak to them all like 3 times to make sure you didn't miss one.

Just wondering if they are there and I managed to miss them or if they had been removed? I though Talius (the ghoul in the basement) was supposed to give it but, there is no option for him to? Or failing that a cut character called Neil https://fallout.fandom.com/wiki/Find_Children_spy_in_the_Followers is suppose to.

Anyway, a little dissatisfactory since its so key for the ending :(
 
Can't seem to find the person who gives out the quest to route out the spy in the followers place (heather), I can find heather who was added back in by the Fixit patch.

Problem is I can't solve the quest to get the good ending for the followers. I'm probably just blind, but I'm pretty sure I tried to speak to everyone in the library on both floors which, is a quest in its own right coz they all keep walking around and look the same so you have to speak to them all like 3 times to make sure you didn't miss one.

Just wondering if they are there and I managed to miss them or if they had been removed? I though Talius (the ghoul in the basement) was supposed to give it but, there is no option for him to? Or failing that a cut character called Neil https://fallout.fandom.com/wiki/Find_Children_spy_in_the_Followers is suppose to.

Anyway, a little dissatisfactory since its so key for the ending :(

Yep it's Talius who gives this quest.. However the quest itself never really got fully implemented into the game. sure Heather was back in, however last few FIXT builds cut out option for Talius to give the quest. So I ass-ume that Fo1inFo2 is based of vanilla Talius script which it should be in the first place, as some FIXT releases screwed a bit with that script.

As for a way to finish the quest I usually just start combat mode and pump Heather full of lead. Nobody seemes to care, even if i don't have the quest active, than after wasteing her, quest usually get's crossed out. Also remember that certain number of followers from 'follower Cathedral assault team' must survive the assault in order for the followers to get the good ending.
 
Status
Not open for further replies.
Back
Top