Fallout 2 mod Fallout et tu - Release v1.10

@Lexx There is graphic/art issue (double art view) after killing the Master (see attachment).

I wonder if it is the same as a bug I have seen, and others, involving the final death 'frame'/status of a critter. As I recall, there was also an odd movement before the final frame, which might show more clearly with this critter, and not at all with others. No clue what is causing it, but if related, or not, it has shown up in multiple versions of the game, and with multiple critters. But is very rare.
 
Hi @Lexx, I would like to ask if super mutant Rae is temporary (or permanently) recruitable in Fallout Et Tu?



@Lexx Sorry for the additional question, but where is Rae in Los Angeles Vault located? Could you post a screenshot? I'm not able to find them.
@Lexx, I found Rae via the F2Explorer savegame editor on the 3rd floor of the Los Angeles Vault. However, using the same savegame file, he is not visible in the game at the same location. Is there any particular condition that must be fulfilled for him to appear? Thank you for your feedback and help.
 

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He only shows up if you have cut characters enabled in the fo1_settings.ini file.
@Lexx I have GVAR_ENABLE_CUT_CHARACTERS=1 enabled all the time, yet Rae is still not visible. Do you have any other tips where could be a problem?
 

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Fallout 2 RPU 3.0 has traveling light effect when firing energy weapons. Is it possible to enable this effect in Et Tu (via sfall settings? or maybe there's a separate mod for it)?.
 
Hi @Lexx, I double-checked the perks list in your default Et Tu Perks.ini file and found the following:

1. Healer - This perk should have 3 ranks, not 2, according to the wiki. Can you confirm this?
2. These perks are not present in Fallout 1 (according to the wiki) and should be disabled:

Adrenaline Rush
Cautious Nature
Comprehension
Demolition Expert
Gambler

Harmless
Here and Now
HtH Evade
Karma Beacon
Light Step
Living Anatomy
Magnetic Personality

Pack Rat
Pyromaniac
Qucik Recovery
Stonewall
Weapon Handling

There are 53 perks in Fallout 1, excluding Friendly Foe, which is reimplemented in Fallout 2's engine as a core part of the interface. Therefore, 52 perks in total should be available in Fallout Et Tu.

I'm attaching file with changes. Feel free to copy/paste some useful parts into next version of build/assembly.
 

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After you solve the game in 90 days and get all the good endings without using the motorcycle, and then do the quests you skipped and clean out the Glow, is there any thing fun to do?
 
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