Fallout 2 mod Fallout et tu - Release v1.10

Are you using the latest revision (at least r615)?
Just tested it and can't find any issues. Pre-hire he has his usual Shady Sands dialog and after hiring him, the dialog switches to the default party member dialog options. He also follows me without issues and ai settings are working too.

I have changed all party dialog options to the Fo2 system, primarily because the old Fo1 options mostly didn't work anymore anyway since we're using Fo2's party mechanics. However, I did take over all unique dialog lines from Fo1. In case of Ian, I've additionally given him the option to ask about Shady Sands while you're still there (I'm guessing you are referring to that?). Other than that everything should be pretty much the same.

I also mentioned that Ian doesn't move at all after beeing hiered.. Can try tommorow as right now I'm 2 :drunk: to test.
As for the version i was using at that time it was rev.633 it also contains commitments from a person with nick 'Ghosthack' and 'wipe'.

EDIT: Playing from start at rev.643.
Ian works fine.
Dogmeat has problems with 'custom' combat control settings. Still doesn't remember, some are wrong, and in some 'Error' is in place of an option.

Noticed one revision had bugfix preventing caps to spawn on npc's on map load. Unfortuneatly this is still not fixed for Junktown casino patrons.

Some gambling table dealers in Junktown don't have the option to gamble with, instead they just drop a float text above head. (probably treated as casino patrons since they also get $ on map load.

If stealing the dice and planting them back dice gambler behaves as if she had no dice (saying somebody tampered) in Fo2 if dice is put back one could play agin.
In fact they're sepose to use loaded dice, as word says on the 'streets of junktown' games are rigged. To increase winning chance one is sepose to steal loaded dice and plant normal dice to have normal chance of winning, instead of loosing everytime even at gambling 200% when gambling table uses loaded dice. normal dice could be added to bookshelves of some empty buildings or in Gizmo's locked room.

After klling the Skullz (by asisting junktown guards) Vinnie's corpse still has a Leather Jacket even if armor-destroy-mod is enabled.

I've noticed that Vad's Fo12 editor doesn't work anymore (save.dat issue) is it intended in the anti-cheat option?

Further more I've figured that if player has the balls to take out Garl one-on-one in the ring then player deserves Garl's Metal Armor that early. I no longer treat Metal Armor from beating Garl in ring fight a bug, when using armor-destroy-mod. After all player beat Garl with bare hands and feet so there is no possible way of damaging the armor.
 
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Noticed one revision had bugfix preventing caps to spawn on npc's on map load. Unfortuneatly this is still not fixed for Junktown casino patrons.
Fixed.

Some gambling table dealers in Junktown don't have the option to gamble with, instead they just drop a float text above head. (probably treated as casino patrons since they also get $ on map load.
If you mean the two guys in the first room (loser critter and red shirt), they are supposed to be like that. I cross-checked in Fo1 (non-Fixt).

After klling the Skullz (by asisting junktown guards) Vinnie's corpse still has a Leather Jacket even if armor-destroy-mod is enabled.
Fixed.

I've noticed that Vad's Fo12 editor doesn't work anymore (save.dat issue) is it intended in the anti-cheat option?
Nah, it's likely that latest Sfall has something to do with savegame changes (I've read something about that, but don't remember the details). I'm not doing anything against players cheating, as it's a singleplayer game and everyone can do whatever they want.

Further more I've figured that if player has the balls to take out Garl one-on-one in the ring then player deserves Garl's Metal Armor that early. I no longer treat Metal Armor from beating Garl in ring fight a bug, when using armor-destroy-mod. After all player beat Garl with bare hands and feet so there is no possible way of damaging the armor.
I don't think such exceptions are a good idea. It kinda defeats internal game logic if the armor destroy mod is enabled: Whenever you kill someone right now (even with fists), the armor is gone, but for Garl that suddenly isn't law? That's not consistent to me.
Also the reward for defeating Garl is getting Tandi out. Dunno if it's a good enough reward, but I guess that's the idea.

Dogmeat has problems with 'custom' combat control settings. Still doesn't remember, some are wrong, and in some 'Error' is in place of an option.
Welp, looks like the map proto still had the wrong ai package assigned. This stuff fucks with the party code and a wrong ai package gets assigned. I've fixed it now, but it'll require a savegame from before entering the Junktown casino map.

If stealing the dice and planting them back dice gambler behaves as if she had no dice (saying somebody tampered) in Fo2 if dice is put back one could play agin.
In fact they're sepose to use loaded dice, as word says on the 'streets of junktown' games are rigged. To increase winning chance one is sepose to steal loaded dice and plant normal dice to have normal chance of winning, instead of loosing everytime even at gambling 200% when gambling table uses loaded dice. normal dice could be added to bookshelves of some empty buildings or in Gizmo's locked room.
The script is almost 1:1 taken from Fo2 (restoration project). I'll have to investigate this, to see how shit works in detail. Won't have the time for that today, maybe tomorrow.
/Edit: Gizmo tables are now cheating. Also added a "tamper timeout", so if dice girl notices the tampering, the table will not be locked forever anymore.
 
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I just get the "please stand by screen" and it freezes. I also get a windows error "ping" sound but don't actually get an error box.
 
You need to be more specific. Are you using the download version or the repository? What Fallout 2 language version are you using? Is the mod folder structure correct ( Fallout2/Fallout1in2/fallout.exe) ? etc.

Crash on Fo2 startup usually means something wasn't installed correctly.
 
Fixed.


If you mean the two guys in the first room (loser critter and red shirt), they are supposed to be like that. I cross-checked in Fo1 (non-Fixt).


Fixed.


Nah, it's likely that latest Sfall has something to do with savegame changes (I've read something about that, but don't remember the details). I'm not doing anything against players cheating, as it's a singleplayer game and everyone can do whatever they want.


I don't think such exceptions are a good idea. It kinda defeats internal game logic if the armor destroy mod is enabled: Whenever you kill someone right now (even with fists), the armor is gone, but for Garl that suddenly isn't law? That's not consistent to me.
Also the reward for defeating Garl is getting Tandi out. Dunno if it's a good enough reward, but I guess that's the idea.


Welp, looks like the map proto still had the wrong ai package assigned. This stuff fucks with the party code and a wrong ai package gets assigned. I've fixed it now, but it'll require a savegame from before entering the Junktown casino map.


The script is almost 1:1 taken from Fo2 (restoration project). I'll have to investigate this, to see how shit works in detail. Won't have the time for that today, maybe tomorrow.
/Edit: Gizmo tables are now cheating. Also added a "tamper timeout", so if dice girl notices the tampering, the table will not be locked forever anymore.


Was playing rev.655 with that 'work in progress' sfall build that comes with one of eariler revisions.
Problem is I couldn't get a perk with this version when hitting level 6 only had awareness and no skilled triat so in theory i was seposedly get a perk on lvl 6 but to my suprise I only got skill points. this should be reverted. Athough i installed rapid perks and NovaRain's Perk Every Level i haven't managed to use them yet from this savegame (reverted save to check dogmeat and junktown casino mechanics). However it worked yesterday at rev. 643 up to level 9 in hub. No idea what's wrong.

BTW after some combat controll settings dogmeat displays *always* in burst option wtf?( tested @rev.655)
 
I just tested it in a new game. Made it to lvl21 with Max Stone and cheats and got perks every 3 levels. We are pretty certain this isn't because of the wip ddraw file.

Athough i installed rapid perks and NovaRain's Perk Every Level
This could be related to that issue. You should try the same again without these mods and see what happens.

BTW after some combat controll settings dogmeat displays *always* in burst option wtf?( tested @rev.655)
Seems to be an engine issue. I've removed a line from ai.txt, but it changed nothing. Doubt there is anything I can do about that... at least it won't do any harm, as there will never be a situation where dogmeat uses an area attack weapon.

Generally we're sometimes doing changes that are best tested with starting a new game / that result in bugs when loading an older savegame. I can't guarantee that this won't happen every other day (always depends on the files that are modified).
 
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I just tested it in a new game. Made it to lvl21 with Max Stone and cheats and got perks every 3 levels. We are pretty certain this isn't because of the wip ddraw file.


This could be related to that issue. You should try the same again without these mods and see what happens.


Seems to be an engine issue. I've removed a line from ai.txt, but it changed nothing. Doubt there is anything I can do about that... at least it won't do any harm, as there will never be a situation where dogmeat uses an area attack weapon.

Generally we're sometimes doing changes that are best tested with starting a new game / that result in bugs when loading an older savegame. I can't guarantee that this won't happen every other day (always depends on the files that are modified).

Conditions for that no perk bug must be different as I've loaded up earlier save got exp till lvl 6 and got the perk. tested Both with GL_RapidPerks.int and GL_PerkEveryLevel.int and without. and got perk prompt both times. I'm clueless now...

Additionally Dogmeat when recruited has Burst option in custom combat set correctly as 'Not Aplicable' However he doesn't remember it. If I remember correctly one more setting is also set incorrectly although i don't remember whitch one. Savegame i use is from junktown Hospital basement, however Crash House and Casino map were not loaded yet in that save, so in theory it should work for dogmeat options to be fixed, at least that's what You've stated.. "It does not require a new game to start if junktown casino map is not present in savegame yet." or something of the like was in rev.# descripton.
 
How to see what changes in what files were made, you have such editing a history?
you'd better choose git instead of the raw svn.
 
Eh? SVN also has an automatic log function and documents changes in files, just use "Show Log..." in your SVN Client/Update Dialogue... (although the standard editor won't open and compare any binary file, it still documents every bit of change in commits...)
 
you'd better choose git instead of the raw svn
As much i'd love to move away from svn (and xp-dev) i don't see it happen in foreseeable future.
SVN is Lexx's VCS of choice and (let's be honest) it's way easier for everyone to use SVN if you want to share repo with people who doesn't code on daily basic - we've been thru that a few times already.

...and with mod still in alpha stage, we need every tester we can get ;)

So yeah. As Matt Drax said, it's best to read logs using SVN client; while xp-dev have web ui, it's super clunky and totally useless to track changes [imho].
 
Nothing to lose sleep about, but the subtitles are not displayed properly. (Didn't have this with vanilla or FIXIT.)

YsgOMeB.png
 
It's probably the sfall / highres patch display mode or any other setting in ddraw or f2_res ini files. No idea how to fix that / pretty sure it's nothing I can fix.
 
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This happened to me in DX 9.0 mode with any other mod, worked fine with DDraw 7. Try switching the graphics modes in sfall or HR patch.
 
That reminds me - all cutscenes are distorted when in Sfall window mode=5. Anyone knows how this can / could be fixed?
 
This looks really interesting. Been thinking of playing through the first game again, as atmospherically I find it the best. If I get around to finding my copy of FO1, I'll give this a whirl.
 
This happened to me in DX 9.0 mode with any other mod, worked fine with DDraw 7. Try switching the graphics modes in sfall or HR patch.
Thanks for the suggestion, but that doesn't help in my case. Switching do DDraw 7 in HR Patch did nothing besides making the screen around the cursor "wobbly" and therefore worse. And the only options available in sfall are 8 bit fullscreen, DX9 windowed and DX9 fullscreen. (3 other unnamed graphics modes are listed as unsupported - guess those were DDraw 7?)

Oh well, it's nothing major...
 
But the videos are working in fullscreen. It's really just mode=5 that distorts them.
I just copy&pasted the Fo2 .pal file for test, but it's the same with that one (subtitles didn't change either). Not sure what to do about this - we have to create completely new .pal file(s)?

I see that the RP has none of these issues no matter the mode in ddraw.ini so I'm assuming it's simply the Fo1 files.
 
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I have videos set to strech fullscreen but maintain aspect ratio. i enabled subtitles but there aren't any displayed.
None in the intro slideshow (war never changes etc.) and none in the overseer speech.

So I might say i can confirm the issue.
 
Well, subtitles should be shown, it's just that the colors are distorted. If you don't see subtitles at all, it's something else I'd say.

About the color issues - maybe the videos need to be reconverted or something. I dunno, that's really not my area of knowledge. If someone else can get it to run correctly, I'd happily take include that in the next release.

/Edit: Looks like I've fixed the subtitle problem. However, videos are still distorted when playing in Sfall mode=5. However, everything works fine when using the High-Res patch window mode, so there's that. Guess I can stop caring now about this.
 
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