Fallout 2 mod Fallout et tu - Release v1.10

Did you disable the "bugfixes only" option in the fo1_settings.ini?
Yes, I did.

Edit: Thanks for the Update in revision 774. Tested Agatha, the prostitutes in the Hub and getting Iguana Bob into jail - everything worked as intended. :)

I'm not sure and maybe the question is better placed in the Fixit thread, but: Is the spy quest in the Followers of the Apocalypse restored/solvable?
 
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Hi, I love the fallout 1 and 2 game since their release around 20 years ago. This mod really caught my attention as it joined the two games together. I have two burning question about it. If the author of the mod is reading this. Please tell me.

1) Were you able to overcome the 13 years limit?

2) Can you add generic followers, aka, hire Mercenaries to follow you around and are expendable?

Please reply if you can, thank you.
 
1) This can be disabled via Sfall since years already. Personally I never saw much use for it, though, as the game is so short, it's a stretch already just to make it past two ingame years.

2) It wouldn't be a problem to make a mod like that. I can't do this, though. No time available, sorry.
 
1) This can be disabled via Sfall since years already. Personally I never saw much use for it, though, as the game is so short, it's a stretch already just to make it past two ingame years.

2) It wouldn't be a problem to make a mod like that. I can't do this, though. No time available, sorry.

The game is short, if you only focus on the quest. The fun is, when you escort Caravans across the wasteland. Fighting out random encounters with your hired followers and manage the team, trying to survive from one town to another town. Can you show me or give me the direction of starting this kind of mod? You can hire mercs? I have done it with Fallout 3 and Fallout 4, escorting caravans, it is heaps of fun.
 
The game is short, if you only focus on the quest. The fun is, when you escort Caravans across the wasteland. Fighting out random encounters with your hired followers and manage the team, trying to survive from one town to another town. Can you show me or give me the direction of starting this kind of mod? You can hire mercs? I have done it with Fallout 3 and Fallout 4, escorting caravans, it is heaps of fun.
It kind of fucks the lore since there's a shortage of mercs in Fallout 1 (am I right?). The caravan companies in The Hub have to hire YOU as a merc for example since they can't find better suitors.
 
It kind of fucks the lore since there's a shortage of mercs in Fallout 1 (am I right?). The caravan companies in The Hub have to hire YOU as a merc for example since they can't find better suitors.
Fuck the lore man, I am here for a good gun fight. Imagine this, you and a team of your mercs, like 8 to 10 duke out with 12 raiders. Gun blazing and then after, you check who is alive and then promote the best... and looting. It is all about hauling your ass from one town to another town, barely alive and hit the pub hard after. Along from one town to another, you need to keep as much of your team alive, hiring merc is expensive. There's always multiple battle from one trip to another.
 
1) This can be disabled via Sfall since years already. Personally I never saw much use for it, though, as the game is so short, it's a stretch already just to make it past two ingame years.

2) It wouldn't be a problem to make a mod like that. I can't do this, though. No time available, sorry.

Hi Lexx, two questions.

1) Does this mod have both Fallout 1 and 2 merged together into one big world?

2) Can you direct me to a forum where I can find resources and help to start a mod on hiring generic companions?
 
This mod makes Fallout 1 playable in Fallout 2. It does not merge the two games together... that would be kinda crazy. Certainly something I will never do for multiple reasons.

If you want to start modding the game, you should start reading here. Generally it's not hard to do, you just need to know what you're doing... You need to understand the engine and how things work. Best to just start with a simple script and then go from there step by step.
 
There's like a literal lifetime between 1 and 2, that would be,
Hi Lexx, two questions.

1) Does this mod have both Fallout 1 and 2 merged together into one big world?

2) Can you direct me to a forum where I can find resources and help to start a mod on hiring generic companions?
How would a merged game work? Just locations like Shady Sands vs NCR would create some issues
 
It's possible. You have to workaround some things, but technically it can be done. However, it's so much work and you'll have to pretty much convert everything again from scratch, etc... I would consider it not to be worth it.

I guess it would end up being some sort of weird prestige project that nobody is really going to play.
 
It's possible. You have to workaround some things, but technically it can be done. However, it's so much work and you'll have to pretty much convert everything again from scratch, etc... I would consider it not to be worth it.

I guess it would end up being some sort of weird prestige project that nobody is really going to play.

1) Hi Lexx, the links for what you send me are mostly from broken. Anyway, if you can kindly give me a pointer. If I want to add a Mercenary captain in the map, with dialogues that can spawn Followers to follow you. Do I need to script the whole thing using a scripting editor? Or I need more than that?

2) How much work do you estimate this kind of modding will take? Like hours? From your modding experience?
 
Hey Lexx, small question about the automatically closing doors in this mod. (GVAR_AUTO_DOORS_CLOSING=1)

Is it possible to transfer this to Fallout 2 without much hassle? It's a minor thing, but I rather like it and would like to integrate it in my upcoming playthough(s).
 
Someone would have to edit all door scripts for that. It's pretty easy, just tedious.

@Billy Boy you should just start small. Make a new npc and a test script, then turn it into a dialog, etc... it's not really hard unless you never wrote a line of code before.
 
Well, darn. That's it for me then. Tedious work would be no problem, but I never worked with scripts and code before, so I'm beyond clueless here. Thanks for the answer, though.
 
Someone would have to edit all door scripts for that. It's pretty easy, just tedious.

@Billy Boy you should just start small. Make a new npc and a test script, then turn it into a dialog, etc... it's not really hard unless you never wrote a line of code before.
Hi Lexx

Last two question please if you can answer both.

1) Which is the best and easy to use script editor

2) Can you spawn an NPC next to you in the script? Like you speak to a NPC already in the game, upon hiring the Merc from the NPC, he or she spawn next to you. Yes/No. and the function or code that does it? This question is vital to my quest for this mod. The game engine may not allow NPC spawning next to me. Just seeking advice on this.

This will give me a head start.
 
1) This one.

2) Of course you can spawn critters wherever you want.
Code:
Critter_Type := PID_RAT_CAVE;
Critter := create_object_sid(Critter_Type, 0, dude_elevation, SCRIPT_WANRATS);
closest_clear_tile(Critter, dude_tile, final_tile)
critter_attempt_placement(Critter, final_tile, dude_elevation);
obj_rotate(Critter,random(0,5));

You should really, really, really read up on the basics first and / or look at vanilla scripts for how stuff works.

PS: This also isn't the right thread for that.
 
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Lexx what happened? progress halted on rev/ (socket) 775? still no word on that missing bike in V13 cave.
Is it a developer burnout syndrome? or did something happened?
 
Two things happening: I'm currently sick, and I have a lot other (paid) work on the table, which requires my attention. I'll get back to this at some point, but currently I can't say when exactly.
 
This likely sounds like a very noobish question but...how to download from the repository? It seems like I have to download each file for this mod separately which takes plenty of time. Is there a way to download the whole lastest version from there in one go?
 
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