Fallout 2 mod Fallout et tu - Release v1.10

Fallout 1 does have realistic carryweight in my book. And the lack of vehicle mean transport loot from central storage to merchants is limited. But excessive loot is there nonetheless~
 
Just keep in mind that item "weight" in Fo1/2 is an abstract value of weight, size, and how easy it is to handle the item.
 
Nevertheless, excessive loot in Fallout 1 mean you just store them in certain site's storage, since moving them is a major operation~
 
Yeah, and then you never visit that storage ever again. :D
The only abandoned site should be The Glow. You can never carry all that loot away, and one week in, one week out, is too much.

Otherwise there should be no abandoned storage, or how the word "excessive loot" come about :P
 
I am not sure if this is a problem with ettu but I die of radiation sickness in my last save all the time (I didn't go to the Glow at all). I did get radiated from time to time just like in fallout 2 but it was never dangerous enough to actually make me die. I don't die of radiation sickness in my old saves but I do in my latest save for some reason. I don't think there is anything that happened between those saves that could make me radiated.I fought the regulators with the blades in the boneyard but that's all.
 
The Glow is the only place in the game that will radiate you (well, and one of the special random caves). No idea why you would die of radiation out of nowhere.
 
The Glow is the only place in the game that will radiate you (well, and one of the special random caves). No idea why you would die of radiation out of nowhere.
Well I solved the problem with some save editing so it's okay I suppose. I still don't know how all of this happened.
 
Isnt the Deathclaw map in Boneyard has green goo puddle? And the Gunrunner map too. Can it be the cause of radiation sickness?
 
Isnt the Deathclaw map in Boneyard has green goo puddle? And the Gunrunner map too. Can it be the cause of radiation sickness?
Yeah that makes a lot of sense. It's probably because of that. I never got radiation sickness from that place in any of my prior runs tho (had et tu installed in them too). Very weird. I didn't step in the goo either.
 
The goo gives only little radiation. You have to step into it a lot to notice something. Also the plasma damage will probably kill you first.
 
release_v1.8.png


Changelog:
Sfall has been updated to version 4.3.6
  • Added: Expanded ending slides. Every major event in the game, as well as active party members will now be covered in the ending slides. This option is disabled by default and can be enabled at any point in the game.
  • Added: Created missing animations for Black Dude Purple Robe / Hero Appearance mod.
  • Added: New Tycho metal armor animation set.
  • Added: New Alternative Force Fields sub-mod with graphics made by .Pixote. Disabled by default, can be enabled in the ddraw.ini file.
  • Added: A new option to switch between Fo1-style "rest until 06:00" and Fo2-style "rest until 08:00" in the PipBoy.
  • Added: Clicking on the worldmap now produces the same sounds as in Fo1 (traveling and green triangles).
  • Added: "Vasquez, the mercenary" can now be hired in Junktown if the cut characters-option is enabled.
  • Added: "Mike, the Old Town guard" shows up in the Hub Old Town district if the cut characters-option is enabled.
  • Added: "Deadguy" will show up in Decker's hideout after the player cleared the place and cut characters are enabled.
  • Added: Restored a couple dialog lines for Nicole in the Boneyard. She will now also correctly react to the player stealing from her.
  • Added: Restored dialog for Phil and Lenore in Junktown when Dogmeat is killed instead of recruited.
  • Fixed: Aradesh in Shady Sands had a wrong reaction condition.
  • Fixed: Tine ("Taylor") in Adytum had a wrong reaction condition.
  • Fixed: The dialog option to ask Cabbot at the Brotherhood about joining would change to "I have changed my mind..." without the player ever asking him to join.
  • Fixed: Asking Ian for "Killian" via TMA would return a reply about Ian's name.
  • Fixed: Fire Gecko pelt inventory graphic was missing.
  • Fixed: Improved the way Sherry in Junktown stays/leaves town after dealing with the Skulz.
  • Fixed: Katja's "can you open that door"-dialog option would also show up if the object was already unlocked (barely used in the game, but whatever I guess).
  • Fixed: Purple floating text color now shows correctly (primarily used by Katja).
  • Fixed: Killing Gizmo without Killian would result in a teleport back to Lars.
  • Fixed: Klaxon lights in Mariposa would show the wrong description text when in alarm-mode.
  • Fixed: Laura in the Cathedral had a voiced line linked to a non-existing sound file.
  • Fixed: Leather Armor had 20% plasma resistance (old Fixt value). Reverted to 10% Fo1 vanilla value.
  • Fixed: Mariposa command terminal was printing a "This does nothing."-message after using a radio on it.
  • Fixed: "You gain You Gain.." in Thomas dialog at the Brotherhood.
  • Fixed: Mariposa force fields had some issues when triggering them on/off via radio. Rewrote the script to be more robust.
  • Fixed: Motorcycle key had a weight of 10 pounds. Changed to 0.
  • Fixed: It was possible to get two motorcycle keys from Griffith.
  • Fixed: Removed unnecessary "Special Death"-flag from Brotherhood Paladin proto files.
  • Fixed: Script issue when checking the childkiller reputation.
  • Fixed: The Hall of the Dead entrance guard will not attack the player anymore if he opened the door from inside to leave the building. Also he would attack instantly and not give a warning if the player would mess with it right after leaving the building.
  • Fixed: The Junktown Crash House raider would still drop armor, even if armor dropping was disabled.
  • Fixed: The backpack of the combat armor animations would clip through the rocket launcher.
  • Fixed: The elevator door to elevation 3 in the Master's Lair wanted normal lockpicks instead of electronic lockpicks.
  • Fixed: Typo in english Flambe 450 item description.
  • Fixed: Typos in Set's dialog.
  • Tweaked: Added more encounters to the "tougher humans" setting and slightly increased the chance of grease gun spawns.
  • Tweaked: Adjusted laser resistance of ant critters.
  • Tweaked: After taking down Gizmo / Killian, the lights inside their buildings will be turned off.
  • Tweaked: Complimenting the cook or helping Curtis in Shady Sands will now grant a few town reputation points.
  • Tweaked: Contents of crates in cavern encounters have more item variation now.
  • Tweaked: If Hub cops walked away from their default position (ex: player started a fight), they will now reset after a couple ingame days.
  • Tweaked: If Katja attempts to lockpick the Mariposa entrance door, or Doc Morbids locker, she now has a 100% chance to succeed (the same as if the player asks her via dialog).
  • Tweaked: Improved the TMA-system. If a keyword is not found in the character specific unique responses, the game will now try to find a keyword in the generic map-based responses instead.
  • Tweaked: Improved the way the Brotherhood sentry spawns into the map once the BoS has been invaded. Now he has his weapon drawn and won't play the wielding animation on map enter.
  • Tweaked: Junktown Scout "goodbye"-dialog felt weird after asking any question. Shows an alternative goodbye-string now.
  • Tweaked: Manually disabled force fields in Mariposa will now stay off for a little bit longer.
  • Tweaked: Masters Lair cut content supermutant exchanged with "supermutant medic" proto and tweaked his loadout.
  • Tweaked: Moved the Vault 13 water ration scene into a timer event, to improve performance.
  • Tweaked: Party member hitpoints reduced a bit per levelup (was +10, now +7). Also tweaked skill increases to make them less godly in higher levels.
  • Tweaked: Saul and Trish dialog checks are a bit more forgiving now.
  • Tweaked: Some endgame random encounter critters will now have a chance to spawn with AP instead of JHP ammo in their guns.
  • Tweaked: Southern / Boneyard encounters now have a chance to spawn with sharpened instead of normal spears.
  • Tweaked: The ENABLE_FO2_CRITTERS setting will now also affect critters spawned in caravan encounters.
  • Tweaked: The Fo2 party member combat control interface fits better to the rest of the Fo1 interface now.
  • Tweaked: The gecko hunters are not giving a random outdoorsman-skill reward anymore but a fixed 5% increase.

Find the latest release here.

This time a bit faster than the last release. v1.8 comes with a couple restored characters, lots of minor fixes, lots of minor tweaks, we brought back more Fo1 interface effects (all the clicking sfx on the worldmap - in vanilla Fo2, none of those exist), and there's some party member balance changes (less +skills and hitpoints per level up, which helps balancing the game some more. Keep in mind that vanilla Fo1 party members couldn't level up at all).

I've also decided to finally release the Expanded Endings-option. I am sitting on the files for over a year now and never had the time to finish it. With the help of Tagaziel and The Dutch Ghost, we've added 15 new possible ending slides to cover all major events in the game, including what happens to currently active party members. The reason why I've been sitting on those files for so long is because I didn't had the time to finish the actual ending slide graphics (still don't, but I finally wanted to release it anyways). If someone feels motivated to help getting this 100% done, and is able to create vanilla Fo1 style ending slide images, feel free to reach out to me.

Note: The expanded slides are disabled by default, but can be enabled at any time. You can save the game shortly before finishing it, watch the vanilla slides, then enable the option, reload your savegame and see the ending again.

There's also a new mini-mod, made by @.Pixote. - Alternative Force Field graphics:

fo1_alternative_forcefields.gif


When enabled, this mod will swap the vanilla yellow and red force fields to new, animated ones. They look pretty cool, I got used to them quickly and can't without it anymore now.

Ok, that's it. Got nothing more to say. Peace out.
This is great Lexx, really appreciate what you and the F1in2 team are doing.

Do you have any images of "supermutant medic" critter, or the new end game slides?
 
Thanks for all your hard work on this guys, it's awesome being able to play with FO2's quality of life features and additional content, not to mention all the bugfixes.

I was wondering, would disabling the Mutant invasion timers in fo1_settings.ini work for an existing save in which none have taken place yet? Or would I need to start a new game?
 
Do you have any images of "supermutant medic" critter, or the new end game slides?
It's not a new critter. The character already existed in the game. The v1.7 update had a screenshot of the scene.
release_v1.7.png


Don't have any screenshots of the ending slides right now.

I was wondering, would disabling the Mutant invasion timers in fo1_settings.ini work for an existing save in which none have taken place yet? Or would I need to start a new game?
Changing timers requires to start a new game.
 
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