Fallout 2 mod Fallout et tu - Release v1.11

How do I disable (1) companions leveling and (2) companions wearing armor?

I’ve dug into the mods, settings and sfall INIs, but I’m not seeing these options.
 
You can remove levels in party.ini and change the visuals to whatever you want in party_armor.ini of the armor mod.
Since both are vanilla Fallout 1 behavior, you may want to offer users an easier way to get the OG fallout experience.

Edit: there is no party.ini, and I don’t see relevant sections in any of the usual suspect INIs.
 
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Fallout EtTu is a mod..

want OG Falout1 experience play Fo1 instead, or learn to deal with the settings you want, and don't talk Lexx into ruining experience of the newbs trying to play..

This was the same deal with FOnline 2238 first Lexx came around and started adding features to the game for everybody.. and everyone was happy.. later on, clans formed themselves and convinced Lexx to orient the content towards faction like playstyle and screw the rest.. factions got strong, lonely wolves began to get slaughtered, ppl began to quit, and when factions had no more lonely wolves to pester on, factions quit as well.. funding ended and so did the developemnt..

i know it's not 1:1 the same with EtTu, but..
all in all don't let your purism ruin the game for the majority..
 
Thanks @fanboy

@gustarballs1983 i don’t follow the relevance to my question / suggestion.

Edit: ah damn. Started a new character with Lockpicking tagged and got lockpicks in my inventory. I thought that fixt-as-default stuff had been removed.
 
Thanks @fanboy

@gustarballs1983 i don’t follow the relevance to my question / suggestion.

Edit: ah damn. Started a new character with Lockpicking tagged and got lockpicks in my inventory. I thought that fixt-as-default stuff had been removed.

nah.. Lexx toyed with it and tweaked it accordingly, now you'll always get something based on tag skill but not if your skill surpases certain threshold like it was in fixt.. in fixt when playing as cheaded character all 10 in special + easy dificulty, you could get all the bonus stuff.. Lexx repaired it and now you only get stuff if #1 you set the fixt bolean in the apropriate config #2 have the according skill tagged ( this was to just compement original game which rewarded certian skills with stuff like the outdoorsman got extra flask and two stims, small guns got extra 48 ammo unarmed gave brass knuckles and that was pretty much it.. now all skills when tagged give stuff, but only 3 skills can be tagged and there is no skill threshold like in fixt that after surpassing certain skill value yu'd get the item, now you only get the item if skill is tagged no matter the skill amount.
 
Getting a lockpick for tagging Steal/Lockpick has nothing to do with FIXT. It's been in FO1 since the very beginning, just the starting loadout was exploitable due to FO1 scripting limitation.
 
Since both are vanilla Fallout 1 behavior, you may want to offer users an easier way to get the OG fallout experience.
Gus is right, it was never the plan to do a 1:1 Fo1 port, as mentioned in the description. The party armor and leveling is simply a result of the Fo2 engine and I can't be arsed to write a lengthy manual on how to disable it (or enable it). People can't even manage to read the basics, this would just end up annoying the fuck out of me.

We balanced the leveling up around the Fo1 content, so it will never get more OP than necessary. Besides, there is a reason why party member limit and stronger super mutants is enabled by default--- the original game is way too easy already right out of the box.

Edit: there is no party.ini, and I don’t see relevant sections in any of the usual suspect INIs.
It's party.txt in "\mods\fo1_base\data\" folder. It's a core Fo2 engine feature.
 
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release_v1.11.png


Changelog
  • Fixed: Brahmin poop would always only spawn on map elevation 0.
  • Fixed: Dogmeat was barking error text when crippled.
  • Fixed: It was possible to sell items to various NPCs before "giving" them via dialog, so they could be stolen back later.
  • Fixed: The Mother Deathclaw in the Boneyard was printing male instead of female critical hit messages (old Fo1 vanilla bug).
  • Fixed: Wrong AI package for initial Katja stage.
  • Fixed: Aesthetic fixes to Hunting/Sniper Rifle sprites (from UPU).
  • Fixed: Fallen Brahmin didn't recover on re-entering maps.
  • Fixed: The text position of ShowLootWeight mod when ExpandInventory=1.
  • Fixed: Using alcohol on Brahmin would cripple player's legs (FIXT bug).
  • Fixed: If Sheriff Greene in the Hub gets knocked out/down in the Decker fight, he will stand up again once back in his office.
  • Tweaked: All alcohol can be used on Brahmin now.
  • Tweaked: Dead bodies in the LA Rippers map will be cleaned up faster (Deathclaws eat them, duh).
  • Tweaked: Deathclaw Spawn critters in caravan job encounters will look like small Deathclaws if Fo2 critters are enabled in the fo1_settings.ini file.
  • Tweaked: If Fo2 critters are enabled, new Deathclaws in the LA Rippers map will initially be Deathclaw Spawns. After a day, they turn into full grown Deathclaws.
  • Tweaked: Players can no longer open out-of-bounds merchant boxes.
  • Tweaked: Reverted prices of Stimpak and Super Stimpak from Fo2 to the original Fo1 values.

You can find the latest release here.

Not much to say this time, just wanted to finally get those fixes out in a public release. Some bugfixes (there's always something to fix), and some smaller tweaks. As always it's better to start a new game, especially for the Katja-fix. But it shouldn't be necessary this time.

I've noticed there was a funny exploit... you could keep quest items if you'd barter them to NPCs first, then click the dialog option where you give the item, and then steal it back. This way it was possible to duplicate a power armor at Miles, etc. This probably works in vanilla Fo1 as well, but I never tried it. Well, now it doesn't work anymore.
 
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