Fallout 2 mod Fallout et tu - Release v1.13

So I stole the water chip from Necropolis without repairing the pump. After finding some junk in Jake’s store at the Hub, I decided to return to fix the water pump. Naturally, all of the ghouls were dead. I don’t know if this is in the original game, but it’s a nice touch. Anyway, since I eventually fixed the water pump, I got the good ending for Necropolis instead of the one where they all die of dehydration. Seems like an oversight. Has this happened to anyone else?

Oh, and Ian’s name is pronounced wrong in the new ending narration. It should be “ee-en”, not “I-en”
 
Yeah, the dehydration status is actually never checked for. Even in the base game. Will have to add a new variable to track it, probably. Not sure yet.
 
It turns out that the meeting with the temple can be shown on the map using F2Explorer and make sure it is glitchy.
The crashes were repeated for another person.
 
@Lexx

I tested for a long time and the crashes turned out to be due to my file COMBATAI.MSG.

In addition to the translation (into Russian), it differs in that in places where in the English version {},
additional phrases are inserted. There are no problems with it in the original Fallout.

Maybe you will find time to understand why this affects this meeting? I am just wondering why this happens.

I also found an error. The files contain the file MOATCHEK.MSG, and the game uses the file KTGOO.MSG from Fallout 2.
That is why these phrases in the game are not translated, including into German, French... I am attaching a save for verification.

Is MOATCHEK.MSG needed in the game or can it be renamed to KTGOO.MSG?
 

Attachments

There are many changes from base Fo1. It's on purpose and not (necessarily) bugs.

Missing strings can crash the game, yes, that's always been the case. Don't remove / rename files if you don't know what you are doing. Expect everything to be used somewhere.
 
It turns out that the meeting with the temple can be shown on the map using F2Explorer and make sure it is glitchy.
The crashes were repeated for another person.
One would think that if the map loads correctly using the map selector — which you've confirmed that it does, earlier, a few posts ago — that the source of the issue isn't in the .map file.
I've played Et Tu to completion, and my session(s) weren't halted in the Temple of Trials by CTDs.

Have you tried updating sfall tweaks & other things on your own?
Have you installed multiple mods, and merged them with Et Tu?
 
It doesn't. In Fo1, encounters are scripted in the encounter map scripts.
 
Description taken from Fallout 2.
{5901}{}{A Wattz Electronics C-U model motion sensor. Detects the movement of biological material over a distance of meters using a tuned radar device. Having one in your inventory will also help you travel through the wasteland (+20% Outdoorsman skill).}

Description of Fallout 1.
{5901}{}{A Wattz Electronics C-U model motion sensor. Detects the movement of biological material over a distance of meters using a tuned radar device.}

It's not working in Fallout1in2
Having one in your inventory will also help you travel through the wasteland (+20% Outdoorsman skill).}
 
# *** Brotherhood of Steel Honor Code ***
# *** Maxson's History ***
He stayed
{7004}{}{behind, to help those who were disabled and wounded,}
{7005}{}{even the scis.

What is scis?

{7011}{}{He knew that to stay behind was death. And still, he}
{7012}{}{stayed. He respected the flag, the CIC and the badge}
{7013}{}{that he wore.}

What is CIC?
 
Scientists maybe?

Also, isn’t that one cut from the game? Sounds like the version where Maxson stayed behind and his son founded the Brotherhood.
# *** Brotherhood of Steel Honor Code ***
# *** Maxson's History ***

I don't understand why scientists are singled out separately.


HMR01S00
AppRace.msg
{101}{}{You are the Generic Black Dude. But Generic. But Black.}

AppStyle.msg
{100}{}{Style (Bald Head Dude)}
{101}{}{Hair? Who needs it? You're a shining beacon of no-nonsense rugged masculinity. Or maybe that's just the wasteland sun reflecting off your head. Either way, you're rocking the chrome dome and proud of it.}

The character is not bald...
 
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release_v1.13.png


Changelog
  • Updated sfall to 4.4.7
  • Fixed: Agatha (cut content NPC) would not turn hostile if Shady Sands is hostile.
  • Fixed: Corrected item flags for all armors.
  • Fixed: Corrected the armor stats (DT/DR) of Leather Jacket and Hardened Power Armor.
  • Fixed: EMP DR in base protos of Ian, Tycho, and Katja. They would lose all EMP DR if they were unarmored before leveling up.
  • Fixed: EXP for freeing Tandi would show even if the value was reduced down to 0 due to killing all the Khan raiders earlier.
  • Fixed: Lockpicking the Khans' cell door would always give XP.
  • Fixed: If the player fixed the Necropolis water pump, the good ending would play, even if the town had already died of dehydration before.
  • Fixed: If the player has unlocked Tandi's cell door already in the past, the door will now close and re-lock once Tandi has actually been kidnapped.
  • Fixed: It wasn't possible to give the water chip to the Overseer if player has INT < 4.
  • Fixed: It wasn't possible to trade with Vance in the Hub if player has INT < 4 and doesn't know him.
  • Fixed: Removed built-in armor for Vasquez (cut content NPC - he doesn't have armor in his slot).
  • Fixed: World map travel dot spacing over city terrain changed to 1:3 instead of 1:2, like in original Fo1.
  • Tweaked: Pulse Rifle can randomly spawn in special cavern encounter loot boxes (extremely rare).
  • Tweaked: Pulse Rifle will now need 2 ammo to fire.
  • Tweaked: Added theft prevention to out-of-bounds merchant box in Shady Sands.
  • Tweaked: use.frm interface graphic had glass glare, which shouldn't be there. Now it looks the same as all the other interfaces.

You can find the latest release here.

The changelog felt extensive enough to justify a new release version. Same as last time, I don’t actually have much to say. It’s mostly smaller fixes for things that were either wrong in Fo1 or carried over from Fixt. What we’re learning here is that even after six(!) years, we’re still finding things to fix and improve. Kinda crazy how fast time has flown since the alpha release back in July 2019.

Never thought this thing would get so big (that’s what she said, hurr durr).
 
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