Yeah, full control over companions is pretty overpowered. They can equip a weapon in both slots, position themselves so their burst weapons do maximum damage to maximum amount of enemies without hitting any allies, take cover, and engage/not engage in combat whenever you want. It is fun though, and it makes equipping weapons and armor on them much less tedious. And being able to view their stats and skills is nice.
Repo now has Fo2 style merchant inventories. That means item distribution is random (based on vanilla inventory of course), but at the same time their inventory will refresh every few days. This, too, can be disabled in fo1_settings.ini of course (can't be disabled in an already running game if the merchant / map has been visited already!)
Personally I find this way more exciting, as you can't rely on your default merchant trip anymore. Also I've added a few special weapons with low spawn chance to them, so if the god of random wills it, you can aquire some fancy stuff.
Can't say anything about party member perks right now, as I haven't started reworking their scripts yet.
Special encounters all have a 1% chance, and have a min player level requirement. I've added this because they happened way, way too frequent in my tests (even with low luck). Hell, I know it's a bit of a cult thing happening, but I got the alien blaster right after leaving Vault 13 in at least 3 different playthroughs. That's just overkill.
Mysterious stranger is not a super mutant. You sure you got the latest proto files and have set them to read only?
Fixed: "Kill Killian"-quest marker wouldn't show up.
Fixed: Encounter spawn positions for city maps 2 to 5 have been adjusted to more resemble the original Fo1 spawn points (Fo1 only has a single city encounter map).
Fixed: Garret's fridge would still not close correctly.
Fixed: Generic Guard A in encounters would float in gray text while it should be green (original Fo1).
Fixed: Invisible Vasquez (cut-content party member in Junktown) would occasionally open doors.
Fixed: Missing invisible blockers on car scenery in City4 encounter map.
Fixed: Players with INT < 4 wouldn't get moved to the V13 library after returning the water chip to the Overseer.
Fixed: Removed Cat's Paw magazine from Shady Sands map (was added by Fixt for some reason).
Fixed: The Special Encounters mechanic has been moved into script and is now selecting maps with the same chances as in original Fo1.
Fixed: The position of the roaming deathclaws in the Boneyard will reset after some time has passed to prevent rare out-of-bounds issue.
Fixed: Typo in Irwin floating dialog.
Fixed: Using the stealing skill on the disabled Mr Handy in Mariposa would print an error-message.
Fixed: Vault 13 Town/World interface entry points would disable already after just destroying either the Cathedral or Mariposa.
Tweaked: "Glow" and "Vats" mountain encounter table chances are reduced (this was a Fixt addition). If the roll fails, the original "Vault" table is used instead.
Tweaked: Cavern / Mine encounter spawn chance increases slightly if the player has the Explorer perk.
Tweaked: City encounter tables are closer to original Fo1 again. Removed the Boneyard table that was added with Fixt and merged reasonable tweaks into the default City encounter table to reduce code bloat.
Tweaked: Desert, Coast, and Mountain encounter tables overhauled. Lots of Fixt changes have either been reverted to how they were in Fo1, or put behind the fixt_enabled setting in the fo1_settings.ini file.
Tweaked: Improved the eyebot companion script and dialog a little bit for clarity. It can also be repaired with tools now.
Tweaked: Meat Jerky item is a "drug" now and can be used in the same way as iguana-on-a-stick (item itself doesn't show up in regular gameplay with one single, very rare exception).
Tweaked: Necropolis desert encounters are mostly changed back to the original Fo1 version. Bigger changes are now behind the Fixt-toggle option in the fo1_settings.ini file.
Tweaked: Super mutant patrols in the mountains around Mariposa will be smaller now (was a Fixt addition, tweaked for better vanilla compatibility).
Tweaked: Using a crowbar to open locks now has the chance to break it (using improved crowbar code by RPU).
Tweaked: When getting kicked out by Hightower in the Hub, the whole party will be moved out of the house now, not just the player.
Tweaked: fo1_settings.ini file text descriptions a little for clarity.
Alright. Since the v13 release a month or so ago, a surprising number of changes have already piled up. I figured there was no point in sitting on them for too long again, so here we are.
The first thing to talk about is the new auto-push QoL feature for party members. Enabled by default, this feature allows the player to walk through nearby party members without having to manually use the push action from the drop-down menu. Similar to the auto-door feature, I honestly can't play the game without it anymore. Especially when you have lots of party members around, this makes movement feel so much smoother and far less frustrating.
Second, there are a lot of under-the-hood changes to encounters and the encounter system. The big one is that the Special Encounter selection has been moved entirely to script and is now handled exactly the same way as in Fo1. There is no level requirement or any other hacky condition anymore which was necessary to make it work within Fo2's worldmap mechanics.
Additionally, the encounter tables have been overhauled. Here's something most players don't know: Fixt, even in its "purist" version, makes a lot of changes to the encounter tables (and other things, but that's another story). For example, it copies many encounter types from the desert table to the mountains, city, and coast tables. It changes the number of critters that spawn, and in some cases even alters item distributions (primarily around Necropolis, where V13 water flasks, extra ropes, and junk items can spawn).
Some of those changes are actually good, and I agree they were necessary. Like increasing the damage dealt by dehydration encounters in the desert, or from falling off rocks in the mountains. However, a lot of them feel unnecessary or have a huge impact on game balance, like Raiders spawning with more ammo and drugs, or generally bigger critter spawn rates. There are also questionable changes, such as Super Mutants showing up in the mountains near Mariposa. In my opinion, the mountains should offer safe (but time-costly) travel to Mariposa, while avoiding heavily armed mutant patrols. With Fixt, this wasn't possible anymore, since those same heavily armed patrols would spawn there as well.
With v14, all encounter tables have been overhauled. I've either reverted most of them back to their original Fo1 state, kept slight changes where they improved balance, or moved overly large changes behind the "fixt_enabled" config setting. For example, the Super Mutant patrols in the mountains around Mariposa remain, but their size and strength have been greatly reduced. This keeps encounters more varied without undermining the original vision of providing a relatively safe passage.
The tl;dr is that once again, ettu is probably closer to the vanilla Fo1 experience than Fixt, even if some folks don't want to believe it. A lot of time has been spent playing the original game, comparing scripts, and revisiting (and reverting) changes from the Fixt codebase to ensure things stay faithful to the original, despite our new additions.
Hey, I noticed that when booting up Fallout Et Tu, that the Fallout 2 intro plays instead of Fallout 1's. Do y'all know if this is a bug, or did I somehow not install Fallout Et Tu correctly?
Note: I can play the actual Fallout 1 game as the mod advertises, it's just that the wrong cinematic plays.