@gustarballs1983 @PxHCx I've just committed a new experimental sfall build with changes to the AI weapon pick calculation to git. With my tests, the LE gun is now chosen correctly. AIBestWeaponFix needs to be set to 1 for it to run. NOTE: This is not an official release, so there could be issues of whatever kind. This is just for testing.
will it require a new game, or would it work with old savegames? EDIT: NVM.. tried with an old save game. seemes to work. tried with assault rifle, combat shotgun, and LE BB Gun. Always chooses LE BB Gun now. don't have an access to sniper rifle yet.
Hey sorry if this has been posted before but I searched around and couldn't find anything about this. I've been playing through et tu and LOVE the qol changes, but I'm having some problems 1 A lot of text has been replaced by error messages https://www.dropbox.com/sh/hl2pb5s4447x7bq/AAAu-uxnUTp5p4k3AIvpRARTa?dl=0 2 some of the quests don't work, namely the Decker quest in Hub, I kill decker and his groupies but then the quest just, doesn't end and I'm stuck in the basement. When I try to do the kill Gizmo quest it just teleports me to north Junktown and then nothing happens. 3 I also can't talk to Mrs Stapleton, minor complaint but I like the books lol Does anyone know if there's any fixes for these? I googled a lot, but there doesn't seem to be anything anywhere on this. I followed the installation instructions and double checked them but maybe I missed something Again love everything about the mod just having some issues
Lots of error messages is a huge red flag already. Not being able to talk to Mrs Stapleton is a huge red flag as well. Something is obviously wrong with your installation that should be fixed first. The Hub and Junktown stuff is very likely related to that issue as well. Need more information: - did you follow the install instructions correctly? - what language version of Fo2 are you using? - what OS are you using? - what ettu version are you using? /Edit: Spotted that random floating error in the Hub. This clearly means files are missing / can't be found. Yet apparently you were able to play till reaching the Hub. Based on that I'm assuming that not all files were installed correctly and you have to download and reinstall the mod again.
Yep, that was it, I remember when first I installed it not all the files extracted for some reason so I manually copy and pasted them and figured it was no big deal lol Thanks for the response!
Hello. I have installed everything correctly, although I do have a general question. Keep in mind I am a bit of a newbie when it comes to Classic Fallout modding. But whenever I encounter a talking head, I just have the talk screen surrounded by a black void. IIRC it's supposed to just go over the map and pause everything. Not sure if this is just a limitation of the mod itself, or if this is something that can be fixed. Either way, great work on everything.
That's just the default setting for other mods that came before, so people got used to it. Also the game does not pause in dialog - critters, etc. keep moving around when hoovering over the dialog options (which is why I enabled the black screen - looked more vanilla to me). /edit: Turns out critters only keep moving in dialog interface if the dialog gets started from outside the talk_p_proc. Learned something new today.
Just wanted to say first, I'm new to this site and have been using Fallout Fixt for a while now. Is it better to use this or keep using Fixt? And is there any plans on adding in that female BoS paladin's (Wiki said name was Jennifer?) cut content? Would help set my future fallout games characters as being a true BoS descendant.
Fixt hasn't been updated in years so Et Tu is probably the better option at this point in time. Fallout 2's engine is better suited to mods and the UI is nicer in general.
Hi, I just registered online to comment. I cannot adequately express how much I love your mod! I did want to report a bug that I haven't found online just yet though. When you get the quest to scout the northern wastes from Elder Maxon, you go to the Mariposa Military base. Afterwards, instead of reporting back to Maxon, you can also go to the Cathedral. If you fight your way up to Morpheus' chambers, you can hack his terminal with the science skill to reveal that the Children of the Cathedral are connected to the mutants at the Military base. Once you do that, you can go to the basement of the Cathedral, and discover the guarded vault. By doing all of these things, you can report back to the elders and have an option to request that they send Paladins to the south (Cathedral). However, the message you get for completing the quest says something like "Convinced the Brotherhood to attack Mariposa Military Base" despite asking them to go to the Cathedral. If you go to the Cathedral, the Paladins aren't there. What's more interesting, if you go to the Military Base, you may see a floating dialogue from one of the Paladins but they aren't there either, as if they were invisible.
Morpheus' terminal is actually not doing that. Just entering the Cathedral cellar will mark the Master's Lair. The BoS paladins can't show up at the Cathedral, as there are no critters in the map. Not sure if I want to dive deep into this, tbh. I actually thought the BoS attack on the Cathedral wasn't even in the game. /Edit: Oh wow, they actually are still there. Welp, guess I will have to look into this now ... /Edit2: Ok, fixed it. Will be available in v1.6 or you'll pull the latest script files from the repo tomorrow. While I was at it, I also replaced the code that makes the paladins follow the player with the generic partymember stuff from Fallout 2 (all of the other party members are using it already). Now they follow the player in a less random pattern and it looks more pretty (also should be blocking less, but that's just random in the end). I've also made it so that hacking Morpheus' terminal will actually allow the attack on the Cathedral as well (without having to visit the cellar).
You sir, are a LEGEND! Thank you so much for doing all of that! *500 XP Gained *Completed: Convince Lexx to send Paladins to the Cathedral *You are now Level 12 (Cringe I know, but I couldn't pass up the joke xD)
I found a little problem. 1. When you start first game, (After the overseer talking) the combat message says nothing. but original fallout says this. "Never before have you seen a natural darkness. blah blah." 2. when the Killian goes to kill the gizmo. killian says nothing. originally the killian will say "I'm here take you in gizmo, this time I've got proof." 3. Sherry in skulz gang. (junktown). I talked her about job, and life. and then I killed a skulz gangs with sheriff. when things are settled down. and the sherry dissappeared. The original fallout sherry will work crash house as a cook. and many little dialogue (people mumbling etc) isn't appear at this mod. It's not a big deal, but I kinda thinks this is annoying. I'm playing 1.5 version of et tu.
This message shows when you are about to leave the cavern (there's actually 2, depending on current daytime which is randomized). There is no message directly after game start. /edit: Oh wow, I remember what you mean... this message is not in vanilla Fallout 1, but in Fixt. I removed it. Need to investigate Killian. The message is definitively in the script and should show up. I didn't touch Sherry. It should work exactly like in the vanilla game. Will investigate later. Need more details, otherwise this is not helpful at all.... Who? Where? When?
After investigating this, we found out that the floater thing is an issue in Sfall. A fix in version 4.2.7 broke them. Not sure yet how to handle it. I have reverted a change to Sherry. Turns out the latest TeamX patch deleted her for some reason. I couldn't figure out yet why they removed her, though - there might be some other bug, which I am not aware of.
I'm experiencing a hard crash on the third level of the cathedral vault. No error message, game is simply gone. I tried moving my save to an older version of et tu and it worked there without a problem. Whatever it causes, it had to happen during the 1.5 update. EDIT: I have to learn to use the "search button"
Yes, it's a bug that will be fixed with v1.6 soon™. Here is an experimental Sfall build that should fix the floating text issues. For me it works now.
I think I ran into an incompletable quest for the Glow. Once you repair the generator and get ZAX to disable the security robots, you get a quest called "Disarm traps for the facility". Walking through the facility with maxed out Traps Skill, you are only able to detect traps without them being visible to the player. Each trap gives you 25 experience for detecting it but your character detects each trap three times when moving around it. There does not seem to be a way to disable the traps. I also read the Fallout wiki that refers to this quest as unsolvable because it requires content that was cut from the game, which involved finding a security holodisk and using the code from it on a terminal to disable all traps remotely.