Fallout 2 mod Fallout et tu - Release v1.10

What? How was it not successful?
I have admittedly not played the game in ages, so I haven't tested it much in-game, but looking at Cassidy's first proto in F2se it seems like it is working. The only thing I saw was that the EMP value for the base proto was wrong. Killap must have missed that if you stamp an armor on a critter that already has 500 EMP protection, the extra 500 does not get added. You must do that manually.

It's obviously easier to just not equip the armors on the companions in the first place, and jut leave them in their inventory (like with Sulik), though that may not be desirable. Would probably work equip them with dcript on first map enter or something.

I haven't Played Fo2 RP in a while as well however i did play the final release 2.3.3 long ago and remembered that Cassidy's armor resistances beeing 0/0% while wearing Leather Armor. Although it was long ago so i might have my memories mixed up.

Truth told, I'm not exactly sure how this works. Does a companion jump to stage 1 when you enter the map / meet him the first time? Or does that happen on first level up?

Making them wear the armor on first map enter isn't a big issue.
Then, base proto keeps armor values, stage protos will get 0/0 and then it will / should work correctly?

Companion does *not* jump to level 1 on map enter it's not how the bug works.

Problem is armor stats (armor class and resistanceses and thresholds) on armor claded NPC don't get applied properly but only for *base proto* (it works fine for all subsequent level protos in classic Fo2). So for example while wearing Leather Armor without bonuses in *base* proto (the proto the game first time loads map with the npc in it) instead of getting 2/25% Npc ends with 0/0% wor all damage types. It's even worse when removing armor. although it displays 0/0% in inventory the actual numbers are negative. As a proof one could as i said switch armor to a better one, and resistaces one gets are a difference between armor equipped on first map enter with said npc and the current one.
for example Leather armor has 2/25% normal Metal Armor has 4/30% normal. When ordering to equip Metal armor on base level proto one does *not* get 4/30% but only 2/5% which is:
Metal Armor stats (4/30%) minus Leather Armor stats (2/25%) = 2/5% .
Edit2:
That is assuming NPC starts with Leather Armor.
/Edit2

*this* is only the case for *base* proto. Bug is gone on subsequent levels (which need to be obtainded normally via gaining exp. pts. and player levelup).

This is only for *base proto* of armor claded npcs. The ones with bonus written in proto and without armor clading, work fine. so I propose to only *leave* proto bonuses *as is* *only in base critter proto* as it's the only one where the bug exists. (or doesn't exist in Fo1in2 as the bonus proto values are there), and *remove* bonus *from subsequent level protos* (as in Fo1in2 Katja Ian and Tycho get double the armor benefits on all subsequent levels but not the base proto).

That's the way I see it. Simple, and get's the job done.
there are probably ways to fix it engine wise, however I'm not sure it can ever be done. It would probably require manipulating the engine, and this as we all know is not easy or may be impossible at all.

EDIT:

And how's the status on those player shared npc's perks not working?
Awareness would be cool on party members, and so would be night vision. However last time I checked few days ago, it didn't work.
 
I'll adjust the protos once I'm back home.

I won't do any work on NPC perks, etc. this is a job for the npc combat control mod which I did not work on.

Same with the "party member sucking up radiation" by the way. This confused me before, because usually radiation is always only applied to the player critter and nobody else. I'm assuming the party members got radiated when using them in combat and controlling them by yourself (specifically in the Glow)? In this case, it's an issue for that mod as well and something I'd rather not fiddle with.
 
I haven't Played Fo2 RP in a while as well however i did play the final release 2.3.3 long ago and remembered that Cassidy's armor resistances beeing 0/0% while wearing Leather Armor. Although it was long ago so i might have my memories mixed up.
Maybe you used an old save game. The base proto of a companion gets saved in the save slot on your very first save (no matter if you've been to that critter's map or not). You can't use an old save where you have just passed the temple of trials and then go to VC and pick up Cassidy, he would still be broken.
 
Well, I've changed the stage 1-4 protos now to 0/0 resistance, etc. Someone check out if it works, I have no idea and no time to do more right now.
 
Nothing will come of you with armor for Ian. since for NPCs (not party members), the engine resets the modifiers of the armor to the ones set in its prototype, i.e. after unequip armor from the party member, the armor modifiers will be subtracted from the current base prototype.
Need to fix this behavior in the engine.

Summary: Cannot equiment armor on NPC, until it has become a party member for the player.
 
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Nothing will come of you with armor for Ian. since for NPCs (not party members), the engine resets the modifiers of the armor to the ones set in its prototype, i.e. after unequip armor from the party member, the armor modifiers will be subtracted from the current base prototype.
Need to fix this behavior in the engine.
You mean the reset for non-PM NPCs or something else like just don't subtract bonus field of armor to below 0?
Wouldn't the issue be simpler to just set all protos of human party members to 0 armor and equip the armor in their inventory in script?
 
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It is probably easier to fix the behavior in the engine so that when the map is loaded, the armor on the NPC does not reset the resistance modifiers to those set in the NPC prototype file.
 
I didn’t look what kind of bug it was, but it’s the same as using drugs on the NPC, that is, wearing armor for npc, affects to all the same npc. :-)
 
It is probably easier to fix the behavior in the engine so that when the map is loaded, the armor on the NPC does not reset the resistance modifiers to those set in the NPC prototype file.
Is it for every time the map loads or just the first time?
In vanilla some human NPCs (e.g. Bishop's guard) have their armor stats set in proto (in bonus fields), and also wear armors. Checking in mapper their armor stats are just from their proto, as if their armor has all 0 modifiers. Wouldn't your planned fix make them much tougher?

EDIT: I just tried to add armor to NPCs on the map with mapper.
For example, three of the guards in Becky's casino share the same "Tough guard" proto, with normal DT 4 & DR 30%. I added a leather armor to one of them and put it in armor slot. All three of them have DT 6 & DR 55%, but in the game after entering the map (for the first time) they're still with 4/30% armor. Also re-opening the map in mapper shows the same 4/30%. If I equip one of them in game using reverse stealing and control all critter in combat, others won't suddenly have bonus armor stats. Only he has the bonus armor stats after changing the map.

For some reason I think this (the reset) might be intended. The armor in normal NPCs' armor slot is pretty much a "bonus drop" for killing it, but it won't make NPCs with built-in armor more tougher than they should (set in their proto).
 
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Is it for every time the map loads or just the first time?
In vanilla some human NPCs (e.g. Bishop's guard) have their armor stats set in proto (in bonus fields), and also wear armors. Checking in mapper their armor stats are just from their proto, as if their armor has all 0 modifiers. Wouldn't your planned fix make them much tougher?

EDIT: I just tried to add armor to NPCs on the map with mapper.
For example, three of the guards in Becky's casino share the same "Tough guard" proto, with normal DT 4 & DR 30%. I added a leather armor to one of them and put it in armor slot. All three of them have DT 6 & DR 55%, but in the game after entering the map (for the first time) they're still with 4/30% armor. Also re-opening the map in mapper shows the same 4/30%. If I equip one of them in game using reverse stealing and control all critter in combat, others won't suddenly have bonus armor stats.

For some reason I think this might be intended. The armor in normal NPCs' armor slot is pretty much a "bonus drop" for killing it, but it won't make NPCs with built-in armor more tougher than they should (set in their proto).

Now you should do a test with switching the claded npc armor to a better one via combat control in-game.. and see the strange results. You'll get a bonus more than 0/0% but far less bonus than the actual new armor worn, so I don't think it was intended.

for example. on base proto while claded with Leather Armor and switching to Metal Armor according to Your theory one should get 0/0% however one gets 2/5% which is Metal armor stats minus Leather Armor stats.

This issue however does *not* exist for subsequent party level protos.

so only for level 0 (base proto), but not levels 1,2,3,4. (levels acortding to character sheet in combat control. Level "0" for base proto and Level "1" after levelup and so on.

@Mr.Stalin
I'm glad Someone finally noticed it in the engine. I've been trying to tell about this bug on several ocassions but in the end nobody done anything right about it. You Sir are probably going to be the first One. Thanks. ( btw I know about this bug ever since the first instance of combat control function in sfall came out, but nobody listened :p so this was known to me for more than 10 years, however my bad social skills didn't manage to bring enaugh attention to this ).

EDIT:
@Mr.Stalin
Considering the claim of @NovaRain , that the armor bonuses should be migitated by the engine on enemy npc critters, which are claded in armor from the start on their base proto, and have bonuses in proto, to not to add up so that the bonus wouldn't be too much. The reasonable option is to leave engine as is, and give party members on base proto, a bonus to stats of the same amount of whatever armor they initially wear. If fixing the game in the engine one would have to go though every map file and de-clad enemies from armors from armor slots. Otherwhise after the engine fix they'd be a lot tougher than intended. Dropping proto stats in favour of clading everyone in armor plus armor_destroy_mod? this could potentially rise effciency issues. At least it did on those hot potato machines back from early '00. Back then around 13-20 Claded NPCs on the map caused the game to stuter. Hence why I assume armors were substituted by proto stats by game designers in the first place. However the PC calculating power has risen immensly from then, so One Might try to give it a go.
 
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Now you should do a test with switching the claded npc armor to a better one via combat control in-game.. and see the strange results. You'll get a bonus more than 0/0% but far less bonus than the actual new armor worn, so I don't think it was intended.
I equipped the guard with combat armor via combat control, his armor stats raises to 9/70% (normal, which is exactly his built-in stats plus combat armor) and stays that value after save/load or map change.
The reasonable option is to leave engine as is, and give party members on base proto, a bonus to stats of the same amount of whatever armor they initially wear.
Yeah, that's the method used for fixing Cassidy's armor stats.
 
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I equipped the guard with combat armor via combat control, his armor stats raises to 9/70% (normal, which is exactly his built-in stats plus combat armor) and stays that value after save/load or map change.

Yeah, that's the method used for fixing Cassidy's armor stats.

Yes but did the critter in question had an armor claded already on, or was it just proto stats, the combat armor got on top of?

By "switching armor" , I meant one armor is already claded on the critter via mapper and You have to enter the map *for the first time*, plant the second armor via steal, and switch the previous one in inventory, then You can save/load. This is the way how the bug comes to life in a first place.

The save load function works correctly. it memorizes whatever stats are present. so eigther bug get's reproduced and it saves/loads with the bug, or it doesn't reproduce, and save/load remembers proper values. At least As far as I remember.
 
The bounty hunter in the Boneyard (Christopher) doesn't have his assault rifle when killed. The other bounty hunter who usually has both a rocket launcher and a sniper rifle is missing the sniper rifle when killed. They do have these weapons before and during the fight. Before and after savegames are attached.
 

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Yes, that stuff gets deleted when the critter dies. Apparently a Fixt addition - I have no idea why. Guess I'll just remove that code.
 
@Lexx
1. The fix for NPC's sort of works, however I have a weird feeling you've only reverted resistances and thresholds on those party level protos, but forgot about reducing "Armor Class". No big deal though they'll only be a bit harder to hit. I've checked so far Ian on base level with leather jacket has 14 AC and after levelup he magically jumps to 22 AC which is 14 AC + 8 AC (as in simulation of leather jacket) extra 8 points of ac would have to be removed from his subsequent level protos. Same probably goes for Tycho and his 15AC extra on all protos but not the base one and Katja's 8 AC on all level protos but not the bae one. I assume You haven't changed those as well.

@Lexx @NovaRain
Anyways I have no idea wether to put the next bug in fallout1in2 thread or sfall thread:
2. When reaching level when one gains a perk (level 3 for example),but not opening char sheet and going to combat mode going to NPC's turn with combat control, next checking that npc's character sheet, next exiting out of it and ending combat, when now player acceses his char sheet he doesn't get perk popup only skill points. tedious but i already did it couple of times in game and had to reload the game.

3.
@Lexx
what version of glpartycontrol.int did You implement in fallout1in2? the one that came with Sduibek's partial port or did you use the newest improoved one from sfall's thread posted by @NovaRain ?

I'm asking because svn shows the date of download as the date of last modification, and I can't actually tell what version it is.. if it's an oldr version this might explain why Npc's don't share awareness perk from the player if player chooses it (as set by default in sfall-mods.ini )

EDIT:
Fallout1in2 *does* use *outdated* gl_partycontro.int script. Here one can find the most recent one as i know of a one post v. 4.1.9.1 hence why perk shareing doesn't work.
While we're at it it would be aslo wise to check if other scripts from modder's pack are up to date.
 
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Fallout1in2 *does* use *outdated* gl_partycontro.int script
gl_partycontrol, and some other, was already/partially merged with sfall-develop in r749; merged it fully now (will check other gl scripts later). Only difference from sfall is removed PID_MARCUS check.

keep in mind that compiled scripts are not always commited together with source changes, so there might be slight delay before fixes are actually visible ingame.
 
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gl_partycontrol, and some other, was already/partially merged with sfall-develop in r749; merged it fully now (will check other gl scripts later). Only difference from sfall is removed PID_MARCUS check.

What I wanted to say by outdated gl_partycontrol.int is that the one that was present up to at least rev.760 did not work with party shared-from-player perks from sfall-mods.ini . Switched to the one in the link and it works flawlessly.

@Dude101
You should try to bug Cubik2k about Fallout modding tools from his archive on HDD from old computer, His modding site FMC once had (now site is dead and even web archives don't have the latest downloads section). I remember specifically there was a tool called lip2sync.exe and one other tool. The second tool generated sound files used in fallout for npc voice acting from a .wav file, together with .lip files nessecary for facial expressions (such as lips movement during talking). Lip2sync.exe synchronised .lip files with fallout npc voice files generated together with those .lip files.

Cubik2k has shitload of gimmicky modding apps that were not seen by most modders besides His country of orgin, despite most if not all apps were in english or at least had a separate version in english.
 
The GVAR_UNLIMITED_PARTY_MEMBERS=1 setting in fo1_settings.ini doesn't work for me. I can hire all party members the first time but when I ask them to stay and then ask them to rejoin the charisma check still happens (tested with mentats).

The similar setting in fo2tweaks does work for me, I did add the pids of the npcs in the ini file of fo2tweaks but I'm not sure if that was necessary. I also tested Fallout Et Tu without fo2tweaks installed.
 

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^ this bug should be fixed now on latest revision.
I've also added the option to allow Miles more than just one power armor upgrade. It'll cost some money, but it's doubtful players will have troubles paying for it.

Smitty won't upgrade more than one plasma rifle. The single weapon alone is already so overpowered, it's like adding cheats to the game. Someone else can make a mod for that if necessary, for me personally it's just a big no.
 
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