I will not do anything about this. People can make their own patch mod if they want it a certain way. In fact, I have been thinking about dropping support for all languages except english anyways, since I can't be arsed to be the one who has to manage all that shit whenever I am updating strings. This is a lot of extra work and I simply don't care enough. People come, drop off their translation work and then I am left with maintaining it till days end. Nah, not gonna happen anymore.fo1_german created in mods and it worked only after I included it in mods_order.txt.
Please fix this so that they are taken from folders like fo1_lang_german. Or change the logic altogether. See below.
Also a question about the F2-style interface.
Now you can disable the F1 interface in mods and the English F2 interface will be used.
In folders like fo1_lang_german you can add a localized interface, but it will be either from F1 or from F2.
I would like to somehow place a localized interface in the F2 style in mods\fo1_base, but I couldn't do it.
And in fo1_interface a localized interface from F1, i.e. take the interface localization out of fo1_lang_german.
We disable the F1 interface, the English version takes everything from fo1_base\art\intrface and the English master.dat from F2.
And it is necessary that, for example, the German one takes the localized interface from fo1_base\art\intrface, well, i.e. from under the german folder, and then from master.dat from F2.
When the F1 interface is enabled, it is necessary that the localizations are taken from the localizations in fo1_base\art\intrface and the fo1_interface localizations.
As for splash, I don’t know which splashes are taken when fo1_interface is disabled, from F1 or F2?
But in any case, it is necessary to somehow make logic so that they are taken from the localization if it is enabled.
Alright then! If I get the motivation for it I might try and compile them all into a big list for you, like: writing a section for all the additions, then a section for the tweaks, then a section for balances. It might seem pointless, but I figured it could be handy for you to have to put around here or on the Github so more people know what to expect- I just really appreciate all the work you've put into these old games.Well, read the changelogs starting with the first release, I guess.
hey lady i don't know if you realize but ettu does have the legacy Fo1 option of no charisma limit on the companions it's just that the limit is turned on by default in ettu, tho you can plow though the configuration inis and disable it whenever you desire.. as lexx said going over the changgelogs is a good idea, especially for folks not familliar to Fo2 modding..Oh wait, shit- Before I do that I wanted to ask: how does FO2Tweaks interact with Et Tu? There are certain changes that I imagine will work as you'd expect them to (i.e. none the explicitly Fallout 2 options would work, but Ammobox, Action Points rollover, etc would), but what about stuff like Unlimited Trunk, Unlimited Party, or Party Level Match? Would Unlimited Trunk apply to the Motorcycle? Would Unlimited Party/Party Level Match work for the Fallout 1 companions?
I apologize if these are stupid questions, I'm just trying to get a sense for what does and doesn't work and if I should bother with installing FO2Tweaks.
Ah- I really should just install Et Tu and pour over the inis to see everything that's baked in, sorry about that. The main change from FO2Tweaks I was interested in was Party Level Match (and maybe the the trunk space one if it applies to the bike) because I've always liked controlling companions in F1&2 and removing the randomness for when they level is very handy.hey lady i don't know if you realize but ettu does have the legacy Fo1 option of no charisma limit on the companions it's just that the limit is turned on by default in ettu, tho you can plow though the configuration inis and disable it whenever you desire.. as lexx said going over the changgelogs is a good idea, especially for folks not familliar to Fo2 modding..
i think the bike's trunk is the same proto file as highwayman's trunk, basically this proto numbered 445 is saved by the engine during savegame process the party level feature was always buggy for me often causing crashes etc. instead i opted for removing randomness in npc leveling by setting ddraw.ini a.k.a sfall configuration file, to only rely on Party.txt and remove the random element, and You can also set Party.txt to levelup your companions every 1 level of yours, it simply cannot get any faster.. agin not all features of Fo2 tweaks work with et tu, tho most does, however the unlimited party, and party level match ain't them....Ah- I really should just install Et Tu and pour over the inis to see everything that's baked in, sorry about that. The main change from FO2Tweaks I was interested in was Party Level Match (and maybe the the trunk space one if it applies to the bike) because I've always liked controlling companions in F1&2 and removing the randomness for when they level is very handy.
That sounds incredible, thank you for the advice and for steering me in the right direction! I'll experiment with all of this later in the day, that optional mod in particular sounds fantastic- I never liked how some of the books would just go utterly wasted if you leveled the skill manually to a certain point.i think the bike's trunk is the same proto file as highwayman's trunk, basically this proto numbered 445 is saved by the engine during savegame process the party level feature was always buggy for me often causing crashes etc. instead i opted for removing randomness in npc leveling by setting ddraw.ini a.k.a sfall configuration file, to only rely on Party.txt and remove the random element, and You can also set Party.txt to levelup your companions every 1 level of yours, it simply cannot get any faster.. agin not all features of Fo2 tweaks work with et tu, tho most does, however the unlimited party, and party level match ain't them....
also if you wan to beef up your companions be sure to allow specific perks for shareing, when you get them ( sfall-mods.ini) plus theree's an optional mod Fo2MechanicsMiniRework that has a neat feature of tweaking the skillbooks mechanics.. you can now go beyond the 91% cap all up to 300% ( 200% for ettu), and also you can educate companions while reading, so that they as well get increased skillpints..
tho it's [CombatControl]myself Im loving the party orders mod and;
[CombatControl]
;Set to 3 to let you use the command cursor to specify targets for party members to attack in combat
in sfall