Fallout 2 mod Fallout et tu - Release v1.12

i think it is ok to find the waterchip first and then retry it. you can also invest in barter to get cheaper books

btw i just thought the ghoul caged in necropolis could have repair book on his mattress lol it's pretty much only normal situation when we have to actually use that skill
some of the computers should let us learn too. they are pretty much useless. it would be nice if we could learn something from the 'blue screens', for example about big gungs and throwing in the military base, and in the glow about first aid and med skills, in the crypt e.g. speech and outdoorsman, in bos energy weapons, repair
there's crap ton of repair books in the game even in necropolis itself it's just not so easy to get them without insane sneak/steal/ or without medicore sneak and feeding the ghouls with booze&beer. the fact that beer used to be weightless and the fact that Neal the Junktown bartender gives unlimited free drinks after stealing and returning his wife's ashes, used to cause the theft from various places a breeze. However since Lexx made the beer whey 1lbs, it is now harder to perform this..
 
Hello,

I am trying to get fallout 1in2 to work and I cant seem to get it. Whenever I go into the world map or the save/load game menu, the mouse starts to stutter then freezes. Weirdly, I don't get this issue on any other screens. I have disabled G-Force now, turned off enhance pointer precision, and tried DX9 windowed, fullscreen, and windowed fullscreen modes. None ahve fixed it so far, and Im at a loss.
 
release_v1.12.png


Changelog
  • Added: Party members leveling up can now be disabled in the fo1_settings.ini file.
  • Fixed: Killing raiders in random encounter maps would increase the raiders town reputation (since town reputation is not a thing in original Fo1, it had no influence on gameplay).
  • Fixed: Merchant caravan cars in encounters could randomly overlap. Added a minimum spawn distance from each other.
  • Fixed: Operations to increase SPECIAL attributes at the Brotherhood of Steel would advance too much time.
  • Fixed: Peasants in coast and Shady Sands encounter could potentially spawn with wrong AI package.
  • Tweaked: Added another fail-safe for the locked Garret fridge in Necropolis.
  • Tweaked: Added fail-safe to Harold and Beth dialog to not accidentally reset the Hub Deathclaw status after the player already killed it before in a random encounter.
  • Tweaked: Changed ProcessorIdle to 1 in the ddraw.ini file by default, for better compatibility with modern hardware out of the box.

You can find the latest release here.

Didn't want to sit on those fixes for too long and decided to do an early release instead of waiting much longer.
 
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Having problems with some quests not getting crossed out after completing them. “Join the Skulz”, “Kill the merchant”, and “Kill Jain” specifically. Is this a known bug or just a problem on my end?

Edit: after killing Lars and the rest of the guards I noticed that Join the Skulz is now crossed out
 
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Good day.
Found many problems in random encounters.
1. SLOT02 Traveler does nothing when attacked by praying mantises.
2. SLOT03 You can't talk to a peasant. At least he would give you some pop-up messages.
3. SLOT04 Centaur doesn't attack.
4. SLOT05, SLOT20 Raiders won and don't attack the merchant and player.
5. SLOT06 Coyotes don't attack.
6. SLOT12 Raider does nothing when attacked by radscarpions.
7. No save
Meet a pack of rats and a scorpion, rats didn't do anything.
8. Not always, but sometimes radscorpions and mole rats meet and rats don't do anything, but sometimes they fight each other normally.

Also killed the inhabitants of Shady Sands, and Agata did not become hostile.


SLOT21
After the battle, there remained a raider, a guard and a merchant.

It would be good to make the merchant run away somewhere and return after the battle. Otherwise he stands rooted to the spot.


SLOT22
Meet a pack of rats and a scorpion, rats didn't do anything.
 

Attachments

Could you guys please tell me how to equip the vault suit on companions? I remove their armor and only leave the vault suit in their inventory, but nothing happens when I then click use best armor.
 
I'd assume that vault suits are essentially the PC's underwear, and that they are effectively considered to be wearing nothing; base sprite. I highly doubt that the art exists in the game, to show companion sprites wearing the (nothing) vault suit.
 
Could you guys please tell me how to equip the vault suit on companions? I remove their armor and only leave the vault suit in their inventory, but nothing happens when I then click use best armor.
this is armor is not scripted in any partynpc script..

the only ay to equip those armors is to enable combat control mode=2 within sfall-mods.ini enter the game, start combat by means of "a" key and spacebar to skip turn to companion enter their inventory and equip vaultsuit armor by hand...

Don't listen to gizmo.. Lexx put the vault suit armor sprites in for companions thanks to ripping out the nessecary animation sets from Hero Apeearance mods, where punk girl green hair mohawk, dude long hair blue pants, and bald dude already had those animations made for Hero Appearance mod..
 
Good day.
Found many problems in random encounters.
1. SLOT02 Traveler does nothing when attacked by praying mantises.
2. SLOT03 You can't talk to a peasant. At least he would give you some pop-up messages.
3. SLOT04 Centaur doesn't attack.
4. SLOT05, SLOT20 Raiders won and don't attack the merchant and player.
5. SLOT06 Coyotes don't attack.
6. SLOT12 Raider does nothing when attacked by radscarpions.
7. No save
Meet a pack of rats and a scorpion, rats didn't do anything.
8. Not always, but sometimes radscorpions and mole rats meet and rats don't do anything, but sometimes they fight each other normally.

Also killed the inhabitants of Shady Sands, and Agata did not become hostile.


SLOT21
After the battle, there remained a raider, a guard and a merchant.

It would be good to make the merchant run away somewhere and return after the battle. Otherwise he stands rooted to the spot.


SLOT22
Meet a pack of rats and a scorpion, rats didn't do anything.
1. It's just the game being the game, can't fix more than I already did.
2. It's vanilla behavior. I don't want to fan-fic write some floats for him.
3. It's intended behavior. Not all wasteland critters are hostile.
4. You can argue that their target was the trader, not you.
5. Intended behavior.
6. Can't check right now.
7. 8. Again, intended behavior. Not everything attacks you on sight. If it's a situation where it wasn't intended, then see 1. - just the game being what it is.
 
1. It's just the game being the game, can't fix more than I already did.
2. It's vanilla behavior. I don't want to fan-fic write some floats for him.
3. It's intended behavior. Not all wasteland critters are hostile.
4. You can argue that their target was the trader, not you.
5. Intended behavior.
6. Can't check right now.
7. 8. Again, intended behavior. Not everything attacks you on sight. If it's a situation where it wasn't intended, then see 1. - just the game being what it is.
1. Sometimes the traveler enters the battle, and sometimes he doesn't.
Could you explain in more detail why this happens?
The same goes for the meeting of radscorpions and mole rats. Sometimes they fight, and sometimes they don't.
A meeting of a radscorpion and rats, the rats become aggressive, but after a few turns.

4. This looks very strange. Is it really impossible to make raiders aggressive towards the player?It is especially strange when both 1 guard and raiders remain alive.

Is it really impossible to fix this?


I also didn't manage to meet Pigrats or Deathclaws in random encounters. Are they there?
 
1. It depends a lot on who gets spotted first. If the NPC gets spotted, the mantis will attack him and you will watch. If you get spotted first, the mantis will attack you and the NPC waits it out. This is because all 3 parties here have a different team ID.

4. It's not impossible, it's just how it was in the original game and I didn't had time to look into it yet.

I'm pretty sure pigrats don't show up on "overworld" random encounters in Fo1. Deathclaw(s) only show up in a very specific area.
 
There is a stable crash when some special meeting occurs. I am attaching a screenshot. It is not clear how to find out what kind of meeting it is.
I probably can't look at the logs anywhere either.
2025-06-05_13-31-44.png


#
# Radscorpion
#
{1220}{}{the head}
{1221}{}{the tail}
{1222}{}{the claw}
{1223}{}{the carapace}
{1224}{}{the forelegs}
{1225}{}{the hindlegs}
{1226}{}{the eyes}
{1227}{}{the brain}
{1228}{}{uncalled}

The text used is for humans, and it also happens with rats.
2025-06-05_13-43-24.png


Cows have arms too.
2025-06-05_14-50-32.png


I think a new special encounter is flying out - Temple.
Is it possible to somehow increase the chances of special encounters to find them all and understand that this is really the Temple?
It also happens that ordinary encounters are marked with a special sign.
 
Combat flag strings are very limited. This is not an ettu bug, but a general vanilla game / engine issue. If we would try to fix this, we would need a bazillion new strings to cover all critter types.
 
What do you mean by "a special sign", DSKram? Are you saying normal encounters have the same visual cue of special encounters like the pre-owned car mart?


There is a stable crash when some special meeting occurs. I am attaching a screenshot. It is not clear how to find out what kind of meeting it is.
I probably can't look at the logs anywhere either.
...
I think a new special encounter is flying out - Temple.
Is it possible to somehow increase the chances of special encounters to find them all and understand that this is really the Temple?
You can access a list of the maps available at the main menu by using the following key combination:
Ctrl + R
To find out if there's any errors loading the Temple of Trials in Et Tu, try to load it from this map selector.
Highlight "artemple" in the menu that popped up, confirm with Enter and name it whatever.
 
What do you mean by "a special sign", DSKram? Are you saying normal encounters have the same visual cue of special encounters like the pre-owned car mart?
That's right.
To find out if there's any errors loading the Temple of Trials in Et Tu, try to load it from this map selector.
Highlight "artemple" in the menu that popped up, confirm with Enter and name it whatever.
The map opens.
I still think it's a temple. Since I've met almost all the special meetings.
It always crashes at the meeting that is marked with a special sign.

For example, this meeting was marked with a special sign.


I came across a temple. Everything is ok.
The only thing I haven't come across yet is Unusual Call Box, maybe there are problems with it.

Unusual Call Box also met. Everything is ok.So there is an error in some meeting that pretends to be special.

I also can't find the file that contains the text on the screenshot. Please advise.
 

Attachments

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@Lexx
Please add files taken from Fallout2 to Fallout1in2\mods\fo1_base\text\english.
This is necessary to make it easier to understand what needs to be translated.

At a minimum:
ARCAVES.MSG
DBOX.MSG
INVENTRY.MSG
ITEM.MSG
PRO_TILE.MSG
SCRIPT.MSG
SKILLDEX.MSG

Also, why is HR_MAINMENU.FRM used for the default menu, and not HR_MAINMENU_no_menu.FRM?

For this reason, the option in f2_res.ini
SCALE_BUTTONS_AND_TEXT_MENU=0 does not work properly.

With HR_MAINMENU_no_menu.FRM, both 0 and 1 work fine.



Why is the temple version with black stripes used, and not the full version from the RPU?

And the crash is still because of the temple. I made a save when I found it. And this save can be loaded after many attempts, mostly the game crashes.
Most likely, when the temple is found on the map, the same thing happens, mostly the game crashes, but very rarely it doesn't. Same as with the save.
 

Attachments

Also, why is HR_MAINMENU.FRM used for the default menu, and not HR_MAINMENU_no_menu.FRM?
Because no_menu has no shadow (for obvious reasons) and I wanted the main menu to look like the original, and not like fan fiction.

Why is the temple version with black stripes used, and not the full version from the RPU?
Because ettu is not RPU and I couldn't be arsed to rebuild the map.

And the crash is still because of the temple.
Maybe try with the english version. The crash might be related to your translation.
 
@Lexx

Of course I tried the English version. I walked around the map specifically in it and also encountered a crashing encounter.
I transferred saves too, sometimes the save loads normally, sometimes it crashes.
 
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