Lexx has released v1.4 of Fallout et tu, the mod that let's you play Fallout 1 in Fallout 2s engine. For more info go to this thread. Spoiler: Changelog Added: A new setting to enable tougher Super Mutants for a more challenging endgame. Added: After killing the Deathclaws in the Boneyard, the player can now pay Zack a hefty sum to increase the chance of spawning special weapons (only works if Fo2-style merchant inventory restocking is enabled). Added: All classic music tracks are now distributed with the mod, as it seems lots of folks have issues with setting it up correctly. Added: Carrying a rope will now prevent the player from breaking his bones in "falling from a cliff"-encounters (the item will be consumed). Added: Garret in Necropolis will now open/close the "reward fridge" when using it. Also added the missing "locked container" sfx. Added: Lots of invisible blockers around edges in cavern encounter maps to try to prevent the game from spawning mobs outside the walls. Fixed: A critical bug in the encounter system that would crash the game. Fixed: Added the missing "Combat Armor"-perk to Combat Armor and Brotherhood Armor. Fixed: After being brought to Mariposa by Super Mutants, party members would not be moved correctly into the prison cell. Fixed: After opening the Vault 13 armory, the guard will return correctly to his home position and rotation after returning to the map. Fixed: Caps restocking was broken on some merchants. Fixed: Dogmeat will now start out correctly with 50hp. Fixed: Empty encounters should (hopefully) not happen anymore now. Fixed: Encounter Super Mutants with Laser Rifles will now spawn with MFCs instead of SECs (vanilla Fo1 bug). Fixed: For some reason the brown bag used the normal bag graphics. Also tweaked the item stats to slightly differentiate it from the normal bag while I was at it. Fixed: Force field emitter and terminals used the same damage code which could lead to odd behavior. Fixed: Hero Appearance mod long hair dude PipBoy image wasn't shown correctly. Fixed: Killian wouldn't mark Necropolis on the players map after asking for locations outside. Fixed: Mantis would fight Spore Plants in encounter maps. Fixed: The mysterious "Vault 13 invasion timer bug" is no more. Fixed: The "You gain x experience points for freeing Tandi"-message will only show if the amount of experience is > 0. Fixed: The Cautious Nature perk wasn't working with the Fo1 encounter system. Fixed: When doing caravan jobs, the Caravan Driver and Caravan Guards would spawn new items on every game tick. Fixed: The Fast Shot-Trait now works exactly as it did in vanilla Fo1. Tweaked: The HK P90 ("10mm Carbine") has a small chance to appear at the Gun Runners now. Tweaked: Added back in the "Decker must be killed"-condition to the Hub good ending. Tweaked: All caravan jobs will only have one possible encounter now to circumvent an annoying bug that can't be fixed right now (basically reverted to Fo1 mechanics instead of Fo2's more complicated ones). Tweaked: Complete quest and dialog overhaul for getting the motorcycle. It's now more streamlined and relies less on meta-knowledge. It's more or less still work in progress. Tweaked: Fixed up some more town reputation changes. Just statistics - has no real influence on the game itself. Tweaked: Increased the chance for cave and mine encounters a bit. Tweaked: Killing a Mantis now gives neutral karma (animals aren't "evil"). Tweaked: Removed excess items (stimpaks, psycho, caps, etc) from Garl (was a Fixt addition that changed game balance). Tweaked: Removed weapons from Bob the pre-owned cars salesman (another old Fixt addition). Tweaked: Sfall graphics mode 4 (Dx9 fullscreen) is now the new default. Tweaked: Super Mutants at the Mariposa entrance will return to their home position if the player left for longer than a day.