Fallout 2 mod Fallout et tu - Release v1.9

Discussion in 'Fallout General Modding' started by Lexx, Aug 23, 2019.

  1. The_Proletarian

    The_Proletarian Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Congratulations and thank you! I'm almost eager to go and replay it right now. I have a plan for my next playthrough...

    Hehe I was clicking like crazy on that saucer to find the text about property of Area 51. Good to know that it was an error an that it's fixed!

    Also nice to see that the BoS training has been fixed. When does it trigger now?
     
    Last edited: Apr 7, 2022
  2. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Same as before. Scene starts once player has been seen by the trainer. Just the normal training routine is now looping like it should have been.
     
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  3. Slaughter Manslaught

    Slaughter Manslaught Vault Senior Citizen

    Dec 11, 2006
    Damnit, Lexx! I was JUST getting back into my last run.

    Sigh, fine. That Tougher Humans setting too cool to avoid. I barely arrived at The Hub, anyway. Let's Begin Again!

    Crazy to see you still finding bugs on vanilla FO1.

    So, it seems Et Tu is reaching maturity. Congrats, dude! You pretty much made the closest thing to a FO1 Remaster we will ever get. Big feat. Its very awesome! If Et Tu is not THE way to experience FO1 in this decade, it will be quite soon.

    Any plans for the future?
     
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  4. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    You can likely just update your files and the savegame should work fine. Of the top of my head there shouldn't be anything that conflicts since the 1.6 update.

    Generally the tougher humans setting also likely only has marginal influence on most people. The most obvious thing will be that you don't 1-hit kill raiders in encounters anymore, because now they have more than just 30hp.

    There is still at least one big thing that I want to finish for v1.8, but not sure yet when that will happen.
     
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  5. Justin Lloyd

    Justin Lloyd First time out of the vault

    1
    Apr 8, 2022
    Where is a good place to ask questions about this mod? I'd love to get the motorcycle, but have spent quite a lot of time on it and am getting nowhere.
     
  6. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    You can just write questions in this thread.
     
  7. AssaultPaladin

    AssaultPaladin First time out of the vault

    18
    May 17, 2021
    I just did a fresh install of Fallout Et Tu with the new 1.7 version, but I have not been able to get the alternative Khan art to work. I have made sure the config file has that setting set to 1, but no dice.

    Also ran into Lance from Shady Sands in a random encounter. He recognized and praised me because I helped with the Radscorpion problem. He mistakenly credited me with giving the Khans a 'bloody nose' though which I had not done. Pretty cool to see the reactivity though.
     
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  8. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Sounds like something in your game is wrong. Lance only replies that if tandi has been rescued. This in combination with the apparently not working gvar setting about the khans critters tells me that your gvars are broken. You need to start a new game or suffer more issues later.

    /Edit: Raider skins also needs tough humans enabled. Will be fixed in next update.
     
    Last edited: Apr 11, 2022
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  9. Slaughter Manslaught

    Slaughter Manslaught Vault Senior Citizen

    Dec 11, 2006
    Did as you said, working fine!

    Yeah I noticed the raiders, nicely beefy now.

    Oh hey, thoughts came to me:

    1. Any chance you get the interface modified so that we can use Tell-Me-Abouts with party members? Right now it seems like party member Tell-Me-Abouts only work if they're hired, and because the Companion Options button replaces it, obviously you can't use Tell-Me-Abouts.

    2. Apparently, the NPC Companions have weird skill tags. Ian has a bit of Big Gun skill, Katja has both Big Guns and Energy Weapons skill. It's pretty curious for Ian and Katja to have those skills. Could it be that the devs originally meant for those sprites to have full anims and the two of them to be able to use those weapons?

    If I remember right, the mod has options to enable the companions to use more weapon-sprites - as they now use the extra player sprites (Long Hair Dude, Player Punk Girl and Player Bald Dude). I think it would be interesting to have a fast option that enables Ian and Katja to use those weapons somehow and make them level up those skills. Essentially, both alter the sprites defines and alter the NPC mod to make them get these skills.

    Not sure how to do it balanced, tho - maybe Ian can use Big Guns but with less accuracy than his Small Guns, while Katja can use energy? Would it be too cheesy for Katja to use the energy rifles? Would both changes depower Tycho?

    I was thinking allow Katja only to use energy pistols through the pistol sprite (because she's kinda weak in strength AFAIK), maybe allow Ian to use Large Rifle (Flamer) and Minigun sprites?

    (obviously their dialogue would need to be modified, too)
     
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  10. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Not all party members have all animations. You can enable some more, but not everything. Ian for example does not have more animations in his default form (black jacket, blue pants). If you equip all of them in combat or power armor it works, but that's the exception. For balance and style reasons, I strongly suggest to not change it, though.

    About the tag skills, Ian only has 16% big guns. It shouldn't be shown on the interface at all. Katja has 18% big guns, same deal. However, Katja will gain points in energy weapons at level 2, so she is later able to use energy / plasma / pulse pistols.


    About the TMA for party members, that's not going to happen. There is just not enough space on the interface and it will look odd.
     
  11. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    @Gizmojunk
    If You want companions to be stronger then add them some perks in sfall-mods.ini the standard 0 and 73 are only awareness and gecko skinning.. i can tell you that mutt shines with slayer bonus hth attacks and 3x bonus hth damage up to super mutants with guns, or for Katia Ian and Tycho modify bullet spread in ddraw.ini to shoot in straight line, add them Sniper BRoF perks ( works when you take them) plus some nice burst weapons HK-P90c
    (one can be found in lvl5 Glow, and the other iehter random cave or Gunrunerrs)
    for Ian and Katja plus assault rifle (expanded mag) for Tycho, and they are all set up. this plus min max powegaming to break into the bos armory for those extra PA's, then a trip to Miles in boneyard, and your ultramarnes can take down anything, no need for big guns and energy weapons.
    This is my standard list of usefull perks for party members.. just copy paste to apropriate section of sfall-mods.ini
    0,73,1,2,2,2,3,3,4,4,5,8,8,8,9,14,14,21,23,24,25,35,35,35,38,42,48,79,97,101,102,106
    remember they only work in
    [Control Combat]
    Mode=2
    and they only show up once you take'em yourself. so only some of them might fit in that 7 perk limit of Fo1 if you play legit so choose wisely..

    @Lexx
    If gizmo wants the TMA feature so badly, then perhaps it can be triggered via dialogue line instead of a button? simply put: You'd add extra dialogue line when npc is in the party, that says "Tell me about.." and when one clicks it, the line triggers tell me about window... could this hack be possible? If so, then why not?
     
    Last edited: Apr 14, 2022
  12. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Dialog options are a completely different interface from which we can't trigger the TMA interface without ugly workarounds. Also, moving the TMA button somewhere else simply doesn't look good. It's inconsistent and bleh.
     
  13. SorgFall

    SorgFall Still Mildly Glowing

    232
    Jul 2, 2007
    Does this include all of Sduibek's meticulously covered fixes?

    There were a lot of bugs in the original Fallout and a number of mods that fixed them; unfortunately many also introduced gameplay changes, rather than following strictly killap's line of publishing an exclusively bugfixing unofficial patch. Does this mod implement all those fixes?
     
  14. SorgFall

    SorgFall Still Mildly Glowing

    232
    Jul 2, 2007
    I guess I also meant the mechanical gameplay bugs killap fixed. Are they implemented in this game?

    There are no too-many-items-bug, etc?
     
  15. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Meticulously? :D I had to fix a shitton of Fixt bugs.
     
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  16. SorgFall

    SorgFall Still Mildly Glowing

    232
    Jul 2, 2007
    So, the answer is yes? :) You have implemented all the (so far known) bugixes from F1 and F2 mods?
     
  17. SorgFall

    SorgFall Still Mildly Glowing

    232
    Jul 2, 2007
    Too bad someone who's experienced with modding never dedicated himself to restoring that content.
    Correct me if I am wrong, but some of the mentioned have sprites, lines, etc...
     
  18. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Too bad you aren't learning how to make mods and do it yourself.

    I talked often enough about the cut content. It barely exists and what exists is terrible quality. Recreating any of that basicallly means to completely make shit up, like my quote above says.

    That said, adding the Vipers, Jackals, and Rippers back into Fo1 makes no sense, as canon-wise they are gone. Morpheus is one of the last surviving Rippers, and the Vipers have been exterminated by the Brotherhood. Those factions are gone and in the past.

    We know the least about the Jackals, so they would have the highest chance to make a come-back. However, since we know the least about them ... everything added back into the game related to them is just fan fiction.

    The Thinker Nightkins cut-content is already back in the game, but you have to enable mutant invasions and let the Boneyard die. Now here is a surprise: They have no purpose at all. They have like 10 dialog lines and they just walk around in the library map. Yay, awesome cut-content!

    etc. etc. I'm starting to repeat myself.
     
    Last edited: Apr 15, 2022
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  19. TL8ez

    TL8ez First time out of the vault

    30
    Apr 19, 2012
    Hey there. I installed Et Tu, following all the instructions, and when I was about to boot it up, I get the High-Res conflict text. If I disable the High Res patch by Mash. If I choose to disable it, there's no HR patch at all, I can't select resolution in settings, it goes to the default 640. If I choose no, and disable the other hi-res in the ddraw.ini, then I can choose the resolution settings in-game, and change it, I have to quit the game and boot it up again for the changes to be applied, but I still can't use the window mode even if I select it. What could cause this problem? Or is there no chance for me to play window mode at all anyway?
     
  20. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    Check "Mode" setting under [Graphics] section in ddraw.dll. By default et tu uses sfall DX9 fullscreen mode.
    You can either use sfall DX9 windowed mode, or disable sfall DX9 mode to use the windowed mode from Mash's HRP.