Fallout 2 mod Fallout et tu - Release v1.9

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

  1. JellyJman

    JellyJman First time out of the vault

    42
    May 6, 2022
    Hey Lexx thanks for your hard work! Just started playing this and wanted to know if there's a way to get "Vault of the Future" playing on the intial cave when you start rather than the typical "underground troubles" that plays in every other cave.
     
    • [Rad] [Rad] x 1
  2. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    Try editing the music parameter for V13ENT in maps.txt.
     
  3. thundertussy

    thundertussy First time out of the vault

    1
    Jun 11, 2022
    Anyone here play with fog of war? I'm having trouble getting mine to work. I enabled FOW in the f2_res.ini but it doesn't seem to work.
     
  4. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Are you using Mash's HRP or the one that is integrated in Sfall? I believe the later doesn't have working fog of war.
     
  5. JellyJman

    JellyJman First time out of the vault

    42
    May 6, 2022
    Which is really better? Aside from fog lacking while I don't mind. The changes NovaRain mentioned earlier in a FO2 tweaks thread don't mean much to me.

    Also, somewhat related, I'm using the SFall HRP, does anyone know if there is a way to get the main menu screen to look a little better on 1280x720? It just looks so pointy and like it was extremely stretched from it's original '97 resolution.

    One more question, is there anything that can be done to get the player to automatically walk up to enemies in combat to hit in melee/unarmed? Nevada has this feature and playing an unarmed character in that mod was enjoyable with that QoL feature. It's kinda annoying having to manually move my character to the enemy and then punch him in Et Tu.

    Last question, can I get it so dialogue boxes don’t turn the whole rest of the screen black?
     
    Last edited: Jun 11, 2022
  6. JellyJman

    JellyJman First time out of the vault

    42
    May 6, 2022
    Does anyone have any experience playing with Fo2tweaks damage mod compared to the damage mod that is enabled by default in Et Tu? I played FO1 & FO2 with the vanilla damage calculations. Not really sure if the NMA Nevada pack had a damage mod but I played that exclusively unarmed.
     
  7. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    I'm guessing you mean the menu buttons. The engine scales images in a crappy way and applies no smoothing, which is why it looks so pixelated. The only way to change it is to switch back to the HRP menu (SCALE_BUTTONS_AND_TEXT_MENU=0) and replace the main menu background graphic. I decided against doing this, because it looks just different, not better. Sticking to the way it looks in the vanilla game felt like the better move to me. Besides, the generic player will be in that menu for 5 seconds, if at all.
     
  8. JellyJman

    JellyJman First time out of the vault

    42
    May 6, 2022
    Thanks, it looks much better on my eyes now, the original was so bad on my eyes lol ‘97 resolution does not look good on a 1080 monitor
     
    Last edited: Jun 11, 2022
  9. The_Proletarian

    The_Proletarian Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Can anyone answer this?
     
  10. incaseofemergencydialfour

    incaseofemergencydialfour First time out of the vault

    1
    Jun 14, 2022
    I'm not sure if anyone else is experiencing this, but I can't seem to reach Idolized status in Junktown. I've tried a few different runs just short of skipping quests and killing every "bad" npc in town. I saw a post earlier about there not being enough points available but there was nothing to indicate this being fixed in the v1.6 or v1.7 changelog.
     
  11. Lancet

    Lancet wandering ghoul

    9
    Jan 1, 2013
    Guys, how many NPCs now fit on the bike? I mean, can I use the bike having Ian, Tycho, Katja, Dogmeat and both bots in the team? Secondly, if I use FO2 charisma limit of the party then I won't be able to have them all in the group as 5 NPCs will be max with CH=10? It would be nice to have an option to use FO2 party limit but get one free...perhaps the mutt ;-)
    Edit:
    Lexx..? I've read in the thread that you raised/modified bike limit but it was before adding second bot to the mod. So now you can have 3 human NPCs on the bike with the expansion and dogmeat/bots are not counted towards that limit? What about CH party limit - is it like in the FO2 (using FO2 option in .ini) so dog/bots do also count?
     
    Last edited: Jun 20, 2022
  12. necron099

    necron099 First time out of the vault

    1
    Jun 20, 2022
    Hi guys, longtime lurker & first time poster

    I noticed some people using wine had problems. I installed it and could only run Fallout 2. What helped me was:
    open winecfg
    go to libraries
    type ddraw in the search box
    click add
    and make sure to use native then built-in.

    Runs like a charm now.

    Also it's in the sfall-readme.txt file.

    Lexx, great job doing this for the community & keep up the good work.
     
    • [Rad] [Rad] x 3
  13. Oregano

    Oregano First time out of the vault

    17
    Jan 22, 2018
    Little bug that I discovered while fighting the Master. Every time his death animator plays out, it desyncs with the base of his model. At least when you fight him at point blank range.

    11.png
     
    Last edited: Jul 2, 2022
  14. Giganch

    Giganch First time out of the vault

    1
    Jul 5, 2022
    I'm new to both this mod and the 2D Fallout games so I'm not entirely sure if this issue is related to this mod or not and couldn't find much help with the search function. Do the SPECIAL stats function as they would in Fallout 1 or do they function as they would in 2, as I haven't been able to survive the first random encounter after leaving the vault and am unsure which game's SPECIALs I should research on to make a custom character with.
     
  15. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    The SPECIAL/derived stats/skills relationships in et tu are the same as in Fallout 1. The only exception is now Charisma is a bit less than a dump stat, unlike how it was in vanilla FO1.
     
  16. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    I couldn't reproduce it. He died normal for me.
     
  17. Oregano

    Oregano First time out of the vault

    17
    Jan 22, 2018
    Use the Gatling Laser to kill him at point blank, thats what I did and it happened to me every single time.
     
  18. cronicler

    cronicler Lurksalot

    495
    May 31, 2006
    Ah, it all becomes clear now. Thare ist yer problem laddie! Why would you use a dismounted multilaser in the first place?
    Are you maad? MAAD I say!

    This post is sponsored by the bad humour fairy LLC.
     
  19. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005


    Changelog:
    Sfall has been updated to version 4.3.6
    • Added: Expanded ending slides. Every major event in the game, as well as active party members will now be covered in the ending slides. This option is disabled by default and can be enabled at any point in the game.
    • Added: Created missing animations for Black Dude Purple Robe / Hero Appearance mod.
    • Added: New Tycho metal armor animation set.
    • Added: New Alternative Force Fields sub-mod with graphics made by .Pixote. Disabled by default, can be enabled in the ddraw.ini file.
    • Added: A new option to switch between Fo1-style "rest until 06:00" and Fo2-style "rest until 08:00" in the PipBoy.
    • Added: Clicking on the worldmap now produces the same sounds as in Fo1 (traveling and green triangles).
    • Added: "Vasquez, the mercenary" can now be hired in Junktown if the cut characters-option is enabled.
    • Added: "Mike, the Old Town guard" shows up in the Hub Old Town district if the cut characters-option is enabled.
    • Added: "Deadguy" will show up in Decker's hideout after the player cleared the place and cut characters are enabled.
    • Added: Restored a couple dialog lines for Nicole in the Boneyard. She will now also correctly react to the player stealing from her.
    • Added: Restored dialog for Phil and Lenore in Junktown when Dogmeat is killed instead of recruited.
    • Fixed: Aradesh in Shady Sands had a wrong reaction condition.
    • Fixed: Tine ("Taylor") in Adytum had a wrong reaction condition.
    • Fixed: The dialog option to ask Cabbot at the Brotherhood about joining would change to "I have changed my mind..." without the player ever asking him to join.
    • Fixed: Asking Ian for "Killian" via TMA would return a reply about Ian's name.
    • Fixed: Fire Gecko pelt inventory graphic was missing.
    • Fixed: Improved the way Sherry in Junktown stays/leaves town after dealing with the Skulz.
    • Fixed: Katja's "can you open that door"-dialog option would also show up if the object was already unlocked (barely used in the game, but whatever I guess).
    • Fixed: Purple floating text color now shows correctly (primarily used by Katja).
    • Fixed: Killing Gizmo without Killian would result in a teleport back to Lars.
    • Fixed: Klaxon lights in Mariposa would show the wrong description text when in alarm-mode.
    • Fixed: Laura in the Cathedral had a voiced line linked to a non-existing sound file.
    • Fixed: Leather Armor had 20% plasma resistance (old Fixt value). Reverted to 10% Fo1 vanilla value.
    • Fixed: Mariposa command terminal was printing a "This does nothing."-message after using a radio on it.
    • Fixed: "You gain You Gain.." in Thomas dialog at the Brotherhood.
    • Fixed: Mariposa force fields had some issues when triggering them on/off via radio. Rewrote the script to be more robust.
    • Fixed: Motorcycle key had a weight of 10 pounds. Changed to 0.
    • Fixed: It was possible to get two motorcycle keys from Griffith.
    • Fixed: Removed unnecessary "Special Death"-flag from Brotherhood Paladin proto files.
    • Fixed: Script issue when checking the childkiller reputation.
    • Fixed: The Hall of the Dead entrance guard will not attack the player anymore if he opened the door from inside to leave the building. Also he would attack instantly and not give a warning if the player would mess with it right after leaving the building.
    • Fixed: The Junktown Crash House raider would still drop armor, even if armor dropping was disabled.
    • Fixed: The backpack of the combat armor animations would clip through the rocket launcher.
    • Fixed: The elevator door to elevation 3 in the Master's Lair wanted normal lockpicks instead of electronic lockpicks.
    • Fixed: Typo in english Flambe 450 item description.
    • Fixed: Typos in Set's dialog.
    • Tweaked: Added more encounters to the "tougher humans" setting and slightly increased the chance of grease gun spawns.
    • Tweaked: Adjusted laser resistance of ant critters.
    • Tweaked: After taking down Gizmo / Killian, the lights inside their buildings will be turned off.
    • Tweaked: Complimenting the cook or helping Curtis in Shady Sands will now grant a few town reputation points.
    • Tweaked: Contents of crates in cavern encounters have more item variation now.
    • Tweaked: If Hub cops walked away from their default position (ex: player started a fight), they will now reset after a couple ingame days.
    • Tweaked: If Katja attempts to lockpick the Mariposa entrance door, or Doc Morbids locker, she now has a 100% chance to succeed (the same as if the player asks her via dialog).
    • Tweaked: Improved the TMA-system. If a keyword is not found in the character specific unique responses, the game will now try to find a keyword in the generic map-based responses instead.
    • Tweaked: Improved the way the Brotherhood sentry spawns into the map once the BoS has been invaded. Now he has his weapon drawn and won't play the wielding animation on map enter.
    • Tweaked: Junktown Scout "goodbye"-dialog felt weird after asking any question. Shows an alternative goodbye-string now.
    • Tweaked: Manually disabled force fields in Mariposa will now stay off for a little bit longer.
    • Tweaked: Masters Lair cut content supermutant exchanged with "supermutant medic" proto and tweaked his loadout.
    • Tweaked: Moved the Vault 13 water ration scene into a timer event, to improve performance.
    • Tweaked: Party member hitpoints reduced a bit per levelup (was +10, now +7). Also tweaked skill increases to make them less godly in higher levels.
    • Tweaked: Saul and Trish dialog checks are a bit more forgiving now.
    • Tweaked: Some endgame random encounter critters will now have a chance to spawn with AP instead of JHP ammo in their guns.
    • Tweaked: Southern / Boneyard encounters now have a chance to spawn with sharpened instead of normal spears.
    • Tweaked: The ENABLE_FO2_CRITTERS setting will now also affect critters spawned in caravan encounters.
    • Tweaked: The Fo2 party member combat control interface fits better to the rest of the Fo1 interface now.
    • Tweaked: The gecko hunters are not giving a random outdoorsman-skill reward anymore but a fixed 5% increase.

    Find the latest release here.

    This time a bit faster than the last release. v1.8 comes with a couple restored characters, lots of minor fixes, lots of minor tweaks, we brought back more Fo1 interface effects (all the clicking sfx on the worldmap - in vanilla Fo2, none of those exist), and there's some party member balance changes (less +skills and hitpoints per level up, which helps balancing the game some more. Keep in mind that vanilla Fo1 party members couldn't level up at all).

    I've also decided to finally release the Expanded Endings-option. I am sitting on the files for over a year now and never had the time to finish it. With the help of Tagaziel and The Dutch Ghost, we've added 15 new possible ending slides to cover all major events in the game, including what happens to currently active party members. The reason why I've been sitting on those files for so long is because I didn't had the time to finish the actual ending slide graphics (still don't, but I finally wanted to release it anyways). If someone feels motivated to help getting this 100% done, and is able to create vanilla Fo1 style ending slide images, feel free to reach out to me.

    Note: The expanded slides are disabled by default, but can be enabled at any time. You can save the game shortly before finishing it, watch the vanilla slides, then enable the option, reload your savegame and see the ending again.

    There's also a new mini-mod, made by @.Pixote. - Alternative Force Field graphics:



    When enabled, this mod will swap the vanilla yellow and red force fields to new, animated ones. They look pretty cool, I got used to them quickly and can't without it anymore now.

    Ok, that's it. Got nothing more to say. Peace out.
     
    Last edited: Jul 8, 2022
    • [Rad] [Rad] x 12
  20. Goat_Boy

    Goat_Boy Still Mildly Glowing

    218
    Nov 18, 2021
    This is awesome! Recently started a new playthrough too :)
    Would I be able to use a save from a previous version of the mod?