Fallout 2 mod Fallout et tu - Release v1.9

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

  1. Violator

    Violator It Wandered In From the Wastes

    167
    Jul 16, 2009
    Are the traps in the Glow supposed to be invisible even after detection or is this something to do with my Traps skill/PE score (40%/08)? Regardless if charname or a follower detects them, it doesn't seem it's possible to defuse them. Can't remember if it was like this in the vanilla Fallout.

    upload_2023-5-15_16-36-12.png
     
  2. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    This is how it works in Fo1. There are 3 trap rolls or something like that (can't remember right now). The player stopping and noticing them counts as "disarming". If you don't see the traps, they will be triggered.
     
    • [Rad] [Rad] x 1
  3. Violator

    Violator It Wandered In From the Wastes

    167
    Jul 16, 2009
    The exploit in the Brotherhood where you could raise your IN for 2 points was fixed? :(
     
  4. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    You can use the Fixt setting GVAR_BOS_LORRI_NUM_OPS_ALLOWED to allow more operations. Then it's not an exploit anymore.
     
  5. Violator

    Violator It Wandered In From the Wastes

    167
    Jul 16, 2009
  6. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    This is a Fixt addition and removed in the next update, since it's nothing but terrible fan fiction.
     
    • [Rad] [Rad] x 1
  7. Violator

    Violator It Wandered In From the Wastes

    167
    Jul 16, 2009
    Something tells me that stat boosts are not the only type of operations you can get :grin: (but I honestly don't wanna know). Also, was bike moved from Necropolis or am I just blind? Is it gone if Mutants come in and trash the place?
     
  8. Violator

    Violator It Wandered In From the Wastes

    167
    Jul 16, 2009
    upload_2023-5-16_17-31-9.png

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  9. Slaughter Manslaught

    Slaughter Manslaught Vault Senior Citizen

    Dec 11, 2006
    Isn't that also plain wrong? AFAIK it should have been that female paladin you can flirt with near the Elevator door in the first floor, not Lorri.
     
  10. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Kinda yes, but it also doesn't matter since this whole thing is just terribly written (I can't stress this enough. It's *bad*) and does absolutely nothing for you (gameplay-wise). It's the same thing with the stupid Tandi sex mod. If you like this stuff, you literally get horny over 3 lines of teenage fantasy and a black fade. There is nothing else to it. Hell, at least I've added a little time skip a few years ago, so there is that. :D
     
    • [Rad] [Rad] x 1
  11. Slaughter Manslaught

    Slaughter Manslaught Vault Senior Citizen

    Dec 11, 2006
    Heh, true.

    Also lol at changelog: The Vault Dweller no longer has the Fast Shot trait in bed.

    (althrough there is a potential there for submod for a proper romance sub-plot with Jennifer there, perhaps even getting her as a companion? Chivalric romance with a fair maiden of the Brotherhood? A girl make a galpal instead, bonding over being women in the Brotherhood, heh. I would call it "Love and Steel" myself but I am weird. Now if only I knew someone who could write a cool chivalric romance, complete with trovas... Hmmm, I might know a guy)
     
  12. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    "Love and Steel" sounds good. Wouldn't even mind it if it's done right and well. Personally I won't be able to, my writing skills aren't good enough to pull off something like that.
     
  13. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Hey there Lexx..

    I've got a question. Since You've fixed all party npc related stuff in EtTu..
    maybe not exactly off topic, perhaps side topic..

    How did you manage ( or rather what did You do).. to fix custom behavior options.
    I'm trying to fix custom companion behaviour in most other total conversion mods that don't have this done right.
    By studying EtTu companion scripts, I've noticed it's totoally unrelated to their scripts.
    I've found they have all their dispositions written in AI.txt . this plus I remembered You saying once it has to be in exact specific order.
    So I mimicked the order of each subsequent behaviour type order, and the order of each line in each of the orders to be similar to what is in EtTu's AI.txt .
    So I got to the point where the in game lines get editable, and don't show "error" anymore, but new settings get reseted to default values after a save and reload.
    I've also set new default AI packets to party member proto files, in proto manager
    could you tell me what I did incorrectly? i can provide the AI.txt that i was working on if nessecary (arroyoman's Fallout:Nevada companion mod currently).

    I'm trying to fix this so that it would be compatible with [CombatControl] mode=3 in sfall-mods.ini, as mode=2 seemes too op.

    I also plan to fix this for Noel in LastHope mod, and as a future proof also fix this for Fallout:Sonora, which has this fucked up as well.

    So any tips on how to solve this?
     
  14. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Their default ai package must be set to "custom" for the selection to work correctly. If the ai package resets after every reload, I'd check the scripts first - maybe you are overwriting the ai package on load / map enter?
     
  15. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    that is not the case..
    I rather think i messed something up elsewhere..
    especially when it goes for:
    body_type=
    and
    general_type=

    Nevada companions were initially generic critters and I haven't changed that

    the female (Jasmine) dispositions were taken from Fo2 Miria a.k.a Maria in AI.txt and the Raster (a ghoul looking char) initially had only custom disposition and is referred as Ghoul in there...
    is that ok?
    I'm uploading the file for reference

    I mean in EtTu's AI.txt party npcs are referred Ian Tycho and Katja.. what file those lines refer to?

    Should i name those lines like this:
    body_type=Raster
    geneal_type=Raster
    body_type=Jasmine
    geneal_type=Jasmine
    ?
     

    Attached Files:

    • AI.txt
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    Last edited: May 20, 2023
  16. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Body type and general type don't matter. All that matters is that the different modi are in correct order, and the party member must start out with the custom package. Check this page to find out more about the AI.txt file: https://fodev.net/files/fo2/ai_txt.html

    Did you start a new game when testing this or are you using an old savegame? If the later, start a new game and try again.
     
  17. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Yeah.. i forgot to ask about nessecity of starting a new game.. damn shame it's required. I tought i could just fix it, load up a savegame to test and be done with it...
    [sigh] unfortuneatly I'll have to go over the game agin.. and all the other tc mods i was trying to fix.. well perhaps the time for Fo22 challange has finally caught up with me :p

    and Yeah thanks for the link explaining ai.txt, it will come in handy.
     
  18. Stemajzl

    Stemajzl It Wandered In From the Wastes

    129
    May 4, 2008
    Howdy. Just wanted to report bug I encountered few years ago. I decided to play with pre made character Natalia so my trait was Night Person. Few hours later I noticed that my Inteligence and Perception where maxed out at 10 (she starts with 5per and 7int). Think issue was that during day she lost 1per and 1int and during night she gained 2...can't remember. Dunno if this bug is fixed since then, I'm just reporting it cus I plan to play this mod again when 1.9 is released.
     
  19. Arathos

    Arathos It Wandered In From the Wastes

    110
    Feb 2, 2017
    Tbh Fallout was always memetic and rather immature when it comes to love or sex.

    The marriage to Miria or the optional sexual encounters were never Shakespeare level of writing lol. Never mind the stuff that the prostitutes say in New Reno.

    I think it would be hard to do the romance wrong even if you believed your writing skills below the level of an average 8 year old lol.

    IMO the perfect way of handling it without just taking the "Player: I wanna fuck" "Love Interest: I wanna fuck too" "Player: Then lets fuck" "Love Interest: Hooray!!!" easy route would be taking a leaf from some pop culture romance from a movie and turn it into a Falloutish pseudo (romantic) comedy.
     
  20. Gizmojunk

    Gizmojunk Antediluvian as Feck

    Nov 26, 2007
    I think that doing romance in Fallout in a way that most might consider as romance done —right— is the patently wrong way for Fallout.