Fallout et tu - Release v1.2

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
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Lexx has released v1.2 of Fallout et tu, the mod that let's you play Fallout 1 in Fallout 2s engine. All the info can be found in the quote below:

Lexx said:
Version 1.2 is now available. Not as big as v1.1 but I figured it makes no sense to sit on these changes any longer.

release_v1.2035.png


Changelog:
  • Added: A new "Fo2-style environmental lighting"-option has been added to the fo1_settings.ini file (Winter days are shorter, summer days are longer, etc ... disabled by default).
  • Added: Alternative item rewards from Talus and Mathia can now be toggled in fo1_settings.ini file (enabled by default).
    - Laser Pistol -> Magneto-Laser Pistol
    - Power Fist -> Mega Power Fist
    - Ripper -> Super Sledgehammer
  • Added: It is now possible to enabled/disable the Shady Sands merchant (added by Fixt) in the fo1_settings.ini file (enabled by default).
  • Added: Flares now respawn on the Shady Sands merchant.
  • Added: The Cathedral merchant is now also affected by the "Fo2-style merchant restocking" option.
  • Added: Using the science skill on the prisoner terminal in the Master's Lair will now also toggle the force fields on / off.
  • Added: Wild Dogs now have a chance to spawn as hostile mobs inside caves.
  • Added: Zip-Gun (low-tier energy pistol) is now available at Jacob in the Hub and the merchant in Shady Sands.
  • Fixed: After returning the water chip, "Calm the Rebels" and "Find the Water Thief" quests will only show as completed if the player actually started them.
  • Fixed: Destroying the Cathedral / Military Base will now always correctly strike out the quest entries in the PipBoy.
  • Fixed: Cost calculations of the CoC doctor in Junktown wasn't rounding the result.
  • Fixed: Dogmeat will now correctly start with 50hp.
  • Fixed: The duplicated beginning/end frame of the male leather jacket critter running animation has been removed. (Issue #62)
  • Fixed: Fire Geckos now get their flame breath from critter script instead of the map script on critter creation. (Issue #53)
  • Fixed: Lorraine in Adytum was showing odd dialog when the player talked to her again.
  • Fixed: Marcelle in Junktown won't spawn a new shotgun on ever map enter.
  • Fixed: Mutants in Mariposa would not be removed correctly from the entrance map when applying the "radio trick" and leaving the map early.
  • Fixed: Saul in Junktown had wrong mood / reaction values set.
  • Fixed: Cabbot at the Brotherhood of Steel had wrong mood / reaction values set.
  • Fixed: Some doors in the Brotherhood bunker were using the wrong script (door.int -> metldoor.int).
  • Fixed: Super Mutant Lieutenant proto didn't have the "special death"-flag set.
  • Fixed: The traps behind Set in Necropolis create a fireball and area-damage effect again when exploding.
  • Fixed: Wu in the Children's Cathedral won't sell his emblem anymore.
  • Tweaked: Changed the way the "Fo2-style merchant restocking"-mechanic works: The default Fo1 inventory will always load first, later the restocking is applied.
  • Tweaked: Added Vault doors as "metal"-type to generic door scripts.
  • Tweaked: Mrs. Staple in the Hub will now respawn her books in vanilla-style again. With the Fo2 merchant restocking mode enabled, her money amount will follow the new restocking rules. The related Fixt-settings have been removed.
  • Tweaked: Spore plant encounters now have a chance to additionally spawn a group of mantis.

That's it. As always, find the new release on GitHub / check the first post of this thread or just go here.
Oh and of course Sfall has been updated to the latest release.
 
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