Fallout et tu - Release v1.4

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
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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.

  • 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.

Lexx said:
Biggest noticeable change is probably the new "Tough Mutants" setting in the fo1_settings.ini file. As mentioned earlier, it cranks up the late game super mutant hitpoints, which makes them a bit more of a threat. However, keep in mind that ettu also makes use of fixed/changed ammo modifiers and such (Fo2 engine and Sfall fixes, etc), which also means that combat gets a bit easier later than how it was in vanilla Fo1.
In any case, for me this is the most fun addition right now, because for the first time in years I had a bit of a struggle in Mariposa and the Cathedral and couldn't just "turbo plasma stomp" everything left and right.

Also fixed a serious crash bug that would appear after saving and loading in encounters, and I finally found out what the source of the "Vault 13 suddenly got invaded!"-bug was.

Everything else is more or less smaller fixes, yadda-yadda. Still some good stuff in there, imo.

PS: Savegames from v1.3 should be compatible without too many issues, but to experience the full effect of all the fixes, etc. it's necessary to start a new game.
 
Still don't know if this is worth playing over Fallout Fixed.

Few days ago I've assembled a list of all vanilla and Fixt bugs which have been fixed in ettu. Didn't thought I'd be able to share it this early. :>
This is only the stuff I've mentioned in past changelogs. There's more that I never talked about + lots of under the hood improvements in many places.

@Lexx Does this mod fix the broken/uncompltable quests in Boneyard and The Hub?
I feel like this gets asked all the time ... The mod is based on the latest Fixt sources, but I've thrown out everything that I didn't like. That means, yes, some of the restored content is still in, but not all of it. No Romeo and Julia, no spy quest, yes Bob can be reported to the police.
 
Well, you can play whatever you want. :> Good thing about Fo1 is that it's a reasonable short game and replaying it a couple times doesn't require a huge time investment.
 
I have a minor bug with Et Tu where every time I launch the .exe, some random file I deleted from my desktop reappears and can't be deleted. It goes away upon restarting the computer and it only is one ghost file at a time, but still a bit weird. Anyone know wassup?
 
Et tu isn't doing anything with your desktop. Whatever is going on is not related to the mod itself.
 
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