Releases: rotators/Fo1in2
Releases · rotators/Fo1in2
Fallout1in2 v1.10.3504
- Added: "Mangled" corpse script to the dead bodies in the Necropolis sewers that were dragged away by rats (Restored cut content).
- Added: Full ai generated Ron Perlman voice for the Expanded Ending slides. Could still use some tweaks, I guess.
- Added: New mini-mod for restored "original" Junktown endings (inverted Killian and Gizmo consequences - cut content).
- Added: Setting GVAR_ENABLE_FO2_HITCHANCE to 1 in the fo1_settings.ini file will use the original Fo1 hit chance calculation, instead of the nerfed one in Fo2.
- Added: The expanded chess game with Zax is now behind a new GVAR_ENABLE_FIXT_CHESS toggle option (see fo1_settings.ini file). Disabled by default.
- Fixed: Added missing dialog for the post-endgame hintbook and tweaked the text to fit Fo1in2.
- Fixed: Crash when delivering pulse grenades to Sophia.
- Fixed: Dog in random coast encounter wasn't called "Dog", because it shared the script with the peasants.
- Fixed: Footsteps mod would crash the game when triggering corpse aging on map enter.
- Fixed: Incorrect LVAR check was used for MacRae's teach option after helping the Blades.
- Fixed: It is now possible to win the chess game against Zax in the Glow when using the vanilla chess game dialog (advanced chess game has been moved behind a new toggle option in the fo1_settings.ini file).
- Fixed: Lance in the Shady Sands encounter could talk about the player having dealt with the Khans, even though he didn't yet.
- Fixed: Mike in the Boneyard would show the wrong dialog message if the player declines his reward for helping the Blades.
- Fixed: Mr. Handy and Floating Eye companions use the base game repair mechanics for healing now.
- Fixed: One of the tiles for John's work routine was out of range.
- Fixed: One of the tiles for the Vault 13 water guard's sleep routine was out of range.
- Fixed: People of average intelligence could run into a dialog bug with Lou that would restart the whole dialog.
- Fixed: Radscorpions near the Glow could spawn with the wrong script.
- Fixed: Razor had a visible debug dialog option in her dialog.
- Fixed: The brutal death endgame cutscene with the Overseer could break if the player went into it with a weapon already in his hands.
- Fixed: The computer course in Brotherhood took ten times longer than it should.
- Fixed: The player's "ouch"-message (low IQ only) was missing when being healed by Thorndyke.
- Fixed: The random rotation of FoA guard/scout movement was out of range.
- Fixed: Wrong message was shown when detecting traps in the Hub thieves guild hideout.
- Fixed: Not all of the Fo1 perks (ID 0-63) had their old requirements.
- Fixed: Possible crash when talking to Katja when escaping the military base.
- Tweaked: The world map travel speed calculations have been changed. Now traveling will take the same amount of time as it did in Fo1 and depends on the Outdoorsman skill.
- Tweaked: Due to the update to the latest Sfall version, animated scenery will keep animating even in combat.
- Tweaked: Aradesh dialog will now mention the reward that the player gets after rescuing Tandi.
- Tweaked: Ian (and Tandi if around) will now leave the party and attack if the player is an enemy of Shady Sands.
- Tweaked: Tycho will now leave the party and attack if the player is an enemy of Junktown.
- Tweaked: If the player has disabled the Fo2 party member limit, the Magnetic Personality perk won't show up anymore, since it is useless.
- Tweaked: Restored the original chess game dialog with Zax in the Glow (was a Fixt-addition).
- Tweaked: Reverted Fixt changes to party member stats, to bring them back more in line with vanilla Fo1. Adjusted stats for party member level-up accordingly.
- Tweaked: Reworked the Lance encounter around Shady Sands to work more like in the vanilla game again (random chance to spawn a dead raider instead of Lance). Lance remains alive (restored cut-content).
- Tweaked: When damaging a door but not yet destroying it, a notification will show in the message log.
Fallout1in2 v1.9.3324
Sfall has been updated to version 4.4.0.1
- Added: Footsteps mod is added as a new mod to the release package. Disabled by default.
- Added: Optional "Vault 15 Rework" mini-mod that replaces the V15 entrance maps with a lore friendly blend of the Fo1 and Fo2 version.
- Added: New "Expanded Wrecks"-setting to fo1_settings.ini file, which enables more variation in the city encounters (Graphics by Sonora mod). Enabled by default.
- Added: The 9mm Mauser pistol can be converted to the 10mm caliber if Fo2 weapon upgrades are enabled.
- Added: Flares will now spawn randomly at some merchants if the merchant restocking feature has been enabled.
- Added: Jack from Junktown can now be found as a Khan prisoner if cut-content characters are enabled. He can only be found there if Tandi wasn't kidnapped yet.
- Added: Restored an unused message log text when using the radio item. Has a low chance to replace the normal text.
- Added: Walking through doors Arcanum-style can now be disabled in the fo1_settings.ini file.
- Added: Healing Powder has a low chance to spawn on traveling merchants now.
- Fixed: "You steal x"-message won't show up anymore when transferring items between party members.
- Fixed: A wrong name would show when inspecting the body of a dead critter in one of the random desert encounters.
- Fixed: Vault 13 cave and Vault 15 topside were using the wrong music tracks.
- Fixed: CHILDEAD, BRODEAD, and HUBMIS0 maps were using the wrong background music files.
- Fixed: City encounter maps were using 07desert and not 11chilrn as in Fo1.
- Fixed: Crash when using the door inside of Darkwater's shop after killing Killian.
- Fixed: Death screen had broken colors.
- Fixed: Error messages when interacting with the elevator doors in the Glow.
- Fixed: Finding and disarming the mines in the thieves circle location would show the wrong text messages.
- Fixed: Flip in Mariposa would try to walk to his target hex on every game tick, even if he is on the hex already, thus causing visual glitches with his idle animation.
- Fixed: Garret's fridge in the Hall of the Dead could be open without actually being open.
- Fixed: Geckos in random encounters would walk around way too frantically. Now they aren't such speedy boys anymore.
- Fixed: Gizmo would keep repeating his initial dialog after the player accepted the task to take down Killian.
- Fixed: If players uses cheat mods to increase the inventory size, he was able to pick up objects like shelf corners (fix by NovaRain).
- Fixed: Iron Man Fixt settings wouldn't set correctly on game start.
- Fixed: It was possible to break the ending slides when entering the crater-locations right after the Cathedral/Mariposa were destroyed. Added a fail-safe and improved the script to prevent this from happening.
- Fixed: It wasn't possible to use super-stims or other drugs on Lorenzo in the Hub.
- Fixed: Keri in the Hub wasn't using the sex-macro for tracking the players sex-level.
- Fixed: Kidnappers in the Hub would get set back to their starting position when loading in combat. NOTE: Saving and loading the game in combat is not advised since it can cause issues.
- Fixed: Killian's store guard would attack the player for being in the store at night, even though the store is still open for another hour.
- Fixed: Laser Rifle upgrade cost was wrong.
- Fixed: Lone Centaur in Death-encounter table was called "Coyote".
- Fixed: Mariposa force fields had on/off issues when loading a savegame.
- Fixed: Mauser Pistol barrel angle always looked slightly off.
- Fixed: Missing scenery .frm error in MBVATS12 map file.
- Fixed: Night Vision perk now works exactly as in Fo1 (3 ranks and +10% instead of +20% light level change).
- Fixed: Not all of Loxley's TMA lines were recognized by the game.
- Fixed: On death, Griffith's name would show "Zombie Guard" instead of his actual name when checking the description.
- Fixed: Pest control settings of the robots in Mariposa will now work better. The robobrains will now actually attack all valid targets on sight.
- Fixed: Raiders on Irwin's farm will return to their starting positions if the player leaves the map and returns later.
- Fixed: Red Dogmeat variant (fo1_settings.ini option) wouldn't play idle/combat sfx.
- Fixed: Seth in Shady Sands would still teleport a low INT player character to the scorpion caves, even if the satellite locations setting was enabled.
- Fixed: Starting and ending combat in Hub Downtown would make a hooker go mad.
- Fixed: Tag skills item calculation on game start wasn't always working correctly (issues in vanilla Fo1 and with Fixt changes). Replaced complicated calculations with Fo2 is_skill_tagged script command.
- Fixed: The "Khan survival counter" wasn't working right. Rewrote the function to correctly track the surviving raiders for the endgame slide.
- Fixed: The combat training in the Brotherhood gym would not give bonus skill points if the skill is tagged. Also fixed the Skill+ message (shows +2 in message log now instead of +1).
- Fixed: The kidnapped Brotherhood Inititate in the Hub would not hide correctly after leaving the map area.
- Fixed: The refugee in Necropolis would always mention that "some human killed their men" even if the player did not attack Harry & Friends.
- Fixed: Traps would show the wrong message log entry when trying to disarm them.
- Fixed: After fixing the broken Mr. Handy robot, using a radio on it would print a "This does nothing"-message.
- Fixed: When using repair and science skill on the broken Mr. Handy robot in Mariposa, the message log would print "The robot is already healthy" and "You learn nothing new" after the scripted description text.
- Tweaked: Green city circles on the worldmap are a bit less bright green when classic worldmap mode is disabled.
- Tweaked: "Resting encounter" are now based on vanilla encounter maps, as in Fo1. Disabled the old workaround locations.
- Tweaked: Active flares will now illuminate the area even if the player has the item in his off-hand slot.
- Tweaked: Adjusted WorldMapTimeMod and WorldMapDelay2 in ddraw.ini to make the travel time fit a bit better to the one from Fo1.
- Tweaked: All gecko types are now affected by the Animal Friend-perk to make it at least a little bit more useful.
- Tweaked: All worldmap encounter chances have been adjusted to the Fo1 values.
- Tweaked: Changed the repair limit of the robodogmeat to be based on the repair and not the speech skill.
- Tweaked: Changed the way the Fo1 demo can be played.
- Tweaked: Decreased the radiation gain when walking around the Glow on the worldmap.
- Tweaked: Hi-Res patch encounter map edges visually improved.
- Tweaked: Hub cops will not float warning messages anymore if the player just enters and leaves combat.
- Tweaked: Improved how the "rest until morning (Fo2-style)"-setting works. It is not necessary anymore to save and load the game first.
- Tweaked: Merchants will restock money once per day again.
- Tweaked: Motorcycle spawn position in mountain encounter maps.
- Tweaked: Moved the Necropolis Watershed map around to fix shitty map edges.
- Tweaked: Rae, the freshly turned super mutant (cut-content) will now only show up if the Boneyard has been invaded.
- Tweaked: Shock Spear now uses 2 energy ammo on every attack. To compensate, max ammo has been increased to 20.
- Tweaked: Turbo Plasma Rifle now uses 2 energy ammo on every attack.
- Tweaked: Slight changes to Agatha's dialog (cut-content in Shady Sands), since it is not only lacking stories, but is generally unfinished.
- Tweaked: The 500 days Vault 13 invasion timer is now disabled by default.
- Tweaked: The Fo2 .44 Magnum Revolver now needs 3 AP to reload instead of 2, to differentiate it more from the Desert Eagle.
- Tweaked: The Hub Old Town Captors will only attack the player if he actually enters the house. No more unwanted attack from walking past the door that was just opened by a stupid child.
- Tweaked: The garrison troops in the Master's Lair have a respawn delay now.
- Tweaked: The super mutant conversation in the Master's Lair now only happens if the player has visited the Lair at least once before.
- Tweaked: Vault 15 entrance hi-res patch screen edges.
- Tweaked: Warning messages will now shut down the game completely, and not just send players back to the main menu.
Fallout1in2 v1.8.3032
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.
Fallout1in2 v1.7.2828
- Added: A new mini-mod that replaces the default premade characters and changes their starting equipment accordingly.
- Added: New "Tougher Humans" setting that will increase humanoid hitpoints to make the mid-game more challenging.
- Added: New "alternative Khan armor styles" setting. This will fix (or restore, however one looks at it) the original visuals of the female Khan critters.
- Added: New Shock Spear item (using Fallout Sonora graphics) and added it to the Gun Runners arsenal (currently only available if "weapon upgrades" have been enabled).
- Added: Reverted trait text to the original Fo1 (US) version.
- Added: Uncensored Addict, Chem Reliant, and Chem resistant skilldex images.
- Fixed: "Steal the urn" PipBoy entry will be crossed out if the quest is active and Neal dies.
- Fixed: Flying Saucer dome had the wrong description (Fo2 air vent text).
- Fixed: Fo2Tweaks trunk size option might fuck with the motorcycle trunk visuals.
- Fixed: It wasn't possible to bust Iguana Bob after taking down Decker, because the Sheriff's dialog would change to a floating text. Now it will turn into a regular dialog if the player knows about Bob.
- Fixed: It wasn't possible to transfer items via the stealing skill for the Mr. Handy party member.
- Fixed: Missing string in the Eyebot companion dialog.
- Fixed: Original main menu panel only had 5 and not 6 slots.
- Fixed: The Combat Shotgun (Ext. Mag) was set as 1-handed weapon.
- Fixed: The optional Shady Sands merchant and his bodyguard had no armor values set.
- Fixed: The student fight training at the Brotherhood would only ever play once on first map enter. Map change or loading a savegame would break it. Vanilla Fo1 bug.
- Fixed: Wrong First Aid-skill formula in the skill description.
- Tweaked: Added mother deathclaw quest fail-safe to cross out the PipBoy entry after completion.
- Tweaked: Dealing with Billy in the Hub now gives a few experience points.
- Tweaked: Metal Pole is a usable weapon now.
- Tweaked: Streamlined PipBoy entry code for the Hub Merchant and Jain quests.
- Tweaked: Strong dehydration effect now has a longer duration to wear off.
- Tweaked: Super Cattle Prod price increased to 1.100 caps.
Fallout1in2 v1.6.2703
NOTE: This update requires to start a new game. Playing an existing savegame after updating to v1.6 will not work!
- Added: French translation by HawK-EyE.
- Added: New "Black Dude" player character. Can be selected in the race-menu of the character creation.
- Added: A new mini-mod that enables current / maximum carry weight in the loot screen, similar to what Crafty's Sfall for Fo1 does (disabled by default).
- Added: New mini-mod that increases the mountain encounter map size to support a resolution of 1280x720px without showing black bars at the top and bottom of the screen. It also increases the visible map area in the Cathedral tower maps (enabled by default).
- Added: A new optional Floating Eye party member to the Glow (disabled by default).
- Added: A new option to enable Fo2-style weapon upgrades. Jack in Hub Oldtown and Zack at the Gunrunners will upgrade weapons. Miles in Adytum can produce Flamer Fuel MK2 (enabled by default).
- Added: Combat Shotgun can be upgraded to a round magazine at Jack (Hub) and Zack (Gunrunners) if Fo2-style weapon upgrades are enabled.
- Added: All Fo2 lockpick items are now supported in scripts (Lockpicks, Expanded Lockpick set, Electronic Lockpick, Electronic Lockpick MK2).
- Added: World and map radiation around the Glow is now optional (see fo1_settings.ini), but remains enabled by default.
- Added: Fire Gecko Pelt from the UPU has been added to the game.
- Added: The Fo2 Karma Beacon perk now works with the Fo1 NPCs.
- Added: Throwing animation, club, hammer, and knife for the Tycho / Raider critter.
- Added: Long hair leather jacket (hero) animations as modder resource.
- Added: Missing animations for tribal hero male and female critters (modder resource).
- Added: Restored some inaccessible dialog for Lasher inside the Cathedral (about abusing children).
- Added: Restored some inaccessible dialog for Viola inside the Cathedral (after talking to Laura).
- Added: Restored various cut characters (Rae in the Master's Lair, a conversation between two mutants in the Master's Lair medlab, Marney at the Followers Library, Hernandez in Junktown, Dumar in the Cathedral, Brenden in the Brotherhood bunker, Calder at the Cathedral crater, Rufus in the Hub Oldtown). They can be enabled in the fo1_settings.ini file.
- Fixed: The dialog option to ask Sammael in Adytum about the farm parts would show up only once.
- Fixed: When asking Rhombus at the Brotherhood for questions, his reply got overwritten by an empty line.
- Fixed: One of the Skulz in the Skum Pitt attack had a knife but couldn't use it due to lack of animations.
- Fixed: A potential procedure loop in the (generic) super mutant sergeant script when talking to them in disguise.
- Fixed: After losing a Junktown boxing match, Saul would not stand up again.
- Fixed: Asking the Water Merchants for a caravan job wasn't possible anymore after asking about a water delivery, but then declining the service.
- Fixed: Brotherhood crack paladins will show up at the Cathedral again.
- Fixed: Cathedral technicians would blast the disguise-check code on every game tick, no matter if they see the player or not. This can cause the game to crash on certain hardware.
- Fixed: Dan at the Hub entrance was unable to get to the Brahmin pens (waypoint too far away for the ai pathfinding). Added another waypoint in the middle, which not only fixes his daily schedule, but also restores an interaction with Billy, the brahmin boy.
- Fixed: Dan at the Hub entrance would tell the player to get out of his house at night (and attack him later), even though the player wasn't in his house.
- Fixed: Gaining Outdoorsman skill points from the gecko hunters (encounter) will now show up in the message log.
- Fixed: Gizmo would not react to the player trying to steal from him after certain dialog choices.
- Fixed: Gizmo's dead remains (with animated flies) can now be looted correctly.
- Fixed: If Kenji is about to attack Killian and the player leaves the map, he will now be removed (if the player returns after days, he would still be there. Now he is killed off-screen by the guards).
- Fixed: If Killian gets killed while fighting Gizmo, the player would get the experience points and Junktown becomes hostile.
- Fixed: If Lars in Junktown gives the player 15 seconds to "leave and never come back", he would start combat no matter where on the map the player is.
- Fixed: If the player is a child killer, Fry at the Hub entrance would still greet him happily, even though it makes no sense in his dialog.
- Fixed: LARIPPER map borders were wrong (parts of the visible map were inaccessible due to this).
- Fixed: Loxley in the Hub wouldn't remember having talked to the player before. Also restored a few dialog lines for him and his friends after getting kicked out from the Circle.
- Fixed: MacRae in the Boneyard now correctly gives the player +5% Damage Resistance, and + 1% Melee Damage (vanilla Fo1 bug + removed the old Fixt workaround which gave skill points instead). Also, gaining the bonus will now be mentioned in the message log (same as how every other bonus gets mentioned).
- Fixed: Maxon at the Brotherhood was showing the wrong dialog text after asking about the missing caravans.
- Fixed: Mines / Traps spatial scripts had no range assigned to them.
- Fixed: Necropolis Motel map had wrong resting settings (No,Yes,No -> No,No,No).
- Fixed: Patrick the Celt had a dialog reaction to Aradesh being dead, but the condition was wrong, so it would never trigger.
- Fixed: Player can enter V13 already after waiting 1 day and not 2.
- Fixed: Player can't get the Champion reputation state anymore if he is a childkiller.
- Fixed: Restored floating text of Glowing Ghouls in the Necropolis Vault (when talking to them after taking the water chip and not repairing the water pump. Not sure why Fixt removed this).
- Fixed: Shady Sands would become hostile to the player, even if he kills Tandi outside of town.
- Fixed: Sherry in Junktown would leave the map after leaving the Skulz gang. This was added by TeamX a long time ago and I have no idea why. Reverted this change for now.
- Fixed: Sid (Hub / Beth's guard) would float a text message so fast, it was impossible to read.
- Fixed: Some locations would not be marked as visible when asking about them in dialog.
- Fixed: Spear-only raiders in Brotherhood encounters weren't able to use their spear. Temporarily fixed this with replacing their blue-pants look with generic leather jacket.
- Fixed: TMA would crash when not using the Sfall Dx9 mode.
- Fixed: The Junktown fighting match scenes will play sound effects now (punching, hitting, falling).
- Fixed: The Skum Pitt cutscene between the Skulz ganger and Trish had no sound effects.
- Fixed: The Mariposa entrance mutant was showing 60/50 hp for some reason. Mutants on level 1 had 49/50hp.
- Fixed: The Tag!-perk wouldn't give +20% to the new skill as it did in Fo1.
- Fixed: The Mr. Fixit perk would give +10% (Fo2) instead of +20% (Fo1).
- Fixed: The dialog of Talius in the Followers library was a mess. Added new sentences to remove his amnesia, added a new quest entry to the pipboy ("Kill the leader of the mutant army in Necropolis.") and fixed his quest rewards.
- Fixed: The fisherman and his son would reappear in encounters, even if the player killed them before.
- Fixed: The player can't rest in encounter locations anymore if there are other critters in the map.
- Fixed: The teacher in the Brotherhood library was supposed to randomly float text (timer event proc was missing).
- Fixed: The wanted-sign now correctly shows the current bounty on the players head (in caps).
- Fixed: Using a crowbar on doors would actually not do anything (Fo2 feature - Added by Killap for the UP, but it never worked).
- Fixed: When using the stealing skill on Dogmeat, an error message would show (old Fixt code).
- Tweaked: The Junktown guard in Killian's shop will now move closer to the good tables at night.
- Tweaked: Added the agility-check back into the Gunrunners toxic goo spatial script (was a Fixt change?).
- Tweaked: Hotspots in the Glow will give the player randomly 20 to 50 rads again (reverted Fixt change back to Fo1 vanilla values).
- Tweaked: Improved the floating text code of the FoA invades at the Cathedral a bit (only one will float, not all at the same time).
- Tweaked: In the character screen, "Karma" was called "Reputation" in Fo1.
- Tweaked: Added a better floating text management between Guido and Leon (Hub / FLC guards), because the text was barely readable.
- Tweaked: Moved the inventory weapons of Hub entrance guards into their off-hand slots, otherwise they would never use them.
- Tweaked: Perk description text still had Fo2 stuff in it. Reverted it back to the Fo1 text.
- Tweaked: Removed the locker in the V13 medical room - it wasn't there in the original.
- Tweaked: Reverted the +20% skill bonus of the Survivalist perk. In Fo1 it doesn't give any points and is only used in calculations "behind the scenes".
- Tweaked: Reverted the MFC / SEC item change in super mutant encounters, because they seem to drop SECs on purpose and not by bug.
- Tweaked: Rewrote the interaction between Killian and his shopdoor. Also, the inside shopguard will react to the player now if he is found inside the building at night time.
- Tweaked: Super Mutants in encounter maps will now start out with their weapons equipped.
- Removed: Old code in Ian, Tycho, and ...
Fallout1in2 v1.5.2288
Sfall has been updated to version 4.2.9
- Added: Dogmeat can now be turned into a red dog (alternative skin, new setting in the fo1_settings.ini file, doesn't change anything else).
- Added: Party members will float random text if they have a crippled limb (inspired by Fo2 Unofficial Patch / Restoration Project).
- Added: Setting off the trap on Hightower's strongbox will now trigger his guard to investigate.
- Added: Trying to destroy a force field emitter but failing to do so will now show up accordingly in the message log.
- Added: The Mariposa force field emitter will now be visually "destroyed" once the Mr. Handy robot crashes into it.
- Added: If the player takes the Gun Runner guns as reward, Razor would not react to it accordingly.
- Fixed: Brotherhood Paladins in encounter maps would not recognize the player as an Initiate.
- Fixed: The Broterhood lower levels would not correctly disable after mutants invaded the location (it was possible to enter the maps via Town/World button).
- Fixed: Darrel at the Brotherhood now correctly shows his secondary "look at"-description text.
- Fixed: Hightower's strongbox was missing a blocking hex.
- Fixed: In a city encounter map it was possible for random encounter mobs to spawn inside objects (big vehicles etc).
- Fixed: Lou had a wrong dialog line in the torture sequence.
- Fixed: Main door in the Raiders map had a blocker missing (could still walk through a closed door).
- Fixed: The Radio item proto didn't have the radio-script attached, thus only very few (map placed) radios in the game could be used in Mariposa.
- Fixed: Talking to Calder at the Cathedral entrance while having the Childkiller-reputation would show the wrong dialog node.
- Fixed: Dialog with the guard to the Master's Lair could crash the game.
- Fixed: The 2nd guard to the Master's Lair was spawning an "ERROR" dialog.
- Fixed: The Master's Lair terminal that would mark Mariposa on the worldmap would sometimes not mark the location on the worldmap.
- Fixed: The Light Step perk wasn't working on mines.
- Fixed: The Skilled trait will now correctly give +10% to every skill and no additional skill points per levelup (as it was in Fo1).
- Fixed: The Skum Pitt and Vault 13 armory door would reset when loading a savegame.
- Fixed: The Watershed mutants would not leave the map on the correct path. Also added a check to remove them from the map if the player leaves before they walked off-screen.
- Fixed: The dynamite-exploit won't work on crucial NPCs anymore (Beth, Jacob, Zack, Razor, ...)
- Fixed: The relationship dialog between Trish and Saul has been fixed up and somewhat polished (old restored cut content).
- Tweaked: The "Tougher Mutants"-setting works as a multiplier now. 0 is vanilla Fo1, 1 is the preferred setting, 2 is still okay, but everything above slowly moves into some serious OVERKILL-territory.
- Tweaked: There is now a low chance for cavern encounters to not spawn any mobs at all.
- Tweaked: Ian, Tycho, and Dogmeat are more likely to try called shots now (closer to vanilla Fo1).
- Tweaked: Reduced the amount of radiation in the Glow zones on the worldmap.
- Tweaked: When captured by mutants and brought to Mariposa, party members will now temporarily get removed from the players party and moved into their own cell.
- Tweaked: When walking through the "revulse tunnel" in the Master's Lair, the party member damage information will now show before the players to not spam the message log so much.
- Tweaked: A new caps modifier has been added to reduce the amount of currency on the merchants by 50%.
Fallout1in2 v1.4.2228
- 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.
Fallout1in2 v1.3.2128
- Added: Fallout 2's Metal Armor Mk2 has a small chance to spawn at the Gunrunners, and a smaller chance to spawn at Jacob's in Oldtown, because why not.
- Fixed: Changing map elevations could result in visual glitches outside the map area if the screen resolution was set too high (HRP bug).
- Fixed: Floating text will correctly disappear now on map elevation change (vanilla Fo1/2 bug).
- Fixed: Survivalist perk now correctly gives +20% Outdoorsman skill on each of its 3 ranks.
- Fixed: Armor destroy mod had wrong conditions set ...
- Fixed: Lorenzo in the Hub had a typo in his move order, which would send him outside the FLC house.
- Fixed: Razor would not move to the Adytum entrance after the Blades attacked without the help of the player.
- Fixed: Blades would not join the attack on Adytum if the player attacks the Regulators on his own after telling Razor "let me speak with Zimmerman first" (example: due to player not having the Holodisk to show Zimmerman).
- Fixed: After the Blades attacked Adytum without the player, Zimmerman would remain as a "dead ghost" in frozen animation and not disappear correctly.
- Fixed: Miles in Adytum would GIVE the player 1.000 caps when making a hardened power armor, not TAKE it from the player.
- Fixed: Miles in Adytum would spend +6 hours (reading the science books) when hardening every power armor, not just the first.
- Fixed: Killian in Junktown would restock his money on every map_enter if he doesn't have any in his inventory.
- Fixed: Neal killing the Skullz ganger in Junktown could leave behind a "dead ghost" in frozen animation.
- Fixed: "Knocking out" the raider in Marcelle's Crash House won't trigger the "you killed him"-dialog anymore.
- Fixed: Seth in Shady Sands still had a dialog option to teleport the player to the radscorpion caves, even with the satellite locations feature enabled.
- Fixed: The Necropolis Hall of the Dead door guard will only float text if he actually sees the player using the door.
- Fixed: The Necropolis invasion would still happen after killing Harry and his friends, even though it was disabled (set to 0) in the fo1_settings.ini file.
- Fixed: The Master now uses his correct critical hit tables.
- Fixed: Mitch in the Hub was still using the "old way" of the Fo2-style merchant inventory spawning mechanic.
- Tweaked: Changed the conditions for the "good" Hub ending slide to be more in line with the information on the Wiki (complete "find the missing caravans", don't finish any of Decker's quests, be friendly with Harold). Skipped Iguana Bob, though, because it's too random right now. Also Jain is a bit of an exception - she can be killed as long as the player didn't get the job from Decker.
- Tweaked: Katja will now gain a few % of lockpick skill per level up.
- Tweaked: Killing Vance in the Hub now gives "neutral" reputation instead of "bad".
- Tweaked: Lorenzo in the Hub has a more lenient loan timeout now (4 hours instead of 24).
- Tweaked: Lowered the requirements a bit to turn in Iguana Bob to the Sheriff.
- Tweaked: Re-enabled attack animations when using punching bag scenery objects (overrides the "use" animation).
- Tweaked: Reduced Mauser ammo on Gizmo back to 20 bullets (reverted Fixt change).
- Tweaked: Removed Stimpaks from Gizmo (reverted Fixt change).
- Tweaked: Removed one more repeating dialog loop from Gabriel in the Boneyard.
- Tweaked: New text to Razor in the Boneyard, to remove some of the really shitty repeating dialog states.
- Tweaked: The Shady Sands merchant is now disabled by default.
- Tweaked: Wu in the Cathedral is selling his emblem again (alternative path to get the key).
Fallout1in2 v1.2.2035
- 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.
Fallout1in2 v1.1.1946
- Added: Fo2-styled cavern mountain maps with random enemy and loot spawn (Optional).
- Added: A new mining site cavern encounter map with various sets of scenery types.
- Added: Fallout 1 barter formula mod. If you don't want to play with Fallout 2's modified barter formula, then this mod will revert it back to the mostly broken Fo1 version.
- Added: More german dialog files translated, thanks to NMA user Matt Drax (aka @fedprod)
- Added: Additional warning message for the Interface Upscale-mod, in case 'Scaling x2' is enabled and the screen resolution is too low.
- Added: The game will end itself after critical warning popups (using Interface Upscaled mod with wrong resolution, etc).
- Added: Blue cave wall variants of Fo2's mine interior walls.
- Added: Blue colored cobweb, cave <-> desert transition tiles, and "water on cavewall" scenery objects.
- Added: Fo1-styled German party member control settings interface graphic.
- Added: Fo2 Deathclaw Spawn critter (used in random cavern encounter).
- Added: Healing at doctors now also heals crippled limbs.
- Added: The Gecko Skinning perk can now be obtained from a random encounter.
- Added: A new toggle option for Fallout 2 critter in encounter maps (Geckos, etc) can be found in the fo1_settings.ini file.
- Added: Using Nuka-Cola gives a bottle cap.
- Added: Critical failures in dehydration-type encounters will add temporary debuff effects to the player.
- Fixed: Armor Destroy mod will now destroy critter armors on map enter and not on critter death.
- Fixed: Some generic "I don't know"-lines for Harold when asking keywords he knows nothing about.
- Fixed: "Aradesh is furious" dialog string was something about human armor. Probably another Fixt-remnant.
- Fixed: "You see: x" for party members.
- Fixed: A possible crash when attacking Adytum with the Blades while a caravan is still in town and about to be deleted (Issue #31).
- Fixed: After defeating the Khans Raiders and returning to their location, the player would get negative Karma.
- Fixed: After getting the "Free Drinks"-reward from Neal in the Skum Pitt, his dialog options would still show caps, even though the drinks are free.
- Fixed: Ant critters are now unaffected by the Animal Friend perk.
- Fixed: Aradesh will grant the player two strikes for stealing from him, not just one + whatever was going on.
- Fixed: Blowing up generic metal doors would print a wrong message log entry.
- Fixed: Brahmin in special encounter should behave and float text correctly now.
- Fixed: Breaking all limbs in a random mountain encounter event would show the wrong message string.
- Fixed: Broken colors of the death screen when using Sfall mode 4 or 5.
- Fixed: Caleb had a couple dialog lines mixed up.
- Fixed: Disabling the Fo2 group restriction didn't work after telling party members to wait.
- Fixed: Fortune Finder perk was broken in so many places. It's now reverted to vanilla Fo1 behavior + removed the Fixt setting.
- Fixed: Hightower's strongbox would explode when using the traps skill, even though the trap has been disarmed before.
- Fixed: Honorable fight with Garl could temporary break Hero Appearance
- Fixed: Mr. Handy companion would spawn inside the Raiders combat arena when fighting Garl over Tandi.
- Fixed: No animation would play when attacking the Overseer and missing.
- Fixed: Punk Girl critter death / knock down animations would revert to the default woman critter.
- Fixed: Renamed zone Rad. Desert -> Radiated Desert
- Fixed: Renamed zone Rad. Mountains -> Radiated Mountains
- Fixed: Re-Enabled the TMA lines for Avellone, the bounty hunter.
- Fixed: Smitty in Adytum would still join the player team at the wrong time.
- Fixed: TMA "up" button effect would play the wrong sound file.
- Fixed: Tandi will remain correctly in Team Shady Sands™ when the player first enters the town, and also switches back correctly once returned home from the Khans.
- Fixed: The well scenery in Adytum was misaligned.
- Fixed: Traveling merchants will now remember if their party is full or not.
- Fixed: Traveling with NPCs was advancing waaaay too much time.
- Fixed: Vault 13 door terminal description was showing the wrong text. (Issue #40)
- Fixed: Waterfall on cave walls now correctly uses the animfrvr.int script.
- Fixed: Fo1 videos will now correctly play in Sfall mode 5 (window mode - Fo2 engine bug).
- Fixed: Looking at dead critters with "no stealing"-flag in combat would remove action points if the player is close to them (Fo2 engine bug).
- Fixed: Money display bug in dialog screen after leaving the barter interface (Fo2 engine bug).
- Tweaked: After getting caught stealing by Aradesh, the dialog interface will open instead of a floating text.
- Tweaked: Morpheus' voiced "you were warned"-line will now appear in dialog and not as a float anymore.
- Tweaked: Doubled poison damage of small radscorpions.
- Tweaked: Nuka-Cola gives a tiny health boost.
- Tweaked: Slightly increased encounter chances again.