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Fallout1in2 v1.0.1700

02 Feb 20:34
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v1.1700

IMPORTANT: This release of FALLOUT ET TU uses a custom ddraw.dll file! Using a different ddraw.dll than the one provided in this package will result in certain features to be disabled, or the game simply crashing!


  • Added: Fallout 1-styled red travel marker dots and terrain info when traveling on the worldmap.
  • Added: Mod - Resized Super Mutant flameboy death animations, originally by Pixote.
  • Added: Mod - Fallout 1 interface mod. Replaces the Fallout 2 interface with the graphics from Fallout 1. This was originally a part of the fo1_base package, but is now its own thing for easier handling.
  • Added: Mod - First iteration of the german translation. All vanilla Fallout1 core-dialogues are finished. Some of the new sentences aren't translated yet, and added dialog files from the old TeamX restoration mod, etc aren't translated yet either. Any help with finishing the translation is welcome!
  • Added: Mod - Classic Worldmap mod will now uncover and show locations the same way as in Fallout 1.
  • Added: Mod - Classic Worldmap special encounter blinking icon is now the same as in Fallout 1.
  • Added: Animations - Missing "exploded to nothing" / "Chunks of Flesh"-animations for rad scorpions (big and small).
  • Added: Animations - Missing running animation for female tribal NPC.
  • Added: Animations - Missing SMG idle animation for black metal armor dude.
  • Added: Animations - "Black" Combat Armor animations for the Brotherhood Armor. Works for players and party members. The style can be toggled on/off for Brotherhood NPCs in the fo1_settings.ini file.
  • Added: Animations - SMG and Pistol animations for "Yellow-Pants" metal armor woman.
  • Added: Animations - Rifle animations for Black Metal Armor Dude, because why not.
  • Added: Animations - Tycho-critter can now also use SMGs.
  • Added: Animations - Loser with black shirt animations (Unused for now).
  • Added: Animations - Black Man with black shirt animations (Unused for now).
  • Added: Fallout 2 dialog interface graphic with "Tell Me About"-button.
  • Added: Fallout 1-styled interface graphics for Sfall's "ActionPointsBar"-mode (increases visible action points on the interface from 10 to 16).
  • Added: German translated interface graphics for Sfall's "ActionPointsBar"-mode.
  • Added: Zones around the Glow read "Rad. Mountains" / "Rad. Desert" (can't show full text length right now).
  • Added: Being in encounter maps in the zones around the Glow will radiate the player a bit, not just the traveling on the worldmap.
  • Added: "Out of Business"-sign will appear outside of Darkwater's store after Killian has been assassinated.
  • Added: Except for the squad leader, all generic Brotherhood paladins in random encounters will wear helmets (makes it possible to identify the leader without having to click on everyone).
  • Added: If the player has more than 1 radscorpion tail, Razlo in Shady Sands can craft antidote from all of them at once.
  • Added: Razlo's kids will return correctly to their home after dark. Also tweaked their dialog so they won't say they don't know where their parents are if they are right next to them.
  • Added: Michael at the Brotherhood of Steel also gives out 7.62mm ammunition.
  • Added: TMA check runs through all typed words and returns a reply for the first valid keyword it finds.
  • Added: Using the punching bags will give a one-time +5% unarmed bonus (lifted from Fallout 2).
  • Added: Force Fields in the Master's Lair can be disabled by explosives.
  • Added: Vincent in the Cathedral will react to force fields being destroyed.
  • Added: The Cathedral prisoners will flee once the player has destroyed their force field(s).
  • Added: Morpheus in the Cathedral will attack the player if he sees him fiddling with his computer terminal.
  • Added: Wanted signs will show up in some locations if the player has been a bad boy.
  • Added: A fail-safe to the Vault 13 door, so that it is always closed before the endgame sequence starts.
  • Added: The locker used by the Water Thief in V13 will open and close on use.
  • Added: After joining, party members will face the player in dialog.
  • Added: The merchant in Shady Sands now gets his items from an off-screen container. Also changed his inventory a bit to make it less shitty.
  • Added: Lorri, the Brotherhood of Steel Doctor, is now watching her locker.
  • Added: Exploded traps in the Glow will leave a visible graphic.
  • Fixed: Sfall addition - The barter and combat control buttons in dialog would not have a clicking animation the first time they are pressed. This was a vanilla Fallout 2 bug.
  • Fixed: Sfall addition - Ocean tiles would not uncover fully to the map border.
  • Fixed: Missing "/" and "?" in english TMA keymap.
  • Fixed: Typing " " into the TMA input box would lock up the game.
  • Fixed: Can't use TMA anymore when talking to the Overseer in the endgame sequence.
  • Fixed: Dogmeat party member dialog ("use best weapon" and "use best armor") would print human replies.
  • Fixed: Broken worldmap mask tiles 18 and 19.
  • Fixed: Can't trade with gambling games related NPCs anymore.
  • Fixed: Dice girls won't float text anymore if the table has been closed due to tampering.
  • Fixed: Main title music now starts with the outro videos, not the credits screen.
  • Fixed: Missing Vault Suit armor type entry in party_armor.ini file.
  • Fixed: More Junktown NPCs won't respawn their caps on every map enter.
  • Fixed: Party member "abandon party" debug-spam.
  • Fixed: In the Master's Lair, the elevator door leading to the bomb can now be opened with an electronic lockpick.
  • Fixed: Regular Nightkins in the Master's Lair will not be deleted anymore together with the variable staff in the quarters when changing shifts.
  • Fixed: The Master now instantly gets moved to his correct position in the map and the player won't see the "teleport transition" anymore.
  • Fixed: The Master wouldn't talk to the player after Morpheus delivered him to the Lair.
  • Fixed: Talking to the Super Mutant Vats-Teams would crash the game because of missing / wrong dialog file.
  • Fixed: Painfield on elevation 1 in MBVATS12 map wasn't working.
  • Fixed: Mariposa Super Mutants now use the same disguise check as Cathedral Super Mutants (but they don't check for CoC badges unlike the Cathedral guards).
  • Fixed: Vincent and the mad scientists in the Cathedral will now correctly go about their daily work/sleep schedule.
  • Fixed: EXP exploit with doors in the Cathedral and Mariposa (locking/unlocking them).
  • Fixed: Using lockpick items on certain doors would crash the game.
  • Fixed: Tandi kidnapping timer works for real this time.
  • Fixed: If the player is armed, Shady Sands guards need to have sight on him before engaging in combat.
  • Fixed: Transparent egg issues with certain wall protos in Shady Sands buildings (E/W facing).
  • Fixed: The post-endgame hintbook now correctly sets all skills to maximum, all SPECIAL stats to 10, and hitpoints to 999/999 as it was originally intended.
  • Fixed: Razor will give the task to get weapons from the Gunrunners only once.
  • Fixed: Adytowner will only join the player against the Regulators AFTER showing the holodisk to Zimmerman or if the Blades are attacking.
  • Fixed: Regulators in Adytum have a maximum travel distance now.
  • Fixed: Tiny in Adytum won't mix his personal money into the trade inventory anymore.
  • Fixed: Guards in random encounters now have a maximum travel distance and won't run off into the sunset anymore.
  • Fixed: "Yellow-Pants" metal armor woman would spawn with weapons she can't use. Fixed in classic Rotators-style: Creating the missing animations instead of doing a simple script change. \o/
  • Fixed: Wrong dialog node in Lance dialog. He will now offer traveling to Shady Sands with the player.
  • Fixed: Vehicle potentially spawning inside the ocean.
  • Fixed: Traveling merchants will now remember their target destination after loading a savegame inside the encounter.
  • Fixed: Traveling from encounters to towns by NPCs could lock up the game.
  • Fixed: Traveling to Shady Sands or Raiders with Lance would end up in a black screen.
  • Fixed: Sometimes critters were spawning inside caravan scenery objects.
  • Fixed: Random mountain encounter would spawn pot container instead of gold items.
  • Fixed: Quack-encounter was spawning on hex 0.
  • Fixed: Ranger Perk encounter re-rolling was fucked up and inconsistent. Should now work correctly.
  • Fixed: Missing encounter table for northern city zones.
  • Fixed: Armor Destroy mod will correctly remove the armors from killed Bounty Hunters.
  • Fixed: Using the stealing-skill on Neal's urn would not check for players skill.
  • Fixed: Skum Pitt bar counter description text now changes after the player has stolen Neal's urn.
  • Fixed: Radiation distribution in The Glow is based on timer events now, which is not as fragile as the shitty map_update code.
  • Fixed: Exploit to use the Blue elevator in the Glow even without enabling the primary power first.
  • Fixed: Taking the Water Chip from Necropolis will not give negative karma if the water pump has been fixed before.
  • Fixed: Can't repeat Razor's dialog anymore after agreeing to get weapons from the Gunrunners. Might need some dialog tweaks in the future, so it won't look this lame.
  • Fixed: Sheriff Greene in the Hub will rotate back to his original direction after teleporting from Decker's hideout.
  • Fixed: Rhombus day/ni...
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Fallout1in2 v0.1476

10 Jan 06:00
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Fallout1in2 v0.1476 Pre-release
Pre-release

Milestone package, untested.

Fallout1in2 v0.1372

24 Dec 16:11
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Christmas update. \o/

v0.1372

  • Added: Upscaled graphics:
    TownWorld, Ending Slides, Splash Screens, Death Screen, and Help Screen (Optional).
  • Added: V13 vault suit item!
    Can be found in the V13 storage room and is equippable by party members. (Optional)
  • Added: Correct disguise-check to the scientists and technicians in the Master's Lair.
  • Added: Party members are now included in the guard disguise-check (makes infiltration with party members possible. Optional behavior, see fo1_settings.ini).
  • Added: Correct spawn hex when being teleported to the LA Library via invasion super mutant.
  • Added: Using an electronic lockpick on the atom bomb terminal in the Master's Lair now checks the bomb arming right away. No need to follow it up with using the lockpick skill on the terminal.
  • Added: Missing BOS "Invaded" ending slide.
  • Added: Missing music for the Master's Lair.
  • Added: Pulse Pistol to Mariposa, but tweaked the stats to make it not be super overpowered.
  • Added: Solar Scorcher to Guardian of Forever special encounter. Removed the Zip-Pistol and increased level requirement to >10 for game balance reasons.
  • Added: Removed the Fixt-option and made reporting Bob a default feature.
  • Added: It's possible to fail reporting Iguana Bob to the sheriff (speech & charisma check).
  • Fixed: The Master's Lair bomb disarming code works a bit better now.
  • Fixed: Can't arm the bomb in the Master's Lair over and over again.
  • Fixed: Added a short delay to the endgame sequence so that the vault door will open after the endgame slides and not before.
  • Fixed: Dog barking sfx in the Cathedral tower maps.
  • Fixed: Game is using the correct font for the main menu now.
  • Fixed: Gizmo's ending slide has precedence over Killian.
  • Fixed: Ian duplicated "decline to join"-dialog.
  • Fixed: It was possible to interrupt the Adytum fight between Blades and Regulators who then wouldn't attack each other anymore.
  • Fixed: Izo, Gizmo's bodyguard, will return to his home tile on map_enter now.
  • Fixed: Junktown casino guards would float warnings on every game tick.
  • Fixed: Killian's safe would keep spawning items on map_enter.
  • Fixed: Mantis in Lance-encounter will be aggressive and not completely ignore him anymore if the player wasn't spotted yet.
  • Fixed: Player spawning on the wrong hex when joining the fight against Gizmo.
  • Fixed: Town/World entry points for Junktown moved to more represent the actual map positions.
  • Fixed: Visible "transparent" pixel in the corners of the town/world map graphics.
  • Tweaked: Main Menu button background is baked into the HR_MAINMENU.FRM file now, because the Hi-Res patch interface lacks shadow.
    Also reduced the height to 720px (from 920px), because engine resizing gives bad results.
    This is experimental - might be reverted back at some point. The original file can still be found in /art/intrface/
  • Tweaked: Some more pixel pushing on the main menu has been done. Fixed some shitty areas and brought back the colors more closer to the original again.
  • Tweaked: Removed tribal references from the character style text (Character Appearance mod).
  • Removed: Fixt-function, lockers getting destroyed by explosions. It was barely used.
  • Removed: Fixt-setting for painfields, because it is questionable game design.
  • Removed: Initial map_enter message for V13 caves.
  • Removed: V13 door computer can't be destroyed anymore (just leads to additional problems).

Fallout1in2 v0.1225

02 Dec 17:26
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v0.1225

  • Added: Fallout 1 "Tell Me About" function (TMA).
    Video: https://www.youtube.com/watch?v=mLclNDjY4BY
    Brought back from Fallout 1, it is now possible to ask keywords to most NPCs in the game. Our script comes with a few improvements that make it easier to use, such as multiple keywords (ex. Shady Sands -> Shady -> Sands), and an increased set of generic keywords (Help, Buy, Sell, Direction, ...).
    The function is easy to use and can even be ported over to other Fallout 2 modifications if so desired.
  • Added: Robodog!
    Optional mod that replaces Dogmeat with a robodog. \o/ Simple script + dialog replacer.
    Check the readme for more information on that.
  • Note: undat.exe (used to extract needed assets from Fallout 1 *.dat files) now should work under WinXP.
  • Note: release package can now be correctly unpacked using Windows unpack tool
  • Added: Holodisks now have custom inventory icons to make them stand out better.
  • Added: The option to change the Water Chip time limit.
  • Added: Invasion and water timer values now can't be changed mid-game anymore.
  • Added: After killing Gizmo, his body will now correctly turn into a corpse container and then empty desk.
  • Added: Ian won't comment on Killian's store / Gizmo's casino anymore if either is dead.
  • Added: After giving the water chip to the Overseer, the whole party gets teleported into the library, not just the player.
  • Added: Necropolis invading Super Mutants will only spawn with weapons now if Fixt has been enabled (gamebalance!!!1).
  • Added: "Magic Hands"-animation when repairing the Glow power generator and the BoS Power Armor.
  • Added: It is now possible to use the Mariposa door code holodisk directly on the door to unlock it.
  • Added: Experience-messages in the log window should now correctly take the Swift Learning perk bonus into account. ("You earn 100 experience." -> "You earn 105 experience." etc.)
  • Added: It is now possible to actually destroy the Military Base force field emitters (yellow and red). They will also visually change.
  • Added: Force Fields now work via timed_event and not map_update anymore (ex. opening the PipBoy would re-enable disabled force fields).
  • Added: Stealing the urn in the Skum Pitt is now a tad harder, because Neal will react to noises at night.
  • Fixed: "Rescue Tandi" quest pipboy entry only showing up after talking to Aradesh.
  • Fixed: It was possible to hire Ian "for free" (circumventing dialog checks) under certain conditions.
  • Fixed: Deathclaw encounter still happening at all times.
  • Fixed: Typo in Trent (Deathclaw encounter survivor) dialog.
  • Fixed: Reactivated invasion timer reduction by the Military Base Vats Control computer terminal.
  • Fixed: Vinnie dropping leather jacket even with "armor destroy mod" enabled.
  • Fixed: Caravan-jobs - Now setting exit grids on all elevation, to trigger the correct follow-up map.
  • Fixed: Caravan-jobs - Also fixed spawn position of Small Ghouls group (would end up on hex 0).
  • Fixed: Hub "Captors" will now reset to their home tile when the player enters Old Town.
  • Fixed: Deathclaws in the Boneyard don't have magic vision anymore.
  • Fixed: Super Mutant Invaders (Necropolis, etc.) would spawn new weaponry on every map_enter.
  • Fixed: Can't rest in Hub / Heights anymore.
  • Fixed: Can't rest in Adytum underground anymore.
  • Fixed: Gun Runner's map exit grid partially transported the player to the Blades, and not Rippers map.
  • Fixed: Disabled Glow Robobrains should not "stand up" anymore in combat.
  • Fixed: BOS Power Armor on the table can now actually be repaired with the multi-tool.
  • Fixed: Michael can be asked about the Power Armor motivator at all times now, not just the first time the message appears.
  • Fixed: Irwin will correctly appear on his farm after the raiders were killed (only if satellite quest locations have been enabled).
  • Fixed: Dead bodies will disappear now in the farm quest location.
  • Fixed: Armor destroy mod would remove armor from party members.
  • Fixed: Wrong spawn hex when using the Cathedral tower stairs from elevation 1 to 2.
  • Tweaked: Reverted merchant prices back to Fo2 barter formula. It'll be changed to something better once I find the motivation to dive back into it.
  • Tweaked: Vault 13 vault door won't close anymore right behind the Overseer (will only close on next map enter).
  • Tweaked: Generic Junktown guards will instantly rotate to their home rotation after returning to their home tile.
  • Tweaked: Water/Invasion timer settings overhaul.
  • Tweaked: Improved the "shut-down" Gizmo casino sign graphic.
  • Tweaked: Using the sewer holes in Necropolis without opening the cover first will now open the cover instead of spawning a log message.
  • Tweaked: Tycho's primary skill isn't melee anymore.
  • Tweaked: Increased money respawn time for certain merchants.
  • Tweaked: Increased worldmap encounter rates.
  • Some fo1_settings.ini restructuring has been done.
  • Lots of generic code cleanup has been done. Too much to listen all of that in here.

Fallout1in2 v0.1207

01 Dec 02:26
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Fallout1in2 v0.1207 Pre-release
Pre-release

Milestone package, untested.