Dwarvophile
Liturgist
- Joined
- Dec 1, 2015
- Messages
- 1,479
FO1 in FO2, interesting, did you try it ?Fixt got replaced by TeamX Unofficial Patch which in turn got replaced by Fallout Et Tu (FO1 in FO2 engine with shit from the TeamX UP).
FO1 in FO2, interesting, did you try it ?Fixt got replaced by TeamX Unofficial Patch which in turn got replaced by Fallout Et Tu (FO1 in FO2 engine with shit from the TeamX UP).
It's still pretty tame compared to anything happening in San Francisco. Then again, it's San Francisco.Tribal who gets routine dream visits from his shaman
It is.Not yet, but it seems to be the prefered way to play for NMA autists.
The Deathclaws were stupid. I have a feeling they did that just so you could have a Deathclaw as a companion. A dog is one thing, but you kind of have to make a Deathclaw smart enough to disguise itself to walk through most towns. Though, I will admit, the smart Spore Plant that plays chess was kind of funny, but it wasn't exactly a huge thing like the Deathclaw vault.If you told me, "A Vault taken over by Death Claws" or "Tribal who gets routine dream visits from his shaman" I would immediately assume it's Bethesda bleeding Elder Scrolls in Fallout.
Et Tu is not Fallout, it's a fan-made remake. https://rpgcodex.net/forums/threads...t-in-the-fallout-2-engine.131770/post-6525522Fixt got replaced by TeamX Unofficial Patch which in turn got replaced by Fallout Et Tu (FO1 in FO2 engine with shit from the TeamX UP).
I don't remember much improvement in the 2 or maybe interactions with companions and inventory.It is.Not yet, but it seems to be the prefered way to play for NMA autists.
It adds many improvements from the Fallout 2 engine to the original Fallout.
It blows that your followers want to have your head impaled after you hit them, in the first Fallout. It'd be easy to clear the path, if they didn't!Being able to tell a companion to move was nice, since they could block doorways and small paths.
It’s not, it uses the scripts and maps from Fallout 1. Actually Fallout Fixt which I was wrong about a few pages ago (normie or ds caught this)Et Tu is not Fallout, it's a fan-made remake. https://rpgcodex.net/forums/threads...t-in-the-fallout-2-engine.131770/post-6525522Fixt got replaced by TeamX Unofficial Patch which in turn got replaced by Fallout Et Tu (FO1 in FO2 engine with shit from the TeamX UP).
But it was a feature everyone loved in Doom! I think the problem with it is that if you're in the middle of a gun fight, particularly with a lot of people, no one is going to legitimately know who shot who under most circumstances. The Fallout 1 NPCs turning hostile over getting a bullet that came from your gun has always been "game logic".It blows that your followers want to have your head impaled after you hit them, in the first Fallout. It'd be easy to clear the path, if they didn't!
It also allows you to input any number of caps for buying/selling.It’s not, it uses the scripts and maps from Fallout 1. Actually Fallout Fixt which I was wrong about a few pages ago (normie or ds caught this)Et Tu is not Fallout, it's a fan-made remake. https://rpgcodex.net/forums/threads...t-in-the-fallout-2-engine.131770/post-6525522Fixt got replaced by TeamX Unofficial Patch which in turn got replaced by Fallout Et Tu (FO1 in FO2 engine with shit from the TeamX UP).
Despite all of Fixt’s retardation, Lexx has gone to great lengths to strip all the mod-added content out / leave it disabled by default. The reason it serves as the basis for 1in2 is that the maps and scripts from F1 were already converted to the F2 engine format in Fixt.
Converted, not remade.
That being said, it’s quite easy to play F1 today in a modern resolution and with TeamX’s latest patch. It’s a bit harder than 1in2, because of some default 1in2 settings like restocking caps.
Which version of sfall are you using for Fallout 1?Personally I prefer the OG + teamx + sfall. It has 99% of the QoL stuff, that I find useful and it doesn't contain the mechanical/content changes from EtTu.
sfall1 1.8Which version of sfall are you using for Fallout 1?
It has most of the "big" quality of life enhancements (automatic opening of doors, auto-reload after combat, inventory filter, some highlighting, take-all button, mappable "use" hotkey... check the ddraw.ini)
This is how I read it. What the tribals think of as magic could very well be signs of further mutation in some people resulting in psychic abilities and Hakunin is projecting himself to you with those abilities.
The Shaman thing is a bit silly as well but there are a few things about Hakunin. There's nothing saying those dreams were real. It could very easily being your subconscious reminding you that you're on a mission. Now, having said that, The Master did have telepathic abilities as did the Psykers in his Vault. There's never any background established for Hakunin, so we really have no idea what all he's done, where he's been, and what he's been exposed to. I never got the impression there wasn't something he wouldn't ingest. I doubt he ever had a "Psychic Nullifier", so if something made him develop those abilities, they would have been unchained.
Goofiness wasn't the big problem, "You all loved football so we'd like to present to you......Football 2: Basketball !!!" was the big problem. Oh and finding a fully functional laser weapon in a trashcan 5 minutes into the game proper; retard shit.After playing Fallout 2 I've started thinking some of Bethesda's goofiness is in good faith.
Oh that's the one I'm also using, very good.sfall1 1.8Which version of sfall are you using for Fallout 1?
It has most of the "big" quality of life enhancements (automatic opening of doors, auto-reload after combat, inventory filter, some highlighting, take-all button, mappable "use" hotkey... check the ddraw.ini)