- 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.
