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Releases: phobos2077/fo2_ecco

v0.9.3 (BETA)

13 Aug 20:06
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v0.9.3 (BETA) Pre-release
Pre-release

v0.9.3

Stealing & looting:

  • Steal rolls calculation changed to make stealing harder but encourage investing into the skill
  • if Steal roll fails but Catch roll also fails - fails steal without getting caught instead of just succeeding, as in vanilla
  • Stealing now correctly uses number of items stolen when calculating difficulty
  • Stealing money and other weightless items now adds to difficulty based on cost
  • added karma reduction based on total value of goods being stolen
  • buffed various doors and lockers throughout the game to have higher requirements for lockpicking, prying and disarming
  • changed some doors to be destroyed based on total damage dealt instead of number of explosions (allows to burst-open some doors with powerful guns)
  • certain "watcher" NPC's line of sight will now use the same logic as line-of-fire checks and will "see through" other NPC's to detect PC doing nefarious actions
  • Redding: rewritten DrJohn thief-watching behavior to be more robust and interrupt his dialog with RatRay properly
  • Redding: added thief catching logic to Sheriff Marion and some miners
  • Redding: locked some doors and containers
  • New Reno: more robust watching logic and buffed stats for certain doors at Bishop's casino
  • NCR: increased difficulty of stealing from lockers in Guard Captian building

Crafting & drugs:

  • all drug crafting (except basic First Aid) now requires Doctor Skill
  • added Doctor Skill book to the game (using one of Abbey's books)
  • added more crafting components to some stores and to maps
  • reduced prices for learning certain crafting recipes
  • tweaked many crafting recipes for better reward/investment ratio
  • non-craftable food effects reduced back to vanilla levels
  • craftable food now heals comparable amount to Healing Powder but most of it is only applied after 30 minutes to avoid competing with Stimpaks
  • craftable food now also increases EN/PE and reduces small amount of radiation/poison

Balance:

  • buffed some underused perks: Demolition Expert, Pyromaniac, Survivalist, MrFixit, Medic, Ghost, Ranger, Harmless, Salesman
  • added ambient radiation to certain maps to have more use for radiation mechanic and Rad-Away
  • tweaked some random encounter NPC's weapons for better tier balance and variety
  • lowered some town-based price multipliers
  • reduced NPC's AG-based free move points to match that of PC
  • Abbey: replaced certain OP critter with a more appropriate one
  • Abbey: reduced some XP rewards for trivial tasks
  • replaced some weapons that are too powerful from early game locations
  • made 40mm ammo more available in earlier areas
  • replaced random-based destruction of 50% of NPC weapons with deterministic formula
  • nerfed Grease Gun rate of fire to not overshadow other SMGs too much
  • nerfed Shotguns AC mod and damage of Buck/Slug ammo to not overshadow Incendiary ammo and other weapons
  • nerfed Sulik's melee damage to not completely trivialize certain combat encounters
  • nerfed Vic's Repair skill to give some incentive for player to invest into that skill at mid game
  • nerfed thrust attacks

Traps:

  • traps can now be assembled and armed during combat for 4 AP
  • Bear Traps: prevent knockback for caught critters and "free" them if knocked down
  • fixed "waiting" party members triggering traps
  • fixed party members getting angry at dude if caught in trap explosion triggered by other NPC
  • disabled "magical" revealing of player if NPC triggers the trap
  • buffed some pre-placed mines (Redding, Raiders)

Other:

  • tweaked NPC best weapon selection logic to have a better understanding of actual weapon effectiveness
  • disabled NPC's dropping weapons on the ground on death to avoid some frustrating situations
  • fixed unspent AP carrying over to the next combat
  • fixed car charging amount not taking reduced Cell capacities into account
  • fixed infinite reward for Stark's NCR recon quest (Lujo's)
  • fixed turning in Happy Harry to Stark (Lujo's)
  • improved compatibility with THAT mod and fixed "generic" replies when THAT is not installed
  • merged several fixes from RPU v27

INSTALLATION:

  1. Install Fallout 2.
  2. Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
  3. Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
  4. Install EcCo using the attached installer into game root folder.

Updating from 0.9.0-0.9.2 (ONLY!):

  1. (if you have 0.9.0 or 0.9.1) remove all player-installed traps you may have from the ground (forgotten traps might bug out after the update), then make a new save.
  2. Just run the installer on top of the previous installation.
  3. If you previously installed any extra mods, open file "mods\mods_order.txt" and add directory/file names of those mods to the list. Don't add mods after rpu_y_ecco.dat unless specifically instructed to do so.

Talking Heads / THAT

If you want to use Talking Heads mods by Goat_Boy and BlackElectric1:

  1. Install/update EcCo as described above.
  2. Download and install Talking heads and patches, following instructions in each archive: https://www.nexusmods.com/fallout2/mods/45 (Main File, Maps Updated Patch)

v0.9.2 hf-1 (BETA)

10 Jul 21:43
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v0.9.2 hf-1 (BETA) Pre-release
Pre-release

v0.9.2 hf1:

  • Added missing configs to mod's archive.

v0.9.2

Traps:

  • new Bear Trap with mechanic for holding critter down for several turns
  • remade internal mechanics for simpler scripts and more robust triggering (esp. out of combat)
  • replaced linear skill-based damage curve for Spike Traps with critical hit chance (with cripple effects), based on modified vanilla critical roll formula - for ALL traps
  • externalized all config to ini file (data/config folder) to allow traps to be easily ported to any game/mod
  • slightly buffed explosives damage
  • tweaked Modoc Brahmin quest to add delay before dogs attack (allows to prepare traps)

Balance:

  • replaced most of the EcCo maps changes with a new "map tweaker" script
  • add varius crafting components and remove excessive loot in and around Den & Modoc
  • slightly tweaked Tubby & friends to pose more of a threat
  • increased frequency for some AI types to use bursts
  • slight reduction to town demand multipliers
  • removed all changes to Trapper script (Random Encounter) to allow buying and selling pelts with a profit
  • various balance tweaks to crafting recipes
  • add crafting components and a few new items to random encounter containers
  • Vegeir: replaced Assault Rifle reward with Hunting Rifle

Other:

  • fixed empty Jo's shop inventory
  • changed crafting hotkey back to Ctrl+C (to avoid conflict with party_orders mod)
  • better Fix Boy button art
  • fixed Geckos and Rats being attracted to food from across the map
  • inventory AP cost is also applied when using certain items (such as explosives)

INSTALLATION:

  1. Install Fallout 2.
  2. Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
  3. Install Maps Updated: https://www.nexusmods.com/fallout2/mods/73
  4. Install EcCo using the attached installer into game root folder.
  5. Download and install EcCo hotfix ecco_0.9.2-hf1.zip by unpacking into the same folder where you installed the mod.

Updating from 0.9.0-0.9.1 (ONLY!):

  1. Remove all player-installed traps you may have from the ground (forgotten traps might bug out after the update), then make a new save.
  2. Just run the installer on top of the previous installation.
  3. If you previously installed any extra mods, open file "mods\mods_order.txt" and add directory/file names of those mods to the list. Don't add mods after rpu_y_ecco.dat unless specifically instructed to do so.

Talking Heads / THAT

If you want to use Talking Heads mods by Goat_Boy and BlackElectric1:

  1. Install/update EcCo as described above.
  2. Download and install Talking heads and patches, following instructions in each archive: https://www.nexusmods.com/fallout2/mods/45 (Main File, Maps Updated Patch, Maps Updated Patch - THAT)
  3. Open <game_path>/mods/mods_order.txt file and make sure to add the following two lines after rpu_map_update.dat but before rpu_y_ecco.dat:
talking_heads_map_update_patch.dat
talking_heads_map_update_patch_THAT.dat

Companion Expansion

If you want to use Companion Expansion mod by Goat_Boy:

  1. Install/update EcCo as described above.
  2. Download Companion Mod https://www.nexusmods.com/fallout2/mods/70 (Main File, version 0.30.0 ONLY!)
  3. Extract (only!) x_rpu_companion_expansion.dat to your <game_path>/mods/ folder.
  4. Download and extract companion_expansion_0.30.0_ecco_0.9.2_patch.zip from this page to your game folder.
  5. Open <game_path>/mods/mods_order.txt file and make sure x_rpu_companion_expansion_ecco_patch.dat is below both x_rpu_companion_expansion.dat and rpu_y_ecco.dat.

v0.9.1 (BETA)

18 Jun 23:54
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v0.9.1 (BETA) Pre-release
Pre-release

v0.9.1

  • fixed several broken global scripts
  • fixed several bugs with crafting UI
  • fix missing map tweaks in Redding
  • better exp for kill reduction (based on total exp per kill type)
  • portion of throwing crit chance bonus now depends on Luck
  • small adjustments to starting stats (skills & AC)
  • tweaked starting recipes and added a few items to Arroyo and Klamath to take advantage of crafting and traps early
  • remaining uses of a Spike Trap now shown in description
  • added full built-in support for Talking Heads and THAT mod
  • remove/decreased some unnecessary town demands
  • various small fixes and balance tweaks after playtest (Arroyo, Klamath)
  • updated sfall to latest dev version

INSTALLATION:

  1. Install Fallout 2.
  2. Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
  3. Install Maps Updated: https://www.nexusmods.com/fallout2/mods/73
  4. Install EcCo using the attached installer into game root folder.

Updating from 0.9.0 (only!):

  1. Just run the installer on top of the previous installation.
  2. If you previously installed any extra mods, open file "mods\mods_order.txt" and add directory/file names of those mods to the list.

v0.9.0 (BETA)

07 Jun 00:32
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v0.9.0 (BETA) Pre-release
Pre-release

This version represents all currently planned changes implemented, but not yet properly play-tested. Some of these changes are highly experimental. Most of the mechanics changes can be turned off or tweaked via included ini files. A pre-release build of sfall 4.* is included in this release, as it has changes required for some new features. It will be removed from later versions when sfall gets a release.

Economy:

  • rebalanced barter - buy prices aligned with vanilla prices, sell prices higher at low skill and differ less between merchants
  • party members with high barter now give simple discount to prices, instead of overriding player skill
  • added more items to town demands
  • reduced base price of some high-tier weapons and armor
  • massively increased base price of pelts, hides and other animal parts to make trapping and hunting more viable
  • reduced price to learn gecko skinning and leather crafting

Combat Mechanics:

  • new script-based damage formula (based on vanilla, with few important improvements)
  • throwing skill-based damage bonus replaced with a big critical chance multiplier
  • added armor penetration based on attack types for melee weapons (thrust vs swing)
  • up to 2 unspent AP carry over to the next round (optional)
  • bonus move points now awarded to player and NPCs with high AG, adjusted AG of some critters to take advantage (optional)
  • added option to have opening inventory cost no AP, but every action cost 2 AP in combat (replaces "drug free uses")
  • added script to differentiate bullet distribution (spray) in bursts between weapons
  • EMP grenades now stun PA users for 1 turn instead of damaging them
  • added kill EXP points reduction based on number of kills per kill type

Combat Balance:

  • armor and ammo stats revamped for new formula: AP ammo will now do better against late game armor
  • nerfed burst criticals: only a fraction of bullets will retain critical effects (optional)
  • rebalanced shotgun shell types to make both crafted types useful
  • removed duplet mode from regular shotgun (reserved for Sawed-off variant), but kept the high damage
  • new guns: 14mm SMG and .44 lever-action (in shops and on some enemies)
  • new ammo types: 7.62mm AP, 12ga Incendiary Shells (replaces "Buckshot" from 0.6.2)
  • .223 Pistol is now unique (can only be bought from one person and is back to it's full power)
  • Zip Gun, Pipe Rifle, 9mm SMG are distributed in early game
  • added Weapon Penetrate to XL70E3
  • removed HK G11E & Pulse Pistol from random encounters
  • small adjustments to ammo&weapon stats based on data analysis
  • revamped bursts: lower burst sizes for most weapons, but damage and spray settings tweaked to compensate
  • reverted flamers to use both fuel types and rebalanced them
  • rebalanced armor AC and added script to auto-correct for changed armor protos in existing saved games
  • slight buff to Dogmeat agility and melee damage
  • buffed AG, melee dmg and skills of some melee-oriented human NPCs
  • rebalanced melee and throwing weapons, thrust attack costs 1 AP more

Other:

  • replaced art of most new items with higher quality rendered original sprites
  • crafting system: new UI art, button on main panel, full keyboard navigation, close window button, various bug fixes and improvements
  • rebalanced many crafting schematics and added Metal Armor to craft
  • added back Russian translation
  • replaced all human NPC armor changes with a script (and fixed several issues of wrong armor being applied)
  • rewritten most global scripts: fixed some issues and improved compatibility
  • all mod configs moved to "mods/ecco" folder

INSTALLATION

  1. Install RPU v26 on a clean game installation (installer version is recommended):
    https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26

  2. Download this archive and extract its contents into the folder where you installed RPU in step 1, overwriting any files. These are updated maps by Pixote for v27, required for EcCo.
    https://drive.google.com/file/d/1We_IETFZpbLh4ndGvHvMu0qrCtuFCOQH/view?usp=sharing

  3. Download the ecco_*.zip archive from artifacts below and extract into the game folder, overwriting files

  4. Edit ddraw.ini, find keys listed below, uncomment them if they are commented (with a semicolon) and change values as follows:

DamageFormula=0

ObjCanHearObjFix=1

DerivedStats=sfall\stats.ini
PerksFile=sfall\perks.ini
BooksFile=sfall\books.ini

MovieTimer_artimer1=120
MovieTimer_artimer2=235
MovieTimer_artimer3=350
MovieTimer_artimer4=470

  1. Start Fallout 2 and enjoy your game!

v0.8.0

08 May 22:34
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v0.8.0 Pre-release
Pre-release
  • rebuilt the mod from the ground up on the new RPU
  • restored single-shot mode for M60 to fix firing sound issue
  • added a few text corrections from Dravean