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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.