Visit the official GitHub repository for up-to-date information, latest release or if you want to post a bug report!

Main Highlights.

Combat:

  • rebalanced weapons and adjusted their distribution to make most of them have good use cases
  • added a few new guns to "fill" certain voids, like .44 and 14 mm calibers having too short "life"
  • automatic weapons further diversified by varying bullet dispersion
  • ammo types matter with more to choose from and AP made useful thanks to improved damage formula
  • energy weapons made more effective against lesser armors, and laser weapons made more powerful
  • melee is more viable mid-game for player as well as NPCs thanks to new more powerful melee weapons, more move points and rebalanced stats
  • throwing weapons expanded and made more useful with critical chance bonus for blades, much deadlier grenades and new types to choose from
  • improved stats of several critters (like weak types of Deathclaws, large scorpions, etc.)
  • new stealth elements: blackjack and sneak attack
  • "fair" inventory management in combat - no cost to open, 2 AP per action, 4 AP to reload

Economy:

  • prices in stores are affected stronger by Barter skill increases at lower levels and less at higher levels
  • selling prices now also depend on Barter skill (instead of always being at 100%)
  • some items vary in prices between towns, so you can trade for profit with enough skill
  • raise money by selling new types of monster parts or by doing several new quests (see details)
  • reduced and made harder to get some overpowered loot in several locations
  • ammo, drugs and weapon abundance from fallen foes reduced

Progression:

  • several small adjustments to quest flow to integrate content from Restoration Project better into the game
  • some gangs made tougher (Metzger, Salvatore, Vault 15 raiders)
  • redesigned entrances to the Raiders hideout for more challenge and variety
  • reduced unbalanced EXP rewards for several quests
  • reduced experience when killing the same critter type many times

Crafting System:

  • craft various items: weapons, ammo, drugs, armor
  • available via a new interface button or a via hotkey
  • unlock new items by finding crafting teachers across the game

Traps System:

  • installable traps: "melee" type spike trap, explosive mine and sensor mine
  • explosive traps are customized by arming them with any type of explosives or grenades
  • become a trapper by luring geckos and rats into your traps using food as bait!

New Quests:

  • a couple of random-encounter-based "Bounty Hunt" quests
  • a couple of fetch quests involving new monster/animal parts

For a detailed description of all features, see full readme.

Installation

See github release page for details.

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Fallout TV show

Many of you have probably already watched or planning to watch the new Fallout TV show. What I have to say about it:

  • It's a faithful adaptation of Bethesda's vision/canon of Fallout.
  • The show is pretty good, despite some nitpicks about the lore (who cares, anyway, it's Bethesda's canon).
  • It's bringing in a LOT of players back into Fallout games... And as happened before with every major release, a tiny percentage of those players trickle down to play the original Fallout.

What to play?

So for anyone looking to scratch that classic Fallout itch, I have recommendations:

  • If you want to experience the original story, that started it all, but don't want to deal with Fallout 1 QoL issues or bugs, play Fallout EtTu. It's a high quality unofficial patch/restoration/port of Fallout 1 into Fallout 2 engine. It has proper Fallout 1 world map, those blue caves, "tell me about" button, the whole package. But you also get to use the latest sfall (engine improvements) and various QoL mods that polish the game even further. I played it myself last year and it felt like it's not a mod at all, but an update of the old game from the alternate dimension, where Black Isle gets to support their games long after release...
  • If you want to play Fallout 2 for the first time, use Unofficial Patch, Updated. No questionable content from fans, just good old bug fixes and polish.
  • But if you have recent memories of the game and want something new, then look no further than Restoration Project, Updated. And then of course you can use EcCo here to improve your experience.

State of the EcCo mod

Crafting UI Updated

After hiatus that lasted many years, last year I've released updates 0.9.x with a lot of changes. New economy balance, new damage formula, new game mechanic tweaks, new weapons and traps, new crafting UI, etc. You can find full changelogs here.

Today I have released version 0.9.4. It is almost identical to 0.9.3 from last year, except I updated it for use with the latest release of RPU v29 with Pixote's Updated Maps.

Currently I consider the mod to be in a beta state, simply because I've set to do at least one full thorough playthrough after the big rebalance in 0.9. I'm currently about half-way through (trying to finish almost all side quests available to me) with my Big Guns glass-canon build. However, over the past half a year or so I've seen feedback on various platforms from players enjoying the current version of the mod. There doesn't seem to be any major game-breaking issues so far.

What's next

As always, as I play and read feedback, I have more ideas and plans for changes than time to implement them. But I will try to make sure the core features (like damage formula, economy balance, crafting) are working as intended and there's no huge balance issues.

Future plans (hopes..) are:

  • Finish current playthrough, polishing and fixing stuff along the way.
  • If able to, restructure how mod project is versioned and compiled, to allow for easier upstream updates as RPU continues to evolve (important, as mod is built on top of RP/RPU).
  • Release 1.0 when I feel like I played enough with the mod and liked my experience.
  • Continue to improve the game for years to come, as life allows me. 1.0 isn't intended to be the end, but the beginning of new chapter for the mod.
  • Port/release the mod to other games on Fallout 2 engine, such as Nevada and Sonora. This will only include select game mechanic changes, obviously. Because 50% of the mod is specific to Fallout 2 content.
  • Port the mod to Fallout 2: Community Edition. To be precise, the engine itself will have to be updated (sfall features written into it) to fully support RPU+EcCo.

Switching to Nexus

Because most Fallout-related modding activity surrounds Bethsoft games and happens on Nexus, and ModDb generally looking like it's still 2010, I'm considering moving the mod to NexusMods. Keeping so many platforms up to date on my mod is too much work (github, 2 forum sites, moddb...), so this place will have to be retired. Haven't decided about it yet.

Update

Update

News 3 comments

How I find myself in a new era of Fallout 2 modding.

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EcCo mod v0.9.4 (BETA!)

EcCo mod v0.9.4 (BETA!)

Full Version 13 comments

Latest full release. Still considered beta due to my first full playthrough after 0.9 balance changes is ongoing.

EcCo mod v0.6.2 (OUTDATED)

EcCo mod v0.6.2 (OUTDATED)

Full Version 4 comments

This is an old version released in 2015 for RP 2.3.3. Please, download the newer version!

Post comment Comments  (0 - 10 of 52)
JoeBiggie
JoeBiggie - - 1 comments

So is there any information on how the sneak attacks works and details? It just says that it adds sneak attacks and blackjack, whatever that is. There's nothing in the readme file either lol.

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phobos2077 Creator
phobos2077 - - 330 comments

Sneak attack: first attack when initiating combat without being detected by the target, grants damage bonus IIRC.
Blackjack: hit the enemy in the head with club-like weapon to knock him out.

Reply Good karma+1 vote
dudegang
dudegang - - 2 comments

Heya wondering if anyone here can help with this mod! I have current went under the issue of having the yellow action points from the start without having the perk that gives you the extra movement action points. This is a very minor bug but when I click anywhere on the bar at the bottom the crafting button goes away
and I cant use the crafting menu
NOTE: I'm running the GOG version and I have RPU 26 installed with the ecco mod and the RPU updated maps
I have uninstalled the game many times trying to make this work

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phobos2077 Creator
phobos2077 - - 330 comments

The yellow points thing is a feature. It grants move points based on your agility. You can disable this in mod ini files if you don't like it.
The crafting bar issue, I will look into.

Reply Good karma+1 vote
Zaphero
Zaphero - - 46 comments

I'm curious, is the mutant cure rebalanced? Like it doesn't have an effect on Frank Horrigan in vanilla and as far as I know there is no mod that changes that.

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phobos2077 Creator
phobos2077 - - 330 comments

No, I haven't changed that.

Reply Good karma+1 vote
PunkinMan
PunkinMan - - 12 comments

Do you think you'll add exp gain from crafting in the future, even if its just small? Possibly even from skinning animals? I don't know I just wanted to suggest a little further incentive other than just cash, and learning/being able to craft items.

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phobos2077 Creator
phobos2077 - - 330 comments

Maybe, I thought about it. But it's hard to justify when RP has too much Exp already due to extra context. I added a script that reduces Exp for killing gradually as you kill more of the same Kill Type. But maybe instead I should just tweak Exp level requirements table...

Reply Good karma+1 vote
Guest
Guest - - 690,796 comments

I've been on a fallout 2 binge for the last couple weeks myself almost solely spurred on by that same talking head mod you found, it's amazing how well integrated the heads feel, the artstyle doesn't feel jarring or anything. The voice acting I've heard in the other mod has been consistently good too, I am very happy with where the fallout modding scene is at the moment.

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phobos2077 Creator
phobos2077 - - 330 comments

Yes, a bunch of interesting mods are being worked on at the same time. I will definitely try out the talking heads for my play tests :)

Reply Good karma+1 vote
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