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Combat:
Economy:
Progression:
Crafting System:
Traps System:
New Quests:
For a detailed description of all features, see full readme.
See github release page for details.
It's been a while since last update/release. For those who might be interested and don't follow discussions on NMA or NC forums, wanted to check in and update on what's been going on these 7 years.
While working on the mod, I got many ideas how to improve gameplay (especially combat) with changes to the engine via sfall and assembly-hacking. So I got side-tracking working on those. It started with simple stuff and several months in I found myself extending the scripting language and refactoring sfall itself to be more useful to modders.
But working with game engine in the form of assembly code and a huge pile of sfall hacks is extremely difficult and tiresome. So I got burned out. Also at this time I got interested in this promising full Fallout 2 engine remake called Falltergeist. Given I was already working on the engine, I thought I will contribute more by working on remake instead. With a vision that in just a couple of years we will all switch from sfall to this engine and live in a modding utopia.
Well, for a number of reasons I will not get into here, the project development stalled, and so I lost interest as well. In everything Fallout related.
Fast forward 5 years, due to some changes in my life, I got a lot of free time on my hands. First, I played amazing conversion of Fallout 1 in Fallout 2 engine by Rotators team. Then I realized I've never actually finished Fallout: New Vegas. So I spent several days modding it heavily using amazing Viva New Vegas as a starting point. 240+ hours of gameplay later, and I think it is (with proper mods) one of the best games I've ever played. But now I want to check out what I've been missing in classic Fallout space.
Last year, several big things happened in Fallout 2 space. The biggest probably is the release of Fallout2 RE & CE - a huge project of restoring the lost source code of Fallout engine using modern reverse engineering tools, years of community efforts and insane amount of hard work. I think this project will change Fallout 2 modding and make sfall redundant in a few years.
Also, while I was away, BGForge team taken on the task of updating and preserving the original Restoration Project by Killap, on which EcCo is based on. RPU is a masterpiece of automation engineering. Even more exciting was the release of updated RP maps by the original mapper of the project - Pixote. He finally cleaned up a lot of maps and improved the overall quality with less clutter, most notably re-designing the EPA ground level.
If this wasn't enough excitement, some guy went ahead and implemented talking heads of countless NPC's in the game who didn't have them before. There's even a project to add voices to all of them...
Gotta also mention entire new free games released on this engine like Nevada & Sonora...
So with all of the above developments (and other I didn't mention), it feels like modding space for this ancient game is not dead, but instead better than ever in terms of available mods and modding tools.
Given the years of absence, I needed some time to get into context of the game, current developments and what my mod actually did. Current task is to rebuild my modding setup to make it easy to work with, merge everything with latest RPU files and release that, so it's usable for RPU users ASAP.
If that goes well, next task will be to make the mod more modular internally. I will still release it as one big "overhaul" thing, since I don't want to support all of the different combinations (like my last installers had). But it will be easier for me or more advanced users to pick pieces of the mod and use them separately (or in other games like Nevada, for example).
I have plans for the actual content of the mod, but I better focus on compatibility first. Might share these later.
Latest full release. Still considered beta. Only about 50% tested.
This is an old version released in 2015 for RP 2.3.3. Please, download the newer version!
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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.
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.
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...
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.
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 :)
If you are still reading this, know that you made an old Fallout fan very happy. Thank you
Thank you for playing! I'm planning to revive the mod, adapting to latest RPu and fixing things. Hopefully, this year.
Any chance this will be ported to 1?
There's not much point. Maybe some pieces of the mod may be used with EtTu, but FO1 is just too short to worry about some meaningful combat or economy balance.
Shame, would make it twice better when combined with Fallout Fixt. Still grateful for the release for 2. Hope there's an update soon that ties everything together.
FIXT is outdated, check out EtTu instead. It uses FO2 engine and so a lot of EcCo features can be used in that one, like the barter formula, with some adjustments.