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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Update

News 3 comments

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.

Back to EcCo...

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.

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EcCo mod v0.9.3 (BETA!)

EcCo mod v0.9.3 (BETA!)

Full Version 13 comments

Latest full release. Still considered beta. Only about 50% tested.

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.

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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.

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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 - - 689,373 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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