From d75bc93770ac30086dc716c37b6686229b9850b6 Mon Sep 17 00:00:00 2001 From: phobos2077 Date: Mon, 10 Jul 2023 23:35:45 +0200 Subject: [PATCH] Update readme & installer - Add companion expansion to mods_order.txt --- README.md | 6 +++++- docs/ecco_readme.txt | 19 +++++++++++-------- extra/installer.iss | 4 ++-- root/mods/mods_order.txt | 3 ++- 4 files changed, 20 insertions(+), 12 deletions(-) diff --git a/README.md b/README.md index d711505..107d5dc 100644 --- a/README.md +++ b/README.md @@ -55,7 +55,7 @@ Design goals: - unlock new items by finding crafting teachers across the game **Traps System**: -- installable traps: "melee" type spike trap, explosive mine and sensor mine +- installable traps: "melee" type Spike Trap, Bear Trap that immobilizes enemies, explosive mine and sensor bomb - 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! @@ -74,6 +74,9 @@ Start of a new game is **required**, if you're updating from EcCo 0.6.2 or basic ### [Talking Heads Addon](https://www.nexusmods.com/fallout2/mods/45) & [Talking Heads Actually Talk (THAT)](https://www.nexusmods.com/fallout2/mods/67): - Full built-in support, no patches needed (if you previously used compatibility patches, DELETE them) +### [Companion Expansion](https://www.nexusmods.com/fallout2/mods/70): +- Has conflicts, requires patch! (see releases page for more info) + ### [Inventory Filter](https://github.com/rotators/InventoryFilter/raw/master/archive/F2-InventoryFilter_v2.0.2_en.rar) (2.0.2 from github): - SmartBarter option seems to cause issues with barter, avoid! @@ -85,6 +88,7 @@ molotov_fire=0 damage_mod=0 ``` + [sfall](https://github.com/sfall-team/sfall) **v4.4.0** or higher is required! (included in the mod package) ## INSTALLATION diff --git a/docs/ecco_readme.txt b/docs/ecco_readme.txt index a662216..29711af 100644 --- a/docs/ecco_readme.txt +++ b/docs/ecco_readme.txt @@ -1,6 +1,6 @@ -====================- -=== EcCo mod ===- --=== v0.9.1 BETA ===- +-=== v0.9.2 BETA ===- -====================- by phobos2077 @@ -11,21 +11,21 @@ - All "schematics" are divided into several categories, you need to find teacher for each category. - Knowing schematics is not enough: to start crafting you may also need skills, components and tools. - Some craftable food. -- Crafting menu is accessible by clicking a new button on main panel or with a hotkey: Ctrl+F. +- Crafting menu is accessible by clicking a new button on main panel or with a hotkey: Ctrl+C. > TRAPS: - To use traps you need to craft a Trap Kit first (need explosive schematics for mines and electronics for sensor mine). -- To place the trap on the ground, put it in your active hand slot and use it ON your character (or just press Ctrl+1 hotkey). +- To place the trap on the ground, put it in your active hand slot and use it ON your character (or just press Ctrl+4 hotkey). - To actually arm the trap, use Traps skill on it. - For mines: you can use any explosive from inventory on the floor trap tile; if you just use "Traps" skill on them, the game will first try to arm it with last used explosive type, and then with any explosive found in your inventory. -- You need to pass traps skill check to successfully arm the trap, if you are bad enough, you may end up blowing yourself. +- You need to pass traps skill check to successfully arm the trap, if you are bad enough, you may end up blowing yourself. But if you're good, you'll have a chance of critical hit with your trap. - You can dismantle any trap (both armament and trap kit will return to your inventory) just Using them or using Traps Skill on them. -- Spike traps can be used a couple of times (it loses one "charge" when someone steps on it). +- Some traps can be used several times (see number of remaining uses in trap description). - Player and party members can't be hurt by your traps. -- When using spike traps, damage formula is: 7-14 (when traps skill is 0~40), max damage is increased up to 40, by 1 for each 3 skill points (7-40 at 120% skill). +- Bear Trap can immobilize the enemy for several turns. He can still shoot you though! - When using explosives, explosion damage is approximately equal to damage when using those items normally; damage type is also derived from item (EMP for Pulse grenade, Fire for Molotov, etc.). -- Sensor mines detect movement on 1 tile radius. If critter passes just near the trap and don't step on it, there is a very small chance trap won't go off. +- Some traps require the enemy to step on the exact tile of the trap, while others can trigger in a small radius. - New book for Traps skill added. @@ -39,7 +39,7 @@ > LOOT REDUCTION: - There is a chance a weapon will get destroyed when critter dies (except unique and rare weapons). - Corpses are stripped from some percent of ammo and stimpaks, thus reducing abundance and incentivizing shopping. -- Loot slightly reduced in S.A.D, Hubologist Stash, Toxic Caves. +- Loot slightly reduced in various containers across the game. - EPA: loot rearranged/reduced somewhat; room with most powerful stuff at security level will be harder to get in. - It is harder to steal from Redding doctor now. - Closed rooms in Bishop club are harder to get in. @@ -184,6 +184,9 @@ FO2Tweaks: molotov_fire=0 damage_mod=0 +Companion Expansion: +- Has conflicts, mainly with the RPU/maps update that EcCo requires, needs a patch! + -=== CREDITS ===- diff --git a/extra/installer.iss b/extra/installer.iss index 0f4ac17..b486018 100644 --- a/extra/installer.iss +++ b/extra/installer.iss @@ -4,7 +4,7 @@ [Setup] #define MyAppName "Fallout 2: EcCo Gameplay Overhaul" -#define MyAppVersion "0.9.1" +#define MyAppVersion "0.9.2" #define MyAppPublisher "phobos2077" #define DocsDir "..\docs\" @@ -17,7 +17,7 @@ AppName={#MyAppName} AppID=pbs_fallout2_economy_and_combat AppVerName={#MyAppPublisher} {#MyAppName} -OutputBaseFilename=pbs_fo2rpu_ecco_mod_v0-9-1 +OutputBaseFilename=pbs_fo2rpu_ecco_mod_v0-9-2 DefaultDirName={sd}\Games\Fallout2\ AppendDefaultDirName=no ;UsePreviousAppDir=no diff --git a/root/mods/mods_order.txt b/root/mods/mods_order.txt index 23ac1e2..ae33bbd 100644 --- a/root/mods/mods_order.txt +++ b/root/mods/mods_order.txt @@ -19,10 +19,11 @@ cassidy_voice_joey_bracken_hq.dat npc_armor.dat talking_heads.dat talking_heads_audio.dat +x_rpu_companion_expansion.dat +x_rpu_companion_expansion_ecco_patch.dat ; Gameplay overhauls rpu_y_ecco.dat -;ecco.dat ; QoL/tweaks fo2tweaks.dat