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This is a collection of convenience tweaks, common sense changes, and cheats for Fallout 2. It is highly configurable, any component can be used with or without others. Some components also allow fine tuning.

Components

Inventory

Unlimited carry weight

AKA inventory pain killer, part 1. Let the Chosen One carry up to 99999, regardless of strength.

Unlimited trunk

Inventory pain killer, part 2. Never worry about trunk filling up.

Auto reload

Dude will automatically reload both weapons after combat has ended.

Don't drop items on death

Certain violent death animations (exploded, electrified, etc) cause enemies to drop all their inventory to the ground. It's annoying to pick up all that. Now you can disable this behaviour and loot all remains normally.

Party

Unlimited party

This component removes charisma checks upon NPC joining the party. It does not remove other checks (karma, etc). For example, Goris may still decline to join if you're a childkiller.

Party level match

Some NPCs like Goris are acquired later in the game and never reach their true potential because of that. Now NPCs will automatically level up to match PC's level of experience. Default is to max out at level 24, configurable. You can kick an NPC out, come back later, more experienced, and they will level up to match that.

Speed

General game speedup

This is a convenience only component. It will set various values in game configs to increase overall game/interface speed. That includes skipping intro movies and splash screens, decreasing fadein/out time, weapon equip animation, etc.

Note:

  1. You can do the same manually, this is simply a shortcut.
  2. For it to start working, you need to enable it in fo2tweaks.ini, load a savegame, then quit and relaunch the game.
  3. If you later disable speedup in fo2tweaks.ini, all the settings will not reset back to what they were. If you want that, you'll have to reset them manually.

Full list of changed settings.

In addition to that, you will probably want to set the following options in fallout2.cfg:

[preferences]
combat_speed=50
player_speedup=1
running=1

Party run speed

Are you tired of Marcus, Skynet, Lenny lagging behind? Then this coomponent is for you. It has two separate options:

Combat

Ammobox

Current ammo type will be displayed in a notification box during combat.

ammobox in game

Damage mod

Damage mod is a massive overhaul of Fallout's damage formula, intended to make AP ammo useful. It only affects firearms. (Note: you must set DamageFormula=0 in ddraw.ini for this component to work correctly.)

In a nutshell:

A more detailed description is available here.

Effect on the game:

It's designed for vanilla game ammo/weapons/armor. It will work with various mods such as EcCo, however that may require tinkering with individual ammo modifiers in fo2tweaks.ini.

Limit knockback

Allows to limit max knockback distance. That affects all weapons and explosives. These long trips over the screen from a Super Sledge can be really annoying.

Molotov cocktail: fire damage

Let Molotov cocktail do fire damage instead of explosive (and enable "burning death" animation).

Improved grenades

Grenades are actually thrown to target's feet, not "through" armor. Hitting a person in power armor should not be any harder than one in leather armor. Thus:

  1. Target's armor class is ignored when using grenades, making it easier to hit with one.
  2. Grenades can now be tossed into empty hexes, opening new tactical possibilities.

It also affects explosive (but not armor piercing) rockets from rocket launcher, flares, grenade launchers from EcCo mod.

No close range penalty for scoped weapons

Remove the close range penalty for Scoped Hunting Rifle, change its range to 48. If EcCo mod is installed, it also affects Bozar and Sniper Rifle (without changing range).

HP over head

Current HP will be displayed over head in combat, for PC, party and nearby enemies. Can be configured to display HP always or on key tap.

Note: This component is not perfect, there might be delays in updating, and it will interfere with combat floats.

hp over head in game

Auto cursor

In combat, cursor state automatically changes to "attack" when hovering over an enemy, and back to "move" when over an empty hex.

Action Points rollover

A portion of unused Action Points (default 2) will carry over to the next turn, Jagged Alliance style. This replaces AC bonus from unused APs. Applies to everyone.

Miscellaneous

Autodoors

When not in combat, the PC will be able to walk through unlocked doors without having to open them explicitly (like NPCs do).

Level 5 after Temple of Trials

Nets the Chosen 9500 XP after completing the Temple of Trials. (While it feels like a cheat, pretty much the same may be accomplished by farming geckos, or, easier even, planting/stealing items from them)

Healing revision

This is a massive change to Doctor and First Aid skills:

Map hotkey

Adds hotkeys to call worldmap (W) and town map (Y) at any moment. Yes, that can be used as a cheat at times. Configurable.

Keymap

Allows to remap vanilla game hotkeys. Configurable. Default mapping (to avoid accidental quick save instead of load and vice versa):

Modoc Brahmin

A common annoyance in Modoc brahmin quest is that a party member shoots a brahma accidentally, and then the party proceeds to wipe them out. To avoid this, these brahmin will now be on player's team.

Expanded highlighting

Expanded version of sfall highlighting mod. A picture is worth a thousand words. Highly configurable.

Note: if you're using this, you must disable default sfall highlighting (set Key=0 in Highlighting section of sfall-mods.ini).

highlighting in game

Light level

Designed for Restoration Project users. Unfortunately, many areas in RP are quite dark compared to the original game, to the point of being eye hazard.

This allows to set a lower limit for the ambient light level. Refer to the wiki to understand how light works in Fallout.

Installation

This is how it's supposed to look when installed:

installed

Compatibility

Uninstallation

Delete mods/fo2tweaks.* files.

Reporting issues

  1. Discussion and questions: see the forum.
  2. Bug reports:
    • describe the bug
    • attach a savegame
    • detail the steps to trigger the bug
    • note versions: FO2tweaks, ddraw.dll, any other mods you have installed. Actual versions, don't just say "latest".
    • also attach debug.log
  3. For feature requests: free form, but please be descriptive.

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