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Update readme & installer
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- Add companion expansion to mods_order.txt
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phobos2077 committed Jul 10, 2023
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6 changes: 5 additions & 1 deletion README.md
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Expand Up @@ -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!

Expand All @@ -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!

Expand All @@ -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
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19 changes: 11 additions & 8 deletions docs/ecco_readme.txt
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@@ -1,6 +1,6 @@
-====================-
-=== EcCo mod ===-
-=== v0.9.1 BETA ===-
-=== v0.9.2 BETA ===-
-====================-
by phobos2077

Expand All @@ -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.


Expand All @@ -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.
Expand Down Expand Up @@ -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 ===-
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4 changes: 2 additions & 2 deletions extra/installer.iss
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Expand Up @@ -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\"
Expand All @@ -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
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3 changes: 2 additions & 1 deletion root/mods/mods_order.txt
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Expand Up @@ -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
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