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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.
AKA inventory pain killer, part 1. Let the Chosen One carry up to 99999, regardless of strength.
Inventory pain killer, part 2. Never worry about trunk filling up.
Dude will automatically reload both weapons after combat has ended.
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.
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.
mods/fo2tweaks.ini
.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.
mods/fo2tweaks.ini
.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:
fo2tweaks.ini
, load a savegame, then quit and relaunch the game.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
Are you tired of Marcus, Skynet, Lenny lagging behind? Then this coomponent is for you. It has two separate options:
Current ammo type will be displayed in a notification box during combat.
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
.
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.
Let Molotov cocktail do fire damage instead of explosive (and enable "burning death" animation).
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:
It also affects explosive (but not armor piercing) rockets from rocket launcher, flares, grenade launchers from EcCo mod.
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).
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.
In combat, cursor state automatically changes to "attack" when hovering over an enemy, and back to "move" when over an empty hex.
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.
When not in combat, the PC will be able to walk through unlocked doors without having to open them explicitly (like NPCs do).
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)
This is a massive change to Doctor and First Aid skills:
Adds hotkeys to call worldmap (W) and town map (Y) at any moment. Yes, that can be used as a cheat at times. Configurable.
Allows to remap vanilla game hotkeys. Configurable. Default mapping (to avoid accidental quick save instead of load and vice versa):
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 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
).
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.
fo2tweaks_v*.zip
from the latest release page.ddraw.dll
) version 4.1.3+, it's shipped with the mod. If you have a newer version, you don't need to overwite the dll when extracting the archive.mods/fo2tweaks.ini
to enable, disable or fine tune components as you desire.mods/mods_order.txt
file exists, ensure that fo2tweaks.dat
line is present in it.This is how it's supposed to look when installed:
Delete mods/fo2tweaks.*
files.
ddraw.dll
, any other mods you have installed. Actual versions, don't just say "latest".debug.log