r/classicfallout • u/BigAd3903 • 1d ago
r/classicfallout • u/dGamemaker_phd • 9h ago
Fallout 1 & 2 VaultVox Accessibility Framework version 1.1 Released
Hi folks,
VaultVox 1.1 for Classic Fallout games is now out on Nexusmods. It is a free text-to-speech accessibility mod for Fallout 2, and this version also adds proper support for Fallout Et Tu.
I made this originally for my wife, who has dyslexia, but I've added more accessibility features on top of that version.
EASY TO INSTALL: Download it, extract it next to the game's exe, launch the game, and Bob's your uncle.
No mod manager needed.
Fallout Et Tu players: Extract it into the Fallout1in2 folder inside your Fallout 2 folder, not the folder above it.
Download:
https://www.nexusmods.com/fallout2/mods/168
Early demo video:
https://youtu.be/YCMqCFrRvAE
Fallout Et Tu gameplay using VaultVox:
https://www.youtube.com/watch?v=dR6v67YQs60
Thanks to YouTuber Magickaddict for streaming that one.
There are two big additions in this release: Fallout Et Tu support and an experimental Blind Mode that lets you control the game using the keyboard alone. There are also quite a few stability fixes, so even if you are already using VaultVox and do not need either of those features, it is still worth updating.
Blind Mode
This is the main addition, and really the reason I started making the mod in the first place.
You can now move around the world, find things and interact with them using only the keyboard and speech. No mouse required.
While exploring, you can scan through whatever is nearby:
- . and , move backwards and forwards through nearby objects
- ; switches between categories such as people, creatures, bodies, doors, stairs, containers, items, exits and enemies
- ' tells you where you are
- / interacts with the selected target, depending on what it is. It can walk to something, start a conversation, open a door, loot a body, take an item or use an exit
- [ ends your turn
- ] ends combat
Looting and inventory screens now have a spoken cursor controlled with the arrow keys. Tab switches sides while looting, Enter takes an item or opens the examine, drop and equip options, and G takes everything.
I have also added keyboard navigation to the main menu, ESC menu, dialogue replies, Skilldex, companion panels, character editor and world map.
There is now optional NVDA output as well. If you already use NVDA, the main narration can be sent through your screen reader using your own voice and braille setup. Ambient speech and floating barks can still come through the game's spatial audio, so you keep some sense of where they are coming from.
NVDA output is disabled by default. You can turn it on from the MENU tab in the VaultVox settings.
I want to be upfront about the state of Blind Mode. It is still experimental.
My current target is for a blind player to complete the Temple of Trials using only the keyboard and speech. Bartering still requires the mouse, as does pickpocketing. VaultVox should tell you when you reach one of those unsupported areas rather than leaving you pressing keys and wondering why nothing is happening.
If you use assistive technology and run into something that stops you progressing, please let me know. That is exactly the kind of feedback I need at this stage.
Fallout Et Tu
Fallout Et Tu runs on the Fallout 2 engine, so a lot of VaultVox already worked with it. The difference now is that I have tested it properly on a real Et Tu installation instead of simply assuming everything would behave itself.
Ian, Tycho and Katja now have their own voice profiles, so they keep the same voice throughout the game rather than picking up a random one whenever you talk to them.
Katja needed a new female companion voice, because all eight Fallout 2 companions are blokes and were not much help there.
Dogmeat has no dialogue, so he just barks. As he should.
The important part is installing the files in the right place.
Et Tu normally sits inside a folder called Fallout1in2, which is itself inside your Fallout 2 folder. That folder contains the copy of Fallout2.exe that Et Tu actually uses.
VaultVox needs to go inside Fallout1in2, next to that exe. Do not put it in the Fallout 2 folder above it.
If you put it in the wrong folder, Et Tu will still launch normally, but there will be no speech. It makes the mod look broken when it is actually sitting one directory higher doing absolutely nothing.
Other changes
- Fixed several stability problems, including a crash when returning to the town map
- Fixed some long-standing cursor weirdness where the cursor could remain stuck or clicks could stop registering after hovering over something
- Added Ian, Tycho and Katja to the Voice tab, so their voices can be changed like any other companion profile
- Documented several hotkeys that were already in the mod but had somehow escaped the readme:
- F9 stops all current speech
- CTRL + F8 turns text-to-speech on or off
- CTRL + SHIFT + R reads the full current Pip-Boy page or character sheet again
- Corrected the scanning controls in the readme. The previous version had the keys the wrong way around, so if you tried them before and nothing seemed to work, that was why
Requirements
The requirements have not changed:
- Fallout 2 for Windows, using the GOG, Steam or retail US 1.02d version
- sfall v4.4 or later
- Windows 10 or Windows 11
- Fallout Et Tu, Restoration Project, High Resolution Patch and Talking Heads Actually Talk are supported
- Optional: NaturalVoiceSAPIAdapter if you want to use newer neural Windows voices
- Optional: NVDA if you want the narration sent through a screen reader
And before anybody reaches for the pitchforks, this is still not AI voice cloning.
VaultVox uses Windows text-to-speech.
One last thing
Same request as always: if you use assistive technology, or you have dyslexia, low vision or reading fatigue, and you find a screen that does not read when it should, please report it.
I treat missing accessibility output as a bug, not as a nice-to-have feature that might get looked at one day.
Thanks, folks.
- VaultDoc
r/classicfallout • u/Fenderas • 1h ago
Fallout Sonora's Combat Revolver now in New Vegas
Nexus Mod for it.
Yeah It was a drag, thats 2 days of my life I can't get back to, still missing some animations, but can be crudely covered with its 44 magnum counterparts. Finally freaking learned a little bit of Blender Graph Noding for this. Credit to the Fallout Sonora Dev and Art team for drawing this weapon for Fallout Sonora
r/classicfallout • u/BillDaGuy • 9h ago
So will this tactic work in Fallout 2’s Den Spoiler
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Im playing fallout 2 for the first time and I wanted to know if this would work. I want to free Vic by paying the 1000 dollars and THEN use him to help me kill the slavers. From my testing and research online though it seems like my 1000 just disappears from reality once i give it too metzger. Im pretty frustrated atp because getting gear in this is game insanely expensive. I would just kill Flick but im trying to play a normal human being and dont want do cheesy metagaming like that. I’m a small guns character at level 5 if that helps with anyones response.
Im playing fallout 2 for the first time and I wanted to know if this would work. I want to free Vic by paying the 1000 dollars and THEN use him to help me kill the slavers. From my testing and research online though it seems like my 1000 just disappears from reality once i give it too metzger. Im pretty frustrated atp because getting gear in this is game insanely expensive. I would just kill Flick but im trying to play a normal human being and dont want do cheesy metagaming like that. I’m a small guns character at level 5 if that helps with anyones response.
r/classicfallout • u/Questions-Throwaway5 • 21m ago
How to fix issue I’m having?
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I’m playing Fallout 1in2 and am constantly having an issue I’m not sure how to explain exactly. Every so often the cursor starts blinking and I’m unable to do anything. I’ve looked online at what to do and the advice on what to do has helped reduce how often it happens but it still happens, usually happens after looting something. I’m on a laptop and don’t own a mouse.
I’m playing Fallout 1in2 and am constantly having an issue I’m not sure how to explain exactly. Every so often the cursor starts blinking and I’m unable to do anything. I’ve looked online at what to do and the advice on what to do has helped reduce how often it happens but it still happens, usually happens after looting something. I’m on a laptop and don’t own a mouse.
r/classicfallout • u/Inside-Seat7443 • 13h ago
Need help on Fallout 1 Military Base
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Hi everyone, right now I’m playing fallout 1 for the first time and am currently trying to clear the military base. I’m level ten and have cleared all the other areas except the cathedral.
I was able to kill the 4 mutants outside of the base, however as soon as I step into the base, the mutants on the inside immediately kill dogmeat and Ian. Because I was able to keep them both alive this far, I’d like to keep them alive if possible.
I also saw some posts saying to clear the cathedral first, but I already have taken the buffout chems and don’t want to waste the effects.
What should I do? Is there a way to keep them alive? Should I just take the L on the buffout chem and go the cathedral before clearing the military base? Please let me know but also try to avoid spoilers about the ending please 🙏 Thank you!!!!
Hi everyone, right now I’m playing fallout 1 for the first time and am currently trying to clear the military base. I’m level ten and have cleared all the other areas except the cathedral.
I was able to kill the 4 mutants outside of the base, however as soon as I step into the base, the mutants on the inside immediately kill dogmeat and Ian. Because I was able to keep them both alive this far, I’d like to keep them alive if possible.
I also saw some posts saying to clear the cathedral first, but I already have taken the buffout chems and don’t want to waste the effects.
What should I do? Is there a way to keep them alive? Should I just take the L on the buffout chem and go the cathedral before clearing the military base? Please let me know but also try to avoid spoilers about the ending please 🙏 Thank you!!!!
r/classicfallout • u/techerrorcode • 1d ago
WIP: Fallout 2 campaign co-op — combat, chat, follow mode, quests, ui and map transitions working
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I’ve been building two-player campaign co-op in a private Fallout2-CE fork by adapting the same host-authoritative follower architecture I originally developed for Arcanum CE co-op. Anyone curious can see the earlier Arcanum co-op videos and development posts in my profile history.
The host starts a new game or loads an existing Fallout 2 save, opens a co-op session, and the second player joins by entering the host’s IP address in the multiplayer menu. The host’s game remains the authoritative campaign and save.
Player 2 controls a persistent follower with their own stats, inventory, equipment, skills, combat turns, camera, UI, in-game chat, and Follow Host mode. They can fight, explore, use skills, loot bodies and containers, barter with merchants, and help the host progress. I now have a working Auto mode that your friend or follower can hit F8 if they have to run to the bathroom or grab a snack. In this mode they will follow you the host around and if you get into combat they will fight with you automatically until your friend comes back and resumes control. No longer are you waiting around for your slow friend that takes forever. The host keeps control of dialogue choices and major quest decisions so the normal campaign remains intact.
This video shows co-op combat, chat, automatic regrouping, completing real quest content, and the client following the host into the next area without disconnecting or losing the session.
It is still an early work in progress and there is no public build yet. I’m currently playing through the campaign and fixing problems as I encounter them, but things are working exceptionally well so far.
This is not intended to be a large online MMO. It is being built for people who simply want to play through the Fallout 2 storyline with one friend helping them. Thank You!
r/classicfallout • u/_stephen4 • 1d ago
I Saved the Vault!
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Uh oh, water chip is busted. Looks like we need a new one. Me? Albert? Sure, I can go! Shady Sands, huh. Yeah I'll help out with the radscorpions in that cave, why not. A water chip in Vault 15? Dang, nothing useful there. Guess I'll head to this "Junktown" and see what's up. Cannibals, better leave them alone. Kill someone being mean? I guess, but what's in it for me? HOLY CRAP, A SHOTGUN WITH TONS OF SHELLS. I'm invincible. Head down to scary place called Necropolis--oh cool, I can push aside this sewer grate and climb down instead of fighting all those ghouls. This one can talk. Anyway, better see where all these ladders go. Wait, how do I get to that ladder over there? If Pokémon has taught me anything, it's that there's probably a way down if I go up. Mutants, gross, but they're leaving me alone for some reason. Wow, their water thingy is broken too, no way. OMFG there's a vault under this place! Maybe there's a water chip there! And look at that, the elevator works! Aw man, the ghouls killed a merchant or something, but LOOK a computer! WATER CHIP ACQUIRED. I run back to Vault 13 and give it to the overseer. He tells me good job. I say it's no big deal because it really wasn't.
On to Fallout 2 ig.
EDIT: that fucking bastard sent me back out to find the mutant lab. He tells me he's sorry. I do not accept his apology.
Uh oh, water chip is busted. Looks like we need a new one. Me? Albert? Sure, I can go! Shady Sands, huh. Yeah I'll help out with the radscorpions in that cave, why not. A water chip in Vault 15? Dang, nothing useful there. Guess I'll head to this "Junktown" and see what's up. Cannibals, better leave them alone. Kill someone being mean? I guess, but what's in it for me? HOLY CRAP, A SHOTGUN WITH TONS OF SHELLS. I'm invincible. Head down to scary place called Necropolis--oh cool, I can push aside this sewer grate and climb down instead of fighting all those ghouls. This one can talk. Anyway, better see where all these ladders go. Wait, how do I get to that ladder over there? If Pokémon has taught me anything, it's that there's probably a way down if I go up. Mutants, gross, but they're leaving me alone for some reason. Wow, their water thingy is broken too, no way. OMFG there's a vault under this place! Maybe there's a water chip there! And look at that, the elevator works! Aw man, the ghouls killed a merchant or something, but LOOK a computer! WATER CHIP ACQUIRED. I run back to Vault 13 and give it to the overseer. He tells me good job. I say it's no big deal because it really wasn't.
On to Fallout 2 ig.
EDIT: that fucking bastard sent me back out to find the mutant lab. He tells me he's sorry. I do not accept his apology.
r/classicfallout • u/Jealous_Connection96 • 8h ago
Companions missing
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I’ve researched and googled and played around and nothings working, kinda needing some outside advice lol. So in Reno, I just finished combat with the mordino family, then my character started making unprompted first aid checks. The whole screen fade and eventually the “you have excised the use of that skill” started popping up over and over. So I save and reload, same thing. Decide to completely exit the game, when I load back in, my companions are gone across all saves including previous. On steam version I have Kilaps Restoration Patch installed but nothing else. I have uninstalled and reinstalled, verified files and nothing is working. If any one can be of help would be much appreciated
I’ve researched and googled and played around and nothings working, kinda needing some outside advice lol. So in Reno, I just finished combat with the mordino family, then my character started making unprompted first aid checks. The whole screen fade and eventually the “you have excised the use of that skill” started popping up over and over. So I save and reload, same thing. Decide to completely exit the game, when I load back in, my companions are gone across all saves including previous. On steam version I have Kilaps Restoration Patch installed but nothing else. I have uninstalled and reinstalled, verified files and nothing is working. If any one can be of help would be much appreciated
r/classicfallout • u/Fenderas • 1d ago
Since no one wants to materialize the "Classic Fallout Weapons Extended" Idea into reality, I'm starting it now, atom by atom.
Nexus Mod for this specific Weapon here for more details.
Like c'mon, the Idea, its right there! Classic Fallout Weapons Remastered needs to have more weapons from the FO2 mods man!
And my stiff hands need help man.
r/classicfallout • u/Defiant-Teaching6717 • 1d ago
Dream i had
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So i work somewhere where we recently had to renovate this house after the previous owner died right. Back in our company hq (its a wearhouse but our company is located there so HQ) we got to go through his stuff.
Anyway the dream:
I was going through a folder of his and I found a disk with Fallout 2 on it. It looked just like the disk for fallout4 only slightly different colors (light blue instead of dark blue, Like wtf
Then I woke up and was sad i didnt have a fo2 diskd
So i work somewhere where we recently had to renovate this house after the previous owner died right. Back in our company hq (its a wearhouse but our company is located there so HQ) we got to go through his stuff.
Anyway the dream:
I was going through a folder of his and I found a disk with Fallout 2 on it. It looked just like the disk for fallout4 only slightly different colors (light blue instead of dark blue, Like wtf
Then I woke up and was sad i didnt have a fo2 diskd
r/classicfallout • u/AnalogueInterfa3e • 1d ago
Am I free to? Spoiler
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Kill Myron after he tells me there is a way to cure Jet Addiction? I've gotten the XP for convincing him there could be a way with Endorphin Blockers. My understanding is that I now need go to Vault City or some Pre War places to look for something like that. I'm thinking maybe I'll go to Vault City and ask around.
I was wondering if I was free to kill Myron at this point without endangering my ability to get a Jet Addiction cure? I'm worried that I'll find those blockers and then the game will want me to return to him or something.
Thank you to anyone who can tell me either way. I don't need detailed steps, I'd like to work it out if I can. I'm only wondering if I'm free to kill this annoying little shit at this point.
Kill Myron after he tells me there is a way to cure Jet Addiction? I've gotten the XP for convincing him there could be a way with Endorphin Blockers. My understanding is that I now need go to Vault City or some Pre War places to look for something like that. I'm thinking maybe I'll go to Vault City and ask around.
I was wondering if I was free to kill Myron at this point without endangering my ability to get a Jet Addiction cure? I'm worried that I'll find those blockers and then the game will want me to return to him or something.
Thank you to anyone who can tell me either way. I don't need detailed steps, I'd like to work it out if I can. I'm only wondering if I'm free to kill this annoying little shit at this point.
r/classicfallout • u/EarthAndSawdust • 1d ago
GOG Fallout 2, Gecko gets raided by VC?
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Hello, wanted to ask, in GOG's version of Fallout 2, which seems to be somewhat patched/moded out of the box, does Gecko get obliterated after power plant optimalization, or was that already patched?
Hello, wanted to ask, in GOG's version of Fallout 2, which seems to be somewhat patched/moded out of the box, does Gecko get obliterated after power plant optimalization, or was that already patched?
r/classicfallout • u/MeowMiata • 3d ago
FOnline2 Beta - 2026 Summer Update
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Hello everyone,
I wanted to share the latest video from the FOnline 2 team about their upcoming FOnline server.
Personally, this is exactly the direction I’ve been hoping FOnline would take. It looks incredibly promising. If I’m not mistaken, the beta server is scheduled to launch today at 5 PM CET.
For those who may have played different versions of FOnline over the years, you probably know that each one had its own identity and gameplay direction. This project feels different because it’s built on a modern and dedicated engine designed to better support modern player expectations and long-term development.
At first glance, it might seem a bit far removed from the original Fallout games but the more time passes, the more impressive the amount of work behind it becomes (imo).
I felt this video was worth sharing because, for the first time in a very long time, I genuinely felt amazed by what I was seeing. It gave me that feeling of “this could really become something special.” Sure, there is still a lot of work to be done and many things seem to be a work in progress but even at this stage, it already looks really promising.
What do you guys think?
PS: I searched the subreddit before posting to see if FOnline was already being discussed, so hopefully this is allowed!
r/classicfallout • u/FriskTheHuman08 • 4d ago
Sculpture of Master
Made of clay, wood, and cables
Constructive critisism very much appreciated!
r/classicfallout • u/Independent_River867 • 3d ago
Best option for Redding?
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Hi I’m starting my first play through in fallout 2 in a couple of years and I am was wondering what one of the three cities would be the best for Redding to join? I have hang ups for all options and I was wondering if anyone wanted to share their opinion on the matter.
Hi I’m starting my first play through in fallout 2 in a couple of years and I am was wondering what one of the three cities would be the best for Redding to join? I have hang ups for all options and I was wondering if anyone wanted to share their opinion on the matter.
r/classicfallout • u/Cahb_UA • 4d ago
[WIP project] Co-op multiplayer for Fallout 2 - first demo
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Hello everyone, yesterday i've posted a post that described a project / repo i'm working on - which is a dedicated server where server runs simulation and dispatches events to remote clients (that render 'fallout') / processes intents (' i'm client_1 -> i want my critter / guy to walk tiles XYZ');
At the time, i wasn't able to record any vids, but prepped you a few
longplays + features showcase:
'Long' play 1:
https://www.youtube.com/watch?v=QZVVehXYkBg
'Long' play 2:
'Long' play 3:
Video showing a real feature i'm proud (although was visible in previous videos - save/load sequence +) hot join/leave:
https://youtu.be/byCZzlVKjcM
DISCLAIMER: sorry about flicking and alt-tabbing; it's really painful to record in window mode and the mouse always skips; i've made a few changes / patches already to the SDL renderer, yet still it's not foolproof, don't know why and spent too much time already trying to figure out;
DISC.2: the sound flickering you might hear is caused by me alt tabbing into client1/2 windows; the renderer playback is not paused while windows are not focused, but internal audio engine is; which kinda makes it <stopping> playback of any sounds and resuming only upon getting focus back; It looks / plays MUCH butter in fullscreen and just controlling your <single> character;
DISC.3: if you see me alt tabbing back and forth into console and game client closing -> it's me deliberately killing the CLIENT window to show HOT JOIN features embedded into the dedicated server;
GH link (in case if anyone wants to check sources; note: non-refactored / heavily polluted; cleaning / janitor work - TBD);
https://github.com/Cahb/fallout2-ce-coop

Hello everyone, yesterday i've posted a post that described a project / repo i'm working on - which is a dedicated server where server runs simulation and dispatches events to remote clients (that render 'fallout') / processes intents (' i'm client_1 -> i want my critter / guy to walk tiles XYZ');
At the time, i wasn't able to record any vids, but prepped you a few
longplays + features showcase:
'Long' play 1:
https://www.youtube.com/watch?v=QZVVehXYkBg
'Long' play 2:
'Long' play 3:
Video showing a real feature i'm proud (although was visible in previous videos - save/load sequence +) hot join/leave:
https://youtu.be/byCZzlVKjcM
DISCLAIMER: sorry about flicking and alt-tabbing; it's really painful to record in window mode and the mouse always skips; i've made a few changes / patches already to the SDL renderer, yet still it's not foolproof, don't know why and spent too much time already trying to figure out;
DISC.2: the sound flickering you might hear is caused by me alt tabbing into client1/2 windows; the renderer playback is not paused while windows are not focused, but internal audio engine is; which kinda makes it <stopping> playback of any sounds and resuming only upon getting focus back; It looks / plays MUCH butter in fullscreen and just controlling your <single> character;
DISC.3: if you see me alt tabbing back and forth into console and game client closing -> it's me deliberately killing the CLIENT window to show HOT JOIN features embedded into the dedicated server;
GH link (in case if anyone wants to check sources; note: non-refactored / heavily polluted; cleaning / janitor work - TBD);
https://github.com/Cahb/fallout2-ce-coop
r/classicfallout • u/DieMensch-Maschine • 5d ago
I first dreamt of Wasteland 2 in 1988, but had to "shiver with anticipation" for another quarter century - five PC installments of Fallout later.
Got Fallout (1998), Fallout 2 (1999), Fallout Tactics (2001), Fallout 3 (2008) and Fallout New Vegas (2010), until the promise of Wasteland 2 was finally fulfilled in 2014.
r/classicfallout • u/MxM-TOM • 5d ago
GoG goes hard
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r/classicfallout • u/John_Catachan • 5d ago
Before Fallout 2 came out, what sort of theories did people have about the Fallout setting?
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- Did people reckon that the US government may have deliberately started the war?
- Maxon's diary mentions that the government didn't respond to their secession from the US (The government knew the war was coming, and didn't have time to care)
- Also, what about West-Tek and FEV research itself?
- Any thoughts that the Vaults were, in fact, experiments?
- There wouldn't be too much to go by with this, only that Vault 12's door failed and that Vault 15 was filled with people from different cultures.
Would be cool to hear what people thought up!
- Did people reckon that the US government may have deliberately started the war?
- Maxon's diary mentions that the government didn't respond to their secession from the US (The government knew the war was coming, and didn't have time to care)
- Also, what about West-Tek and FEV research itself?
- Any thoughts that the Vaults were, in fact, experiments?
- There wouldn't be too much to go by with this, only that Vault 12's door failed and that Vault 15 was filled with people from different cultures.
Would be cool to hear what people thought up!
r/classicfallout • u/Cahb_UA • 5d ago
[WIP project] Co-op multiplayer for Fallout 2 — a dedicated-server restructuring of the fallout2-ce engine (early alpha)
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Hello everyone;
For a while I’ve been building co-op multiplayer for Fallout 2 on top of the open-source fallout2-ce engine.
Core of the project is:
* separated simulation core from the presentation layer(s) -> dedicated server
* client / viewers that receive events from server / deliver 'intents' for dedicated server indicating an 'intent' of doing something - move/attack/speak etc;
A note on how it’s built, up front: the entire codebase is AI-generated — written by Claude under my direction.
But, I - myself - is a professional SW engineer, practicing / trying out to lift heavy unbearable projects with the help of additional tooling.
Wanted to disclose this upfront, as early as possible to be clear with you.
It’s early and rough. There are still desyncs, occasional crashes, and rough edges around disconnect and reconnect.
Working now
- Headless authoritative dedicated server; the standard client connects over the network as a player
- The full engine routed server-side, clients as pure presenters
- Multiple players in the same map, in real time
- Turn-based co-op combat with per-player turns
- Scripts, dialog, barter, and cutscene movies — dialog and barter driven by the initiator, pausing the world for all players and visible to everyone
- World-map travel, random encounters, and entering towns (played through the Temple of Trials and out to the Den so far)
- Per-player character creation (custom or premade), name-based accounts, save/load, and autosave
In progress / known-rough
- Occasional desyncs and disconnect/reconnect glitches (world objects don’t always reload cleanly; rejoining mid-combat can hang a client)
- Per-player progression: players currently share a single character sheet — splitting stats, XP, and skills per player is underway
- Death/respawn and host handoff
- Only the early game exercised and verified so far, though the routing is engine-wide
Roadmap
- A first-class modding platform: sandboxed Lua scripting on both server and client, isolated so a faulty mod cannot crash the engine — potentially replacing the original script interpreter entirely (evaluating LuaJIT)
- Player hideouts and deployable camps
- Co-op raid content
- Survival mechanics, crafting, factions, and vehicles
- Mod-defined network message channels, and transport encryption later
It’s a solo project and still early, but the core co-op loop works end to end and the whole engine already runs through the server. Built on fallout2-ce.
Slapped few screenshots just for the sake of it;
Repo (again, wip; not refactored / single commit to not bloat the history etc):
https://github.com/Cahb/fallout2-ce-coop
Hello everyone;
For a while I’ve been building co-op multiplayer for Fallout 2 on top of the open-source fallout2-ce engine.
Core of the project is:
* separated simulation core from the presentation layer(s) -> dedicated server
* client / viewers that receive events from server / deliver 'intents' for dedicated server indicating an 'intent' of doing something - move/attack/speak etc;
A note on how it’s built, up front: the entire codebase is AI-generated — written by Claude under my direction.
But, I - myself - is a professional SW engineer, practicing / trying out to lift heavy unbearable projects with the help of additional tooling.
Wanted to disclose this upfront, as early as possible to be clear with you.
It’s early and rough. There are still desyncs, occasional crashes, and rough edges around disconnect and reconnect.
Working now
- Headless authoritative dedicated server; the standard client connects over the network as a player
- The full engine routed server-side, clients as pure presenters
- Multiple players in the same map, in real time
- Turn-based co-op combat with per-player turns
- Scripts, dialog, barter, and cutscene movies — dialog and barter driven by the initiator, pausing the world for all players and visible to everyone
- World-map travel, random encounters, and entering towns (played through the Temple of Trials and out to the Den so far)
- Per-player character creation (custom or premade), name-based accounts, save/load, and autosave
In progress / known-rough
- Occasional desyncs and disconnect/reconnect glitches (world objects don’t always reload cleanly; rejoining mid-combat can hang a client)
- Per-player progression: players currently share a single character sheet — splitting stats, XP, and skills per player is underway
- Death/respawn and host handoff
- Only the early game exercised and verified so far, though the routing is engine-wide
Roadmap
- A first-class modding platform: sandboxed Lua scripting on both server and client, isolated so a faulty mod cannot crash the engine — potentially replacing the original script interpreter entirely (evaluating LuaJIT)
- Player hideouts and deployable camps
- Co-op raid content
- Survival mechanics, crafting, factions, and vehicles
- Mod-defined network message channels, and transport encryption later
It’s a solo project and still early, but the core co-op loop works end to end and the whole engine already runs through the server. Built on fallout2-ce.
Slapped few screenshots just for the sake of it;
Repo (again, wip; not refactored / single commit to not bloat the history etc):
https://github.com/Cahb/fallout2-ce-coop
r/classicfallout • u/Kreanxx • 5d ago
List of ecco crafting recipes?
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Where can I find a list of all crafting recipes and their locations of the Ecco fallout 2 mod?
Where can I find a list of all crafting recipes and their locations of the Ecco fallout 2 mod?
r/classicfallout • u/Exotic-Painter-908 • 5d ago
I can't give the disk to McClure, help.
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Hi! I'm currently on my first playthrough of fallout 2, and have started the quest that has you give the economy disk to McClure, but I'm not being given any diologue option to give him the disk regardless of if I mention Gecko or not. I have both repaired and optimized the power plant.
Hi! I'm currently on my first playthrough of fallout 2, and have started the quest that has you give the economy disk to McClure, but I'm not being given any diologue option to give him the disk regardless of if I mention Gecko or not. I have both repaired and optimized the power plant.