FO2tweaks
Fallout 2 tweaks
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FO2tweaks
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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.
- All vanilla and RP companions are included. More can be added in
mods/fo2tweaks.ini.
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.
- All vanilla and RP companions are included. More can be added in
mods/fo2tweaks.ini.
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:
- You can do the same manually, this is simply a shortcut.
- For it to start working, you need to enable it in
fo2tweaks.ini, load a savegame, then quit and relaunch the game. - 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:
- Make PC's run speed constant. In vanilla game, wearing heavy armor descreases run speed by approximately 20%. This option disables the penalty for the PC.
- Increase companions run speed:
- All NPCs get a slight boost (like PC above).
- NPCs who have no running animation (Marcus, Skynet, Lenny) get one, so they will be able to catch up with the PC.
Combat
Ammobox
Current ammo type will be displayed in a notification box during combat.

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:
- DR mod is now DR/DT mod, and it multiplies both values, rather then adding/subtracting.
- DR mod also determines ammo damage multiplier. +25% DR also means damage multiplier of 1.25.
- DT is applied before any multipliers.
- Each bullet in a burst rolls its own critical damage (including bypass effect, but excluding any others). This roll is not affected by Sniper perk.
A more detailed description is available here.
Effect on the game:
- Early game is more or less the same, JHP ammo rules.
- By midgame, starting somewhere with Metal Armor Mark II, AP ammo becomes somewhat more effective. (This doesn't mean that JHP doesn't do damage, though. A point-blank burst from a minigun with JHP will rip most enemies in Combat Armor apart).
- Power armor with its massive DT is a game changer. It will shrug off most JHP attacks. Even AP ammo is not very effective. You'll need to penetrate (criticals), or bring heavy weaponry.
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:
- Target's armor class is ignored when using grenades, making it easier to hit with one.
- 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.

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). Optionally, also can autoclose doors.
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:
- First Aid is no longer Doctor's little brother. Now it's being treated as a skill of practical application of your Doctor knowledge.
- Doctor is "theoretical knowledge". Doctor's effectiv
