Releases: phobos2077/fo2_ecco
Full Release
v1.0.0
Encounters:
- improved cave encounters critter distribution (lower numbers) and added useful things to loot
- changed more difficult Kaga encounters to happen at higher PC level and reverted all changes to his stats
- fixed EcCo bounty encounters having incorrect number and composition of NPC's
Traps & crafting:
- added powerful version of Spike Trap made from EPA Plant Spikes
- added alternative ingredients for crafting soups and 7.62 AP ammo
- fixed potential crash when traps are triggered
Skills:
- added script to check Sneak and roll against Steal to apply potentially harmful drugs to NPC's successfully
- reduced Karma penalties for Stealing and tweaked chance calculations
- reduced First Aid effect on stimpak HP gain
Economy:
- reduced sell value of weapons by 15%
- increased effect of Game Difficulty on barter prices
- changed party Barter skill to only provide price reduction when it is higher than PC skill
- various loot content and accessibility tweaks at EPA, Navarro, Hubologist Stash, Enclave
- added more useful items to late-game traders
- adjusted certain dialog-based prices and rewards in San-Francisco for EcCo economy
- added a dialog teaching Barter to Klamath trader
Combat:
- added extended Awareness to certain NPC's where it didn't work before
- added ammo cost and burst accuracy to extended item descriptions
- added Fire Gecko Armor to be crafted
- added hit chance penalty for long weapons in melee range
- changed XL70E3 to have 4 AP single shot, low weight and tight burst instead of having Penetrate perk
- changed various stats of late-game weapons and ammo for balance and consistency
- excluded Plant Spikes from throwing skill buffs
- nerfed throwing buff by reducing crit chance multiplier and using only a portion of base Melee Damage
- reduced HP of certain Enclave and Shi soldiers slightly
- buffed securibots damage and HP slightly but reduced AP
Installation:
- added more options to disable mod features
- changed INI config files location
INSTALLATION:
- Install Fallout 2.
- Install RPU v2.4.34 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v2.4.34
- Install EcCo using the attached installer into game root folder.
- Extract attached
pbs_fo2rpu_ecco_patch_1-0-0-hf1.zipinto the game root folder.
Talking Heads / THAT
If you want to use Talking Heads mod by Goat_Boy and THAT mod by BlackElectric1 (valid for TH v3.7 and THAT 0.4.0 only):
- Install/update EcCo as described above.
- Download and install both mods, but don't install any of the patches currently listed on their Nexus.
- Install "THAT_rpu_v2.4.34_compatibility_patch_v2.zip" from attachments below.
EcCo Lite v0.9.9 (for non-RPU games)
A cut-down version of EcCo with only general gameplay changes, without any ties to game content. This version is compatible with any sfall-based Fallout installation and doesn't require RPU.
Discussion NMA thread:
https://www.nma-fallout.com/threads/ecco-lite-gameplay-improvements-for-fallout-2-engine.223243/
v0.9.8 (BETA)
v0.9.8
Sound:
- restored and normalized classic BLAM for .223 Pistol
- added new burst sounds for some SMG's to match their actual RPM (number of shots)
- unlocked previously unused vanilla weapon sound effect variations
Balance:
- fixed all NPC's having incorrect armor protection values after map change
- fixed some NPC's having incorrect starting HP on first entering a map
- reduced pre-placed ammo in all maps via new script to ensure adequate quantities for each caliber
- locked the Navarro Armory door with several ways to bypass it and let Quartermaster give standard PA instead
- overhauled NPC ammo reduction for more appropriate quantities
- overhauled all ammo pack sizes for realistic per-round weights, similar to vanilla
- overhauled ammo-related craft recipies to make sense economy-wise
- reworked merchant loot reduction for determinism and exploit prevention
- buffed Rocket Launcher damage by 20%
- buffed G11E RPM to be twice the regular variant
- buffed .223 Pistol damage/range to be competitive against 14mm
- buffed reload speed for Zip Gun and Pipe Rifle
- buffed makeshift laser pistol and added some cells in early areas to make it viable
- increased Pulse weapons energy consumption (a lot) and reduced range
- increased Mega Power Fist and Super Cattle Prod energy consumption
- reduced Metal armor craft requirements, buffed Mk2 variant slightly and reduced it's weight
- reduced DR mod of MFC to -10% as certain energy weapons seemed overbuffed
- reduced price of batteries by 20%
- reduced hit chance bonuses from some weapons and ammo types to motivate skill investment
- reverted Vindicator Minigun's Penetrate perk and burst size change, but increased damage slightly
- reduced Rocket/Grenade launchers AP cost to compensate for higher reload cost
- reduced DEagle AP cost so it remains viable alternative to Magnum
- reduced Tesla Armor price and weight to make it more attractive for purchase
- ensured constant fuel consumption per distance traveled after car upgrade
- increased base healing rate slightly for high-EN characters
Misc:
- updated required RPU version to 2.4.34
- added more sources of radiation
- made Redding Wanamingos hungry for meat like Geckos
- expanded Awareness perk by printing target's resistance values and additional weapon stats (hold Ctrl)
- expanded doctor's services to include healing party and limbs: Dr John, Dr Fung, Dr Jubilee
- made double-sure that you can't get locked out of unique .223 Pistol
- fixed incorrect sprite for Advanced Power Armor
- fixed potential crash when attempting to equip the best weapon on a party member
INSTALLATION:
- Install Fallout 2.
- Install RPU v2.4.34 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v2.4.34
- Install EcCo using the attached installer into game root folder.
Talking Heads / THAT
If you want to use Talking Heads mod by Goat_Boy and THAT mod by BlackElectric1 (valid for TH v3.7 and THAT 0.4.0 only):
- Install/update EcCo as described above.
- Download and install both mods, but don't install any of the patches currently listed on their Nexus.
- Install "THAT_rpu_v2.4.34_compatibility_patch_v2.zip" from attachments below.
v0.9.7 (BETA)
v0.9.7
Crafting:
- added recipes for crafting .50 cal, 40mm HE ammo, Fuel MK2
- adjusted recipes involving Doctor skill to always use sum with another skill
- fixed inconsistent craft button visibility (hiding or visible on top of other windows)
- fixed displayed exp point gain amount for crafting with Swift Learner perk
Balance:
- halfed flamethrower fuel weight & price, but Flamer consumption increased to 2 per burst
- replaced barter price formula with vanilla-inspired one, for simplicity
- added item price multipliers per item category, when selling to NPC's (higher buy/sell ratio for weapons & armor, lower for ammo & misc)
- added value scaling of limited-use items based on uses left
- added probability for new monster parts not to drop
- tweaked barter formula parameters for better balance across item categories and skill levels
- tweaked laser vs plasma rifle stats for more clear distinction (closer to vanilla)
- tweaked some late game melee weapon stats for balance
- tweaked late game armor prices for balance
- tweaked Marcus's armor stats for consistency with other armor types
- nerfed NPC weapon destruction percentage and added chance to drop Junk instead
- nerfed Bear Trap durability
Encounters:
- removed undocumented change of enemy start points from original RP, resulting in point-blank encounters
- tweaked and expanded vanilla start points to take advantage of certain map features
- tweaked Redding Bounty Hunt quest for more variety and better balance
- tweaked floaters and centaurs to have more clear distinction in stats
- added restoring of Sneak state when switching between maps
- fixed higher than intended number of NPC's in some random encounters
- fixed incorrect start points in one coastal map and restored another (vanilla bugs)
Misc:
- added option for additional car trunk capacity upgrade by using Repair skill
- added more MFC to stores for car refueling, as well as more healing kits and certain types of ammo
- added bonus damage for fire-based traps with Pyromaniac perk
- slightly adjusted Hakunin dream timers for more consistent intervals
- fixed incorrect car charging amount when using Cells on trunk
- tweaked AI weapon selection logic to avoid some illogical choices
Installer:
- added more options for disabling some mod features
INSTALLATION:
- Install Fallout 2.
- Install RPU v29 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v29
- Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
UPDATING (from 0.9.4-0.9.6 only):
- Make backup of mods\mods_order.txt.
- Install EcCo using attached installer into the game root folder.
- Open mods\mods_order.txt and make sure all your additional mods are added to the list.
Talking Heads / THAT
If you want to use Talking Heads mod by Goat_Boy and THAT mod by BlackElectric1 (valid for TH v3.6 and THAT 0.4.0 only):
- Install/update EcCo as described above.
- Download and install both mods, but don't install any of the patches currently listed on their Nexus.
- Install Talking Heads and THAT compatibility patch (optional file), follow instructions in Readme inside.
- No additional patches for EcCo necessary, it comes with built-in support for those 2 mods.
v0.9.6 (BETA)
v0.9.6
Combat & AI:
- increased called (aimed) shot frequency of all enemies
- added weapon drop effects to certain levels of critical hits
- reduced minimum INT requirements for AI called shots to include many Gun-weilding NPC's in FO2
- tweaked damage and burst cones of some guns to better fit their tiers
- fixed bugged death animations for molotovs and 40mm IC grenades
Healing:
- replaced default FirstAid/Doctor/Repair skill usage with fully-featured scripted implementation
- added a fixed number of uses to first aid kits, doctor bags, etc. instead of a 10% chance to remove
- added critical healing success: restores much more HP than normal
- added critical failure: reduces remaining uses of a kit/bag
- added ignoring daily limits when using kits/bags
- added ability to use Super Tool Kit and Multitool to repair party robots better
- buffed skill level influence on critical success and failure chances
- buffed restored HP amount for all 3 skills
- nerfed rest heal interval to 6 hours (from 3)
- nerfed world travel heal interval to 24 hours (was 1 real-time second; requires future sfall update)
- nerfed Stimpak scaling from 0.9.5 and removed Super Stimpak from scaling
Economy:
- reduced all barter prices by ~40% (makes money more valuable)
- reduced buy/sell price gap by ~10-15% (heavily depends on skill)
- reduced party money in existing saves by 20%
- reduced prices of some subdermal implants, weapon upgrades and a few late-game large monetary transactions
- reduced prices of learning stuff from a Klamath Trapper
- reduced drugs in dead NPC's by further 40%
- improved requirements/rewards ratio for new creature parts fetch quests
- tweaked a few item prices
Crafting:
- changed metal armor recipes to require buying schematics
- added schematic for improving Flamer
- fixed craft button disappearing when using external HRP
- fixed bug with disassemble that allowed for infinite item exploit
Traps:
- added Demolition Expert to reduce arming AP cost by half
- fixed inconsistent AP cost between different methods of arming traps
Installer:
- added more options for disabling some mod features
INSTALLATION:
- Install Fallout 2.
- Install RPU v29 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v29
- Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
UPDATING (from 0.9.4-0.9.5 only):
- Make backup of mods\mods_order.txt.
- Install EcCo using attached installer into the game root folder.
- Open mods\mods_order.txt and make sure all your additional mods are added to the list.
Talking Heads / THAT
If you want to use Talking Heads mod by Goat_Boy and THAT mod by BlackElectric1 (valid for TH v3.6 and THAT 0.4.0 only):
- Install/update EcCo as described above.
- Download and install both mods, but don't install any of the patches currently listed on their Nexus.
- Install Talking Heads and THAT compatibility patch (optional file), follow instructions in Readme inside.
- No additional patches for EcCo necessary, it comes with built-in support for those 2 mods.
v0.9.5 (BETA)
v0.9.5
Crafting:
- redesigned crafting button and item description window
- added feature to use crafting tools/components from all party members (including car trunk) in proximity, instead of just the dude
- added recipes to craft throwing knives, boomerangs and a new gun
- added experience gain when crafting a new item for the first time
- added more rocks to several locations and random countainers
- added new way to acquire recipes: by buying schematic from a trader and using it
- rewritten to load schematics from data\config\pbs_craft.ini and text from text<lang>\pbs_craft.msg
- fixed multiple issues with ammo crafting, now individual bullets are properly displayed and accounted for
- fixed several UI issues
Combat:
- added scaling of Stimpak efficiency with First Aid skill
- replaced Free Move system with buffed Bonus Move perk (available at lvl 3, 3 AP/rank) and simple condition to grant Melee NPC's 1 rank of this perk
- unlocked gory death animations for Unarmed, Melee & Throwing even without Bloody Mess perk, similar to other weapons
- applied Melee Damage value to Throwing attacks, just like it does to Melee and Unarmed (Normal damage type only)
- applied bonus damage of a current primary Punch attack to any "punch"-type weapons for the player
- added new Boomerang returning mechanic
- added knockback effect to select shotguns
- added alternative Throwing skill requirement for Pyromaniac perk
- knockback distances slightly decreased and maximum distance is lowered to "halfway across the screen"
Weapons:
- added new early/mid game weapons: fire-based Big Gun, Laser weapon
- added new late game Spear
- added new art for Home-Made Grenade
- replaced Throwing Axe with Hatchet with new art and similar role
- improved Scoped weapon aiming
- various minor weapon stat tweaks, mostly Melee & Throwing
Worldmap:
- nerfed Car speed and fuel efficiency upgrades slightly
- added script that ensures all gun-wielding NPC's have some extra ammo
- increased variety of a few encounters with new weapons
- buffed Cautious Nature distance bonus (requires future sfall update)
Misc:
- increased MFC pack size to 24
- nerfed container loot and HP of guards at Salvatore base
- rebalanced ammo AC modifiers and Power Armors AC slightly to make sure skill investments are relevant (closer to vanilla)
- improved text messages when enemy weapon is lost and when sneak attack is performed
- limited effect stacking of new drugs + Hercules carry weight bonus reduced
- various internal improvements
Installer:
- added options to disable a few experimental mod changes
- RU localization
- revert to InnoSetup 5 to restore WinXP support
INSTALLATION:
- Install Fallout 2.
- Install RPU v29 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v29
- Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
UPDATING (from 0.9.4 only):
- Make backup of mods\mods_order.txt.
- Install EcCo using attached installer into the game root folder.
- Open mods\mods_order.txt and make sure all your additional mods are added to the list.
Talking Heads / THAT
If you want to use Talking Heads mod by Goat_Boy and THAT mod by BlackElectric1 (valid for TH v3.6 and THAT 0.4.0 only):
- Install/update EcCo as described above.
- Download and install both mods, but don't install any of the patches currently listed on their Nexus.
- Install Talking Heads and THAT compatibility patch (optional file), follow instructions in Readme inside.
- No additional patches for EcCo necessary, it comes with built-in support for those 2 mods.
v0.9.4 (BETA)
v0.9.4
- Added compatibility with RPU v29 and latest maps_updated.
INSTALLATION:
- Install Fallout 2.
- Install RPU v29 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v29
- Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
Talking Heads / THAT
If you want to use Talking Heads mod by Goat_Boy and THAT mod by BlackElectric1 (valid for TH v3.6 and THAT 0.4.0 only):
- Install/update EcCo as described above.
- Download and install both mods, but don't install any of the patches currently listed on their Nexus.
- Install Talking Heads and THAT compatibility patch (optional file), follow instructions in Readme inside.
- No additional patches for EcCo necessary, it comes with built-in support for those 2 mods.
v0.9.3 (BETA)
v0.9.3
Stealing & looting:
- Steal rolls calculation changed to make stealing harder but encourage investing into the skill
- if Steal roll fails but Catch roll also fails - fails steal without getting caught instead of just succeeding, as in vanilla
- Stealing now correctly uses number of items stolen when calculating difficulty
- Stealing money and other weightless items now adds to difficulty based on cost
- added karma reduction based on total value of goods being stolen
- buffed various doors and lockers throughout the game to have higher requirements for lockpicking, prying and disarming
- changed some doors to be destroyed based on total damage dealt instead of number of explosions (allows to burst-open some doors with powerful guns)
- certain "watcher" NPC's line of sight will now use the same logic as line-of-fire checks and will "see through" other NPC's to detect PC doing nefarious actions
- Redding: rewritten DrJohn thief-watching behavior to be more robust and interrupt his dialog with RatRay properly
- Redding: added thief catching logic to Sheriff Marion and some miners
- Redding: locked some doors and containers
- New Reno: more robust watching logic and buffed stats for certain doors at Bishop's casino
- NCR: increased difficulty of stealing from lockers in Guard Captian building
Crafting & drugs:
- all drug crafting (except basic First Aid) now requires Doctor Skill
- added Doctor Skill book to the game (using one of Abbey's books)
- added more crafting components to some stores and to maps
- reduced prices for learning certain crafting recipes
- tweaked many crafting recipes for better reward/investment ratio
- non-craftable food effects reduced back to vanilla levels
- craftable food now heals comparable amount to Healing Powder but most of it is only applied after 30 minutes to avoid competing with Stimpaks
- craftable food now also increases EN/PE and reduces small amount of radiation/poison
Balance:
- buffed some underused perks: Demolition Expert, Pyromaniac, Survivalist, MrFixit, Medic, Ghost, Ranger, Harmless, Salesman
- added ambient radiation to certain maps to have more use for radiation mechanic and Rad-Away
- tweaked some random encounter NPC's weapons for better tier balance and variety
- lowered some town-based price multipliers
- reduced NPC's AG-based free move points to match that of PC
- Abbey: replaced certain OP critter with a more appropriate one
- Abbey: reduced some XP rewards for trivial tasks
- replaced some weapons that are too powerful from early game locations
- made 40mm ammo more available in earlier areas
- replaced random-based destruction of 50% of NPC weapons with deterministic formula
- nerfed Grease Gun rate of fire to not overshadow other SMGs too much
- nerfed Shotguns AC mod and damage of Buck/Slug ammo to not overshadow Incendiary ammo and other weapons
- nerfed Sulik's melee damage to not completely trivialize certain combat encounters
- nerfed Vic's Repair skill to give some incentive for player to invest into that skill at mid game
- nerfed thrust attacks
Traps:
- traps can now be assembled and armed during combat for 4 AP
- Bear Traps: prevent knockback for caught critters and "free" them if knocked down
- fixed "waiting" party members triggering traps
- fixed party members getting angry at dude if caught in trap explosion triggered by other NPC
- disabled "magical" revealing of player if NPC triggers the trap
- buffed some pre-placed mines (Redding, Raiders)
Other:
- tweaked NPC best weapon selection logic to have a better understanding of actual weapon effectiveness
- disabled NPC's dropping weapons on the ground on death to avoid some frustrating situations
- fixed unspent AP carrying over to the next combat
- fixed car charging amount not taking reduced Cell capacities into account
- fixed infinite reward for Stark's NCR recon quest (Lujo's)
- fixed turning in Happy Harry to Stark (Lujo's)
- improved compatibility with THAT mod and fixed "generic" replies when THAT is not installed
- merged several fixes from RPU v27
INSTALLATION:
- Install Fallout 2.
- Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
- Install latest version of Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
Updating from 0.9.0-0.9.2 (ONLY!):
- (if you have 0.9.0 or 0.9.1) remove all player-installed traps you may have from the ground (forgotten traps might bug out after the update), then make a new save.
- Just run the installer on top of the previous installation.
- If you previously installed any extra mods, open file "mods\mods_order.txt" and add directory/file names of those mods to the list. Don't add mods after
rpu_y_ecco.datunless specifically instructed to do so.
Talking Heads / THAT
If you want to use Talking Heads mods by Goat_Boy and BlackElectric1:
- Install/update EcCo as described above.
- Download and install Talking heads and patches, following instructions in each archive: https://www.nexusmods.com/fallout2/mods/45 (Main File, Maps Updated Patch)
v0.9.2 hf-1 (BETA)
v0.9.2 hf1:
- Added missing configs to mod's archive.
v0.9.2
Traps:
- new Bear Trap with mechanic for holding critter down for several turns
- remade internal mechanics for simpler scripts and more robust triggering (esp. out of combat)
- replaced linear skill-based damage curve for Spike Traps with critical hit chance (with cripple effects), based on modified vanilla critical roll formula - for ALL traps
- externalized all config to ini file (data/config folder) to allow traps to be easily ported to any game/mod
- slightly buffed explosives damage
- tweaked Modoc Brahmin quest to add delay before dogs attack (allows to prepare traps)
Balance:
- replaced most of the EcCo maps changes with a new "map tweaker" script
- add varius crafting components and remove excessive loot in and around Den & Modoc
- slightly tweaked Tubby & friends to pose more of a threat
- increased frequency for some AI types to use bursts
- slight reduction to town demand multipliers
- removed all changes to Trapper script (Random Encounter) to allow buying and selling pelts with a profit
- various balance tweaks to crafting recipes
- add crafting components and a few new items to random encounter containers
- Vegeir: replaced Assault Rifle reward with Hunting Rifle
Other:
- fixed empty Jo's shop inventory
- changed crafting hotkey back to Ctrl+C (to avoid conflict with party_orders mod)
- better Fix Boy button art
- fixed Geckos and Rats being attracted to food from across the map
- inventory AP cost is also applied when using certain items (such as explosives)
INSTALLATION:
- Install Fallout 2.
- Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
- Install Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
- Download and install EcCo hotfix ecco_0.9.2-hf1.zip by unpacking into the same folder where you installed the mod.
Updating from 0.9.0-0.9.1 (ONLY!):
- Remove all player-installed traps you may have from the ground (forgotten traps might bug out after the update), then make a new save.
- Just run the installer on top of the previous installation.
- If you previously installed any extra mods, open file "mods\mods_order.txt" and add directory/file names of those mods to the list. Don't add mods after
rpu_y_ecco.datunless specifically instructed to do so.
Talking Heads / THAT
If you want to use Talking Heads mods by Goat_Boy and BlackElectric1:
- Install/update EcCo as described above.
- Download and install Talking heads and patches, following instructions in each archive: https://www.nexusmods.com/fallout2/mods/45 (Main File, Maps Updated Patch, Maps Updated Patch - THAT)
- Open
<game_path>/mods/mods_order.txtfile and make sure to add the following two lines afterrpu_map_update.datbut beforerpu_y_ecco.dat:
talking_heads_map_update_patch.dat
talking_heads_map_update_patch_THAT.dat
Companion Expansion
If you want to use Companion Expansion mod by Goat_Boy:
- Install/update EcCo as described above.
- Download Companion Mod https://www.nexusmods.com/fallout2/mods/70 (Main File, version 0.30.0 ONLY!)
- Extract (only!)
x_rpu_companion_expansion.datto your<game_path>/mods/folder. - Download and extract
companion_expansion_0.30.0_ecco_0.9.2_patch.zipfrom this page to your game folder. - Open
<game_path>/mods/mods_order.txtfile and make surex_rpu_companion_expansion_ecco_patch.datis below bothx_rpu_companion_expansion.datandrpu_y_ecco.dat.
v0.9.1 (BETA)
v0.9.1
- fixed several broken global scripts
- fixed several bugs with crafting UI
- fix missing map tweaks in Redding
- better exp for kill reduction (based on total exp per kill type)
- portion of throwing crit chance bonus now depends on Luck
- small adjustments to starting stats (skills & AC)
- tweaked starting recipes and added a few items to Arroyo and Klamath to take advantage of crafting and traps early
- remaining uses of a Spike Trap now shown in description
- added full built-in support for Talking Heads and THAT mod
- remove/decreased some unnecessary town demands
- various small fixes and balance tweaks after playtest (Arroyo, Klamath)
- updated sfall to latest dev version
INSTALLATION:
- Install Fallout 2.
- Install RPU v26 from installer: https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26
- Install Maps Updated: https://www.nexusmods.com/fallout2/mods/73
- Install EcCo using the attached installer into game root folder.
Updating from 0.9.0 (only!):
- Just run the installer on top of the previous installation.
- If you previously installed any extra mods, open file "mods\mods_order.txt" and add directory/file names of those mods to the list.