Fallout: A Post-Nuclear War role-playing game bugs

Discussion in 'Fallout General Modding' started by SorgFall, Aug 15, 2007.

  1. Wasteland Ghost

    Wasteland Ghost Still Mildly Glowing

    Sep 20, 2005
    She doesn't. :)
     
  2. SorgFall

    SorgFall Still Mildly Glowing

    Jul 2, 2007
    :D

    Why not?
     
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    killap, did you ever end up fixing any Fo1 bugs? If so i'd love to include them in Fallout FIXT :)
     
  4. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Please share your modding work :)

    A plea to modders here -- If you have done work on Fallout 1, whether fixing bugs or adding content or making a mod, please contact me with details on what you've done!

    My goal is to make Fallout FIXT the ultimate (mostly canon) Fallout 1 experience. For that to happen, collaboration and availability of the Fallout Community's efforts (i.e. your work) on this game is crucial.

    I need all you bashful modders to come out and share your code and material with us!!!! You may think it's not going to be useful, but I can assure you that when it comes to modding communities, sharing your data, source code and ideas is always better than keeping it to yourself. The more stuff that's shared, the better our new stuff can be, and the easier it is on new modders to continue where you left off.


    Thank you very much,
    --Sduibek
     
    Last edited: Feb 17, 2014
  5. .Pixote.

    .Pixote. Venerable Relic of the Wastes
    Modder

    Sep 14, 2009
    Re: Please share your modding work :)

    I will share my animated fallout artworks, actually grab anything you want from the RP.

     
    Last edited by a moderator: Feb 17, 2014
  6. SorgFall

    SorgFall Still Mildly Glowing

    Jul 2, 2007
    Killap did say that he was going to make a run-through through Fallout after he's done with Fallout 2, but I still don't know how close he is or whether he is still up for it.
     
  7. Dravean

    Dravean Where'd That 6th Toe Come From?

    Mar 6, 2005
    I'm pretty sure killap hasn't messed with Fallout 1, and I wouldn't count on him ever doing such. Beyond minor enhancements and bug fixes to the RP, I'd say killap's Fallout modding days are behind him.
     
  8. SorgFall

    SorgFall Still Mildly Glowing

    Jul 2, 2007
    But didn't he:

    Aw, too bad. :( I was really looking forward to this. Nonetheless, killap's contribution to Fallout modding is probably the greatest than anyone else's on this forum, so it wouldn't be polite to object.
     
  9. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    SorgFall-- Well hopefully, my Fo1 mod will be a sufficient replacement for what killap was considering doing :) I also have planned on doing the same (making sure to include fixes to bugs in this thread and Per's guides) but only can work on so much at once. Megamods take so much more time than it would seem when you very first start working on them. There's constantly more things to do :eek:
     
  10. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Just discovered a bug I've never seen mentioned before: Fortune Finder, contrary to what's stated in all the documentation, in some cases actually triples the amount of bottle caps in random encounters. (It is stated to double the amount). The code differs slightly for the various "add bottle caps" entries in the Random Encounter scripts, so I'm thinking maybe they were written by different people and/or at different times.

    Example:
    Code:
    Item := item_caps_adjust(Critter, random(7, 30) * ((2 * has_trait(0, dude_obj, 20)) + 1));
    If they have the trait then has_trait(0,dude,20) will == 1, so 2*(1) + 1 == 3.