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Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.
Ok, thank you Sduibek. I will use Winmerge and try Beyond Compare.
I wouldn't wait because I'm not sure when 0.90 will be released.
https://www.dropbox.com/s/0am1kv4hkuwgyer/EndGame mod by Cpt Corpse.zip?dl=0
Been busy since March 21st 2016 which was the date of my promotion at work. Not much progress on Fixt between then and now.
(Shift changes didn't help: I was originally 1PM->10PM, then 8AM->5PM for training, back to 1PM->10PM for 5 weeks, now I'm 5AM->2PM.)
Further work will have to wait until June... I have to finish an Incomplete class by the end of May or it'll turn into an F.
The good news is that means starting June 2016 I'm free to spend all my free time working on Fixt. Woohoo!
So I'm currently on a severly cheated character trying to reach lvl 99 on deathclaw runs sitting at lvl 81 chewed through most of my MFC (left with 1179) burned through SEC and 5mm both JHP and AP currently chewing through .223FMJ willing to try 10mm with SMG too as crafty's sfall changed how bonus ranged damage works. Burst weapons are definetly a way to go crits for 1200 damage from half screen away are a standard with minigun = 1shoting a deathclaw every hit it's mind blowing..
Anyway i'm writing this post to inform that i've added a couple of bugs, hints and couple of new ideas to the bug wiki.
Thanks for the wiki additions! *fistbump*
btw what are the ranged damage changes? I must have missed that he changed those.
Moving data to a new computer. I assume I just move the fallout fixt folder from my steam folder for Fallout1 to the same folder once I download the game again on the new computer.
Is that correct? If not, let me know. dont want to lose save data
@Sduibek.. pretty simple actually
bonus ranged damage was always added +2 or +4 (if taken twice) to the end of total damage calculation..
so for an 10mSMG damage would be like 5-12 x10 bullets x crit per bullet +2 (or 4)= total damage
with crafty's sfall it now does +2 to both minimum and maximum weapon damage.
for example base damage of 10mm SMG is 5-12 dmg with 1x bonus ranged damage it now does 7-14 dmg and with 2x bonus ranged damage would be 9-16 dmg...
so by having a minigun (7-11) with 2x bonus ranged damage would yeald 11-15 dmg x40 bullets x critical strike calculated per bullet. that yealds tremendeus amount of damage.. so if you add "ignore damage threshold" perk to that weapon as sugested by someone in the bug wiki, player would be able to 1shot anyone in the brotherhood and maybe 1shot Master or Lieutenant. Heck i often 1shot a deathclaw with 10mm SMG (even 10mm AP ammo) if i'm close enaugh and make a lucky enaugh roll wich happens like 50% of the time ( mostly dependant on range as SMG has big bullet spread).
Just so You'd know 8x 5mm JHP bullets from minigun does te same job as 40 bullets= rips a deathclaw to a bloddy paste, so an assault rifle would do the job better since it consumes less ammo per burst (8bullets) and has now like 12-20 dmg with 2x BRD.
So adding a ignore damage threshold would yeald probably BIS weapon with just 3 perks (2xBRD and sniper) and if somebody decides to assault the brotherhood it would mean no difference if palladins wear power armor or basic combat armor it would be down to 40% DR as the threshold woudn't matter, so it basically sucks adding it to burst weapons. ignore damage threshold should be a perk given to AP ammo as far as i can see or maybe the 14mm pistol as it only uses ap ammo, but as for the rest a knockback/knockdown or accuary bonus (especially) for the SMG. Minigun also could be more accurate. it does not need to have ignore damage threshold perk.
Also in vanilla shotgun weapons were quite powerfull because of the ammo modifiers.. and now even combat shotgun is just crap. same in Fo2 vanilla game shotguns=bis pre-gauss for small guns and now they just suck. so eigther damage modifier needs to bee brought back OR the need to introduce different shotgun ammo to the game (anyone remember Fo:Tactics : Slugs: thick 'cough' grain;etc) since You do plan on adding restock to merchant's scripts it might be a good idea to start from there (yeah come to think of it vault13 security team does not need buckshot ammo in their lockers rather those fancy less than lethal riot controll: rubber bullets or "waxshot" grain. On the other hand gunrunners, jake from the hub and brotherhood should have like tungsten-slug-sabot bullets or steel needles buckshot kind of gauge12..
oh yeah as a side note: the ability to trade with brotherhood when you come in with a caravan should also be an option.
the basic principle is they trade weaponry, ammo and meds for food and water. Finally a way to get rid of those pesky mutated fruits, iguanas, those water flasks from v13 or nuka colas for a reasonable exchange rate.
is there anyway to run this mod via steam?
edit : I've figured I'd add the fallout fixit shortcut as a non steam game shortcut then run it and it works.
Big fan, big fan, been lurking forever and a day, but wanted to ask a couple ? so, tada!
Anywho, I was wondering if you could give a rough break-down of stuff that'll be in the
new .90 release. More obvious adds, less small fixes and upkeep. Also, are you planning
to keep releasing versions up to and (well) past 1.0? And are there any bigger mods that
you'd like to add, but for one reason or another haven't been able to? Lastly, I remember
talk of merging the two games, or, at least, using the Fallout 2 engine for Fallout 1, is that
still happening? And do you intend that for .90 or later?
Sorry for the ? avalanche, just been curious for some time. Thanks, and keep up the good
work! Oh, oh, I read about killap waiting on some talking heads to be completed before
releasing a new version of the RP, are you able to use the same assets for Fallout 1?
Okay why are invasions disabled by default in FIXT? It says 64,000 as the date for invasions in the VAULT13.GAM file.
@ChrisB This can happens sometimes if there was an error during install.
Can you provide all the details of your setup please? (Operating System, which version you have such as Steam/GOG, which version of Fixt you downloaded and what you selected in the download as far as Custom/Full/Standard/FixesOnly)
Also there's a log file for the Fixt install, it's in DATA\FIXT. Please post the contents of yours in a Spoiler tag here. Thanks!
@PegasusOrgans Hello! Thanks for the kind words
You should be able to find the list in my previous posts in this thread, but basically 0.90 will include fixes for most of the crashes, more during-installation customizations, in-game customizations and playstyle options, and the ability to play after Vault 13 dies, either by invasion or dehydration or after/if player becomes a Super Mutant.
Not sure about the talking heads; if I did though, it'd be in the Fallout 2 engine version of Fixt.
Any big things I haven't implemented yet are due to Fallout 1 engine limitations; some things in this engine are very hard that will be very easy in Fallout 2 engine.
After 0.90 is released, all future releases will be in the Fallout 2 engine.
@Dholland662 That should work, yeah. Let me know if it doesn't. None of Fixt's settings are in the registry (just game files) so I don't foresee any major problems with doing this.
@gustarballs1983 Thanks for the info on ammunition and damage! Changes to this will wait until the engine conversion is complete, because changing these is far easier in Fallout 2 engine.
Could you do me a favor and just copy-paste your post into Ideas/Suggestions on the Bugs Wiki?
Thanks everyone for your patience while I work on the next release!
It's a good thing to spend some time for polishing !
A question : can you add an ingame option for IA/human controls for companions ?
The day of celebration will soon be upon us brothers and sisters...
No problemo, it's there. also added other stuff from the top of my head ideas mostly but i remembered a bug in the Hub heights and added it too
Party Member AI is all built-in in Fallout 2 and Fixt already has the NPC Mod so I don't see a need to focus on this. Unless I misunderstood what you meant?
I meant, adding an ingame option to switch between manual management & IA management for allies (instead of editing ddrwaw.ini).
Thank you for the mods/fixes. I have GOG version for Mac, will I be able to use Fixit (for Fallout 1) without any issues?
So do you have to have a physical copy of the game? Because every time I start fallout fixt it just says "could not find master data file make sure you have game cd in" or something like that.
Certainly not, just open fallout.cfg file with some text editor and enter correct path for your master.dat file.
Yeah I figured it out. Though it is kinda laggy. Mostly with the interface. Is that natural or does it come with things that help it because it used the screen refresh thing.