Fallout 1 mod Fallout Fixt - 0.81alpha, July 5th 2015

Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.

  1. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    AFAIR it was called: Vault Water Days Left =
    and in order for the changes to work You do need to start a new game/playthrough...

    There are some cool settings in Vault13.gam added by Fixt. ie. creatures like rats and deathclaws now drop meat *if* you make outdorsman roll or raiders don't drop armor after death (in order to make it more of a challange at the beginning) ... just scroll through all of them and read the description.
     
  2. Cellmember

    Cellmember First time out of the vault

    Feb 24, 2014
    Thanks for the reply, I had a suspicion that it would have only work with a new save but was not sure so thanks for clearing that up for me will definitely help out with a new character, I did however manage to change it on my current character using the F1SE editor which worked perfectly. From what I looked through so far this has some pretty awesome additions, really glad I saw this mod, won't be going vanilla any time soon.
     
  3. evmeswil

    evmeswil First time out of the vault

    Jan 3, 2018
    Hello, is it possible to integrate Mashs PC Appearance Mod in Fallout Fixt?
     
  4. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    Given enaugh time, knowledge, resources and proper work, anything is possible. However some things like that what you ask for, are harder to accomplish than most others, Hence nobody did it yet.

    The proper question should be: what is needed so that You could do it Yourself, or can somebody do it for You :p
     
  5. evmeswil

    evmeswil First time out of the vault

    Jan 3, 2018
    I would do it, but I haven't any experience with the modding of Fallout 1&2.
     
  6. Lexx

    Lexx Background Radiant
    Moderator

    Apr 24, 2005
    Damn, just seeing this. I was wondering why he wasn't checking the forum anymore. Real shit if its true.
     
  7. evmeswil

    evmeswil First time out of the vault

    Jan 3, 2018
    I'm sorry to hear this...
     
  8. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    It's not like he has a super original name.

    Also, PC Appearance mod is in latest Crafty's sFall.
     
  9. evmeswil

    evmeswil First time out of the vault

    Jan 3, 2018
    Thank you. But it dosen't works for me. I have download the latest sFall by Crafty and set in the ddraw.ini EnableHeroAppearanceMod to 1. In the charakter creation menu I see the change menu like the latest sfall in Fallout 2, but there are no diffrent PC appearances.
     
  10. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Because you need extra player frames for it, the whole "Hero Appearance Mod" only provides a framework.
    Foxx has already replied you in the other thread.
     
  11. OrangeSkull49

    OrangeSkull49 First time out of the vault

    Feb 6, 2018
    All I have are two issues that I'm looking for a quick fix to. I'm running this mod on a Win 10 laptop with some minor screen tearing and stutters when I move my cursor. It just doesn't feel as smooth as it should. Also whenever I adjust the combat speed it keeps reverting back to default.
     
  12. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    Try various video modes in hires patch.
    Reverting sounds like permission issue. You can adjust speed manually in fallout.cfg
     
  13. Pwener

    Pwener Tunnelers? They Don't Sound That Tough...

    Aug 15, 2017
    I've run into a really weird thing. Don't know if it's a bug but it has to be. In the first map of Vault 13, the one with the medic and Vault Door, a wall safe appears floating in the air, not connected to a wall.

    Screenshot_20180207-100837.png

    At first I thought it was a map oversight so I went to fix it with a functioning Fallout 2 map editor that edits Fallout 1 maps and... the safe isn't there. I then entered the map, saved the game, extracted the map from the save, opened the map in the editor and removed the safe. I then put the "fixed" map in the main game folder. I then entered the map again for the first time in a new save and... it's back again. What script is causing this?

    I searched but didn't find anyone else with this issue. Any ideas?
     
    • [Like] [Like] x 1
  14. OrangeSkull49

    OrangeSkull49 First time out of the vault

    Feb 6, 2018
    You mean adjusting my resolution? The screen tearing and stuttering gets pretty bad when I make the resolution even higher.
     
  15. OrangeSkull49

    OrangeSkull49 First time out of the vault

    Feb 6, 2018
    Now my game crashes everytime I move on the map screen.
     
  16. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    That wall locker is sepose to be there. Vault medic (the black guy in vault jumpsiut) mentions you can get some stuff from it after you speak to him about medical supplies few times ( how many times you need to speak to him before he mentions the locker is dependant on Your speech [lower speech -less times]).
     
    • [Like] [Like] x 1
  17. Pwener

    Pwener Tunnelers? They Don't Sound That Tough...

    Aug 15, 2017
    I highly doubt that considering I can go THROUGH the locker because it is floating in mid-air and not attached to a wall. That's not even where the medical supplies locker is supposed to be. Something is wrong.
     
    • [Like] [Like] x 1
  18. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    This Locker was there since vanilla v1.0 long before fixt was a thing. Vault medic mentions this locker when you ask him. First time he hands out hard stuff Super stimpak Psycho and probably some mentats/buffout (Spech succes reqired), then You can ask for more supplies and he hands you stimpacks (agin speech succes required), after all that or at the first try (depending on your succes at speech), he directs you to that locker, saying that stimpacks are beeing rationed and that you should check the emergency supply locker. Now i don't remember wich one of the lockers the one in v13 or the one in v15 had a desctiption that said it's not in the usual emergency locker place... although in master's vault there is a full size locker next to the place where the one in v13 is. at least AFAIR...
     
    • [Like] [Like] x 1
  19. Battlefieldisfun

    Battlefieldisfun First time out of the vault

    Aug 13, 2016
    I've fucked with the target settings in ddraw, and it looks like it affects all actors in the game, not just the PC. So it seems that setting called_freq=0.125 (also tried 1, 2, etc) means that each critter will always target their shots. However, it appears that they always prefer the torso, even with a lower value than other areas. I set the torso target bonus to negative 100 and booted the game, had a couple of blades gangers attack me with what was supposed to be a called shot every attack. It seemed that even though the torso was the worst of the hit chance (-100 while the rest were set to zero), they still targeted the torso every time, missing every single one of their hits. Is there an option somewhere that allows the critters to more randomly select where to attack? Even though the called_freq was edited in order to make them target shots every time, they still simply used their target to attack the torso and nothing else, effectively not different at all from just standard non-targeted attacking.

    After a little more fiddling, I set the right leg target bonus to 400 versus everything else's 0. When I reloaded the game, I had some regulators attack me with 999 health. They critically hit me every time (the scars will make good party talk), about 15 times in a row, leading me to believe they were targeting my leg to great effect, but never breaking it. Is the chance of a limb breaking for the PC dictated by another input perhaps? Is there something that could be edited that would mean a targeted limb breaks every single time it is targeted? Also, if an NOc targets a limb like the leg, does it always say so in the combat log (you were hit in the leg for X points) or will it ONLY mention where you were hit if it cripples you (you were hit in the leg for X points, breaking your leg). I ask because NPCs might be taking targeted shots without any output from the battlelog, making it appear that they aren't when in fact they are.

    edit 2: setting BodyHit_Uncalled to -99999 makes you critically miss every time, and the enemies to run away. This is a fine pail of fish.

    edit 3: Set bodyhit_torso to -500, with everything else 1000. called_freq set to .00001. every time they would get a hit on me, it was a limb or head. most of the time they would miss, making me think that those misses were targeted shots to the torso, even though in game that is either 0 or -4~~ percent chance to hit. Why would the AI prefer a -4~~% chance over a +1000% one?

    edit 4: bodyhit_torso and bodyhit_uncalled both set to -9999. Once again, the guards miss over and over until they hit a limb that isn't the torso. I reset bodyhit_torso to 99 and left uncalled at -99999. upon entering combat, the guards hit me every single time without a message about targeting a specific limb, leading me to believe that in the case where they missed and in the case where they hit, they were targeting the torso the vast majority of the time, regardless of their higher chance to hit other body parts. Where in any of the .ini files can it be edited to even out exactly where they target? Even with the torso made the absolute worst target of them all, they still prefer to aim for it no matter what. I flipped it and made uncalled 99 while making torso -9999, and once again they all critially missed every time, leading me to believe they were targeting the torso with the bodyhit settings instead of just general shooting, and that they were targeting torso the vast majority of the time. In order to make my dream of more broken limbs a reality, there must be a setting to make the NPCs prefer targeting the torso less, that has nothing to do with called_freq or bodyhit. If it's hardcoded, I'm crying in the rain.

    How can one edit the combat preferences of critters?

    EDIT 5!

    Answered my own question by looking at DATA/FIXT/SCRIPTS. There are apparently files for each unique named NPC and general enemy NPCs, all in a .INT script file. Found the following
    here: http://falloutmods.wikia.com/wiki/Fallout_1_and_Fallout_2_scripting_-_commands,_reference,_tutorials

    attack_complex void Combat

    who (ObjectPtr)
    called_shot (int)
    num_attacks (int)
    bonus (int)
    min_damage (int)
    max_damage (int)
    attacker_results (int)
    target_results (int)

    Causes the current object (self – must be a critter) to attempt to attack a critter (who) with various parameters modifying the combat:

    called_shot – 0/1/specific means none/random/specific (head, torso, etc.)
    num_attacks – the # of extra attacks the self object gets before the target
    bonus – the bonus to hit the target on the first turn only
    min_damage – the minimum damage that will be done the first attack
    max_damage – the maximum damage that will be done the first attack
    attacker_results – what state the attacker ends in after the first attack
    target_results – what state the target ends in after the first attack

    So apparently, in order to get NPC targeting to behave randomly, the script of each character/type must be edited. I tried downloading the FSE application to edit scripts both on this website and on an external one, but the program no longer seems to exist for download anywhere I can find. Is there a general way to edit these .INT files?

    EDIT 6: So as of February 2018, the teamx.ru site still has all tools needed to mess with the scripts. Now for the above mentioned called_shot line, "random" as a portion of the script fails, which means that there must be an integer to represent "random". The way the line is written makes it difficult to understand what integer to use to make random shots happen. For the following:
    called_shot (int)
    num_attacks (int)
    bonus (int)
    min_damage (int)
    max_damage (int)
    attacker_results (int)
    target_results (int)

    What do the integers represent? Is there any reference? I changed the first one to random(1, 20) and when I reloaded the game the Regulators did hit me in random places (groin, head, etc.) at first. However, as the combat went on they reverted to trying to hit the torso and critically missing. Now what am I missing? In reference to called_shot – 0/1/specific means none/random/specific (head, torso, etc.), does that only dictate the opening attack, and continued attacks after combat is initiated are dictated by another command?

    EDIT 7:

    I've also been trying to use Dark Raven's Fallout Item Changer to change statso n certain weapons, I have all the directories correctly linked and when I edit the .PRO files in the Fallout Fixt folder it saves the stats, so when I reopen them they are still modified. However, this has no effect on the game, and the weapons stay with their stock stats despite the edits to the .PRO files. Any tips for why this is?
     
    Last edited: Mar 1, 2018
  20. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    limb breaking is affected by endurance of the target