Fallout 1 mod Fallout Fixt - v0.90beta is being worked on! (Jan 2019)

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

  1. Muttie

    Muttie It Wandered In From the Wastes

    Oct 9, 2017
    True, but does that have to be translated into Fallout?
    I'm not against playing a 60 year old. Or allowing that.
    But would the Overseer select a dweller that old?
    Probably not, as long as there is a choice.
    On the other hand he seems to send people rather frequently into the waste.
    “You're our last chance, Paul...eh, Chris...I mean Susan – Talius! That's it. Talius. You must save us.”
    Perhaps that's where the master got all his prime normals from :wink:

    I don't know the TeamX mod.
    But if you mean these numbers: https://falloutmods.fandom.com/wiki/Fallout_NPC_Mod
    I kind of agree. In fact they look like typos. Katja has 122 sequence. And @Foxx suggested that page needs editing.

    Tbh, I think the 0.81 numbers look OK (?), perhaps a few tweaks to bring them closer to vanilla (Big Guns & Energy Weapons come to mind) and perhaps a bonus on HP (Katja could need it). But otherwise the 0.81 numbers seem OK. However, I'm not that experienced in the FO1 meta.
     
  2. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Thanks so much @gustarballs1983 ! Sorry to hear about the PRO files, it always sucks to spend time on something and then end up not able to use it. I'll still be going over the changes you made though because as you and others have mentioned there's several opportunities for improvements to hireables to make them viable.

    @Muttie TeamX is who made the NPC Mod, it's listed at the top of that page you linked :D The unofficial patches, NPC Mod, Restoration Mod, and Update Mod are all made by TeamX. They are responsible for the majority of Fallout 1 modding resources, mods, and patches as far as I know. Well besides mine. lol. TeamX went inactive around 2012 I want to say? Somewhere in that range. Might have been 2010ish. Fallout Fixt wouldn't have existed without them, however. :salute:
     
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  3. gustarballs1983

    gustarballs1983 Supreme Jerk in Fallout FIXT

    Oct 28, 2009
    Since You came to that conclusion..
    So is the final verdict a Yes? is 16-60 Ok'ish? even in FOnline You could pick 60 as your age.

    I mean it's a little extreme to put somebody *that* old on a mission to save the vault, but according to what Talius said Overseer sent folks one by one so eventually he *might* get desperate and send derailed people too. The vanilla age "16" seemes hilarious too for such a quest.. I mean Man's body isn't fully developed by that age so i doubt an average 16 year old male has str of more than 4. I mean c'mon teenagers have an arm thickness that is eqivalent of my wrist's thickness. Yet they could do better than an 60 year old strength wise? 60 years old is still considered fully capable for any kind of work. Well at least in "U-rop" since our leaders think it's ok to work up to 67 in some of the countries.
     
  4. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    Well, if it's a 60 year old with 7 STR, 10 END, 10 AGL and 10 INT. Then I don't see why it shouldn't be allowed to save the vault :wiggle:.
     
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  5. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I feel like 18 to 40 makes most sense. I'd really like to see it be customisable.

    The human body starts breaking down at 30 so anything past 40 would be statistically ill-advised.
     
  6. gustarballs1983

    gustarballs1983 Supreme Jerk in Fallout FIXT

    Oct 28, 2009
    @Sduibek
    What are the conditions to get ghoul meat dog's meat (no not dogmeat i mean a dog's meat), brahmin meat or deathclaw meat. I've enabled that meat mod but so far i only get rat meat from all kinds of rat family. Rest of the critters renders no meat seemes strange since those items are present (and occupy) in item protos. So what's te purpose of having them in items if there is no use of them in game since there is no way of obtaining it? (for the purpose of testing i checked even with max skills and max stats and still nothing after killing a deathclaw).

    Got a first crash today after constantly powerleveling on deathclaws. Just hit 18 got Sniper perk and switched to 10mm SMG to conserve Micro Fusion cells the crash happend between lvl 19 and 20. Something about memory could not be written. Been using sfall v1.8 (the same version i uploaded in my post. few pagges back with custom ddraw.ini settings).
     
  7. Muttie

    Muttie It Wandered In From the Wastes

    Oct 9, 2017
    It's a weird discussion tbh.

    16 is young, but it all depends how you define it. It's basically a „coming off age“ definition (i.e. at which point a person is grown up, responsible for one self and can be treated legally rather than morally (i.e. the difference between a child and an adult).
    (i.e. society/social interactions can't work if you have to treat everyone morally. At one point the signature (or consent) of a person must be good enough (legal competence))

    To me, personally, a person is not of age before 25. Basically, every artist had their breakthrough at 25. Everything before that age was testing, learning and debut work. At 25, they start to put out master pieces. I believe a person needs 25 years of experience to become a whole person.

    E-sports gamers, who rely heavily on reflexes, decline around 20, and basically hit their retirement date at 25. They can't compete anymore with the speed of a 16 year old.

    Athletes retire around 35.

    However, if I would have a choice between a 60 year old veteran and a 16 year old. I would send the gristle veteran. @gustarballs1983 (16 could be called underdeveloped)

    The question is „would the overseer?“ It's weird, but I feel this is mostly a speculation on the overseer's prejudice towards age.

    Standard prejudice would say 60 is too old, and young is always better. But this also varies on society and circumstance. A society like a vault may be more lenient towards the experience of old people, than, let's say, a tribal village out in the wild.

    You can really push it either way.

    I guess my take is that I have no objection to adjusting the age.

    But I feel that there is no good reason to do it either. The original set it to 35. Why change that?

    Then again I have no problem seeing a 60 year old veteran being send out. After all, each play-through is an alternative universe. Why not expand the options?

    I think my problem is that I can't answer the “is it good for the game?” question, as there may be no answer, and consequently I can't make up my mind.

    This may be an argument. At which ages makes a fully buffed character sense? And at which ages would it start to look silly?

    Although there are always physicial freaks. And customizing an individual means to customize an individual. Restricting that would make no sense.

    Normally, games allow to go up to 99, and the rest: bollocks. Why did they restrict it to 35? I don't know, but fact that there is a restriction makes me hesitant to touch it.

    If they set it to 35, it's 35. It's arbitrary. If you want to change it, change it. I think the fact that it doesn't matter, is the reason why I wouldn't adjust it.

    That may sound weird, but if it's something like “the HP of companions is too low and they die too often”, that is an argument I can get behind, but when there is no reason like that, it's weird changing something.
     
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  8. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    It's not fully implemented yet and I don't think I ever said it was implemented. Just because the global variables / items exist doesn't mean the feature is officially available :D But I will be working to finish implementing stuff like this which is half-finished.

    As for ddraw/sfall I got the "person turns into a container" bug with the version you sent me, so i've gone back to the most recent version. Even with its flaws and bugs I think it's still the best one at the moment.

    Can you provide more details about the crash, and ideally a savegame?
     
    Last edited: Jan 11, 2019 at 4:10 AM
  9. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    Well, to be honest It seems like the intention was for anyone on the vault to be picked from randomly.
    Tim Cain said this:
    So a 60 year old could be picked, because it was random and involved everyone in the vault, and the Overseer might have thought that a 60 year old wouldn't be useful in any way for the vault. One less person to consume water and so on.
    :lmao:
     
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  10. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Daaamn that's cold.
     
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  11. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    Just like the intro of the game, specially that part that is your avatar. :wiggle:
     
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  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    A little peek into some of what's coming up in the next testing files update:

    Crashes fixed:
    - When approaching Master's Vault guards with a weapon equipped and no robes equipped after speaking to them in robes.
    - When leaving Junktown Entrance map with a weapon drawn, after being warned by Kalnor.
    - When getting kicked out of the Brotherhood bunker if Rhombus catches you stealing/sneaking.

    Bug fixes:
    - Will no longer get multiple maps / empty maps when doing guard duty for caravans!
    - All encounters can occur while on a caravan run! (Until now, only 1 of 3 possible lists was ever called by the script.)
    - Vault 13 no longer has all levels available for quick-travel, if you haven't yet entered the vault.
    - Fixed f1_res edge files for all Mountain maps, Adytum underground, and Cathedral tower (no more black borders @ 800x600).
    - Generic common creatures in random encounters such as molerats, ghouls, radscorpions are no longer classified as "Bad People" or "Good People" for purposes of Champion and Berserker karmas. [This was one of the reasons it's so easy to get Champion and so difficult to get Berserker.]
    - [WORK IN PROGRESS] "Enemy of [Location]" global/local/map variables are now only triggered if the person/creature was actually killed by you or your party. (Various scripts were setting the variables regardless of source-of-death)
    - [WORK IN PROGRESS] "Enemy of [Location]" global variables are now always triggered when applicable (There was quite a few inconsistencies in the scripts).
    - Duc the merchant no longer shares a global variable with the used car dealer, nor with peasants under attack by raiders.

    Text fixes:
    - Games saved on a caravan encounter map will now indicate that when loading the game ("Caravan Encounter" added below the usual "Mountains"/"Desert").
    - Improvements to combat messages (grammar, phrasing, continuity).
    - Made it clear in game preferences what the "Text Delay" setting actually does (it determines the lifespan of float messages).
     
    Last edited: Jan 11, 2019 at 5:58 AM
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  13. Black Angel

    Black Angel Grand Inquisitor of the Ordo Hereticus

    Mar 21, 2016
    I mean, it's already possible for <4 INT character to draw that straw, so :lol:
     
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  14. Foxx

    Foxx It Wandered In From the Wastes

    Oct 31, 2017
    There is only the edit of the engine is possible, and so from the world map immediately, you can go.
     
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Trust me it's fixed, I tested it :)

    EDIT: What it required was setting all 4 of the "Has player visited Vault 13" variables to -1 (negative one) , via script on first map load and via the VAULT13.GAM file. Which is strange because they should only need to be zero for that effect. But there you go!
     
    Last edited: Jan 11, 2019 at 10:48 PM
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  16. gustarballs1983

    gustarballs1983 Supreme Jerk in Fallout FIXT

    Oct 28, 2009
    The person turns into a container bug is AFAIR related to party npc beeing knocked out during combat and the fight ended before they get up.. (they automaticaly get up at combat end and still count as knocked out) and based on the way sfall works there is literally no way to fix that in Fo1 engine besides reload no matter which sfall you use. It's fixable however in Fo2 because all npc's get their turn when entering combat without engaging an enemy. So it's just a matter of not changing the map and skip turns until knocked out party member regains conciousnes. But that's a workaround for Fo2 engine, no hope for Fo1.

    As for the crash well during power level I'm used to save every levelup unfortuneatly crash happend just before level up, so after reloading save i got rolled back just after i hit 19 or so. Haven't got time to check today.
    It might be an issue of engine out of memory limit (2GB max if I'm right Fo1) as i was constantly powerleveling since like level 12 (the legit way) so memory buffer might be filled up at certain point and i play at 1920x1080 with 256MB of graphic memory set in Fallout.cfg (the maximum engine can handle). Values below FIXT default 64MB like for example Vanilla default 5MB tend to cause severe slowdowns when scrolloing screen on big maps. @ 256MB 1920x1080 scrolls more or less smoothly.
     
  17. Foxx

    Foxx It Wandered In From the Wastes

    Oct 31, 2017
    It's a high-resolution problem, see how I raped Nevada in ULTRA HD:
     
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Turning into containers also can happen when anyone experiences a critical fail (unless using newest version of ddraw)
     
  19. gustarballs1983

    gustarballs1983 Supreme Jerk in Fallout FIXT

    Oct 28, 2009
    I don't have an UHD monitor yet to test that kind of resolution however 1920x1080 after setting ArtCacheSize=256 in game's .cfg file seemes to run quite smooth be it Fo1 Fo2 Resurrection Vanilla Nevada as well as Crazy edition. I don't remember if Crafty's sfalls have the option to ovrwrite fallout config/overwrite_art_cache_size=1 which is present in standard sfall since long time ago. this setting basically sets ArtCacheSize=256 (this is the maximum number accepted by the game) it is scaled down to 5MB in Vanilla because default Fo1 .exe was MS-DOS which could map only 32MB of RAM and ArtCacheSize ate off from mapped RAM value. Too little ram for Fallout 1 and You suddenly couldn't load maps anymore.

    in today's PC's RAM for a game engine such as fallout or fallout 2 is easily topped off (2GB for non largea adress aware applicattions from which 256MB is artcachesize).

    However UHD resolution looks hilarious for Fallout practicaly everything is insidea a thick black borders. I think UHD is beyond practical for this game. FullHD however is more or less still usefull.

    One more question was the laggy running caused by recording/simultaneus disk acces issues or was it not enaugh art cache size?
     
  20. naossano

    naossano Sonny, I Watched the Vault Bein' Built!

    Oct 19, 2006
    I don't really know if it is a direction you wanted to go toward, but as you mentioned that we would be able to turn into ghouls or super-mutants, it got me thinking on how it should be able to impact the gameworld.

    For the super-mutants, it should be both hard and easy. Basically, most settlements should turn hostiles, as there is no sign of peaceful integration of super-mutants at that point of the timeline. The exceptions should be Necropolis (barring Set's group), Mariposa and the Cathedral (barring Laura), and the already invaded locations. But that would also mean barring dialogs with the Master, the Lieutenant, Morpheus and any talking head that would want to dip you, and maybe change a couple of dialogs with npc that were initially supposed to prevent you to access some areas. And those who talked to you like you didn't know anything about the Unity. And maybe add one or two npc that would actually provide more dialogs. So easy solutions for most areas, but a bit more works in the remaining ones.


    For the ghouls, i had hoped that we could barely change anything in the main quest, while giving you a reaction penalty with everyone, and making hostile the talking heads that would want to dip you ( and make the BOS hostile as well). But after making a couple of tests, it turns out that the reaction system is barely used in the original Fallout (it has a lot more impact in the sequel, especially reputation an charisma). It made several tests, each time piling up penalties over penalties, and it didn't seem to change much of the dialogs and initial reaction. 1 charisma, 20% speech, child killer, wanted, wanted for murder, wanted for thief, didn't change anything. -1000 of karma and berseker seems to make an handful of people midly distrustful, barely more than James after you blow up Megaton, sometimes calling you a raider, but stilll proceding with the rest of the conversation. It was more a bonus for bad guys reaction than a malus for good guy reactions. Out of desesperation, i ran a test with intelligence. They DO have a very different reaction, but only AFTER you've started talking. So, not much luck with initial reaction.

    So ultimately, unless we would do an extensive recoding of the npc reaction system of the original fallout, they would be no easy-to-implement default reaction to a ghoul. At best, what could be done is rewriting a bit a couple of npc, where it would make sense, (a bit more work at vault 13) so it would feel like the transformation made a difference, while considering that 99% of the npc wouldn't make a big deal out of it. I could investigate which npc would probably have to change a bit, if it is a direction you want to go toward.
     
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