FALLOUT: A Post-Nuclear Role-Playing Game Restoration Mod

SorgFall said:
Sduibek said:
Dux said:
Is this mod dead, o Wasteland Ghost?
I wouldn't assume that, unless Wasteland Ghost explicitly says so. Just be patience, if she still has work planned on projects like this it'll get done, just a matter of finding the time to do it.

There's been a thread about TeamX's closure on this forum, in which Wasteland Ghost indicated that their modding times are behind them.

We could wait for a confirmation, but I take it's pretty evident WS will not be working anymore on this project.

The TeamX website has been archived.
Yeah, I saw that (recent?) change in the website :(

Well, for what it's worth, I am planning to include (as optional, don't worry purists) everything in TeamX's F1RP in my mod. Some of it has already been included -- Mutant Invasions for example.

I don't have the latest code from WG (well, to be clear I never had TeamX's source code) but what is downloadable from their site, I have on my drives and will include with FIXT.

Not that you asked, but figured I'd post it here for anyone who was wondering :P Even if F1RP is dead, it will be zombified in Fallout FIXT. Mmmm brainz.
 
Sduibek said:
SorgFall said:
Sduibek said:
Dux said:
Is this mod dead, o Wasteland Ghost?
I wouldn't assume that, unless Wasteland Ghost explicitly says so. Just be patience, if she still has work planned on projects like this it'll get done, just a matter of finding the time to do it.

There's been a thread about TeamX's closure on this forum, in which Wasteland Ghost indicated that their modding times are behind them.

We could wait for a confirmation, but I take it's pretty evident WS will not be working anymore on this project.

The TeamX website has been archived.
Yeah, I saw that (recent?) change in the website :(

Well, for what it's worth, I am planning to include (as optional, don't worry purists) everything in TeamX's F1RP in my mod. Some of it has already been included -- Mutant Invasions for example.

I don't have the latest code from WG (well, to be clear I never had TeamX's source code) but what is downloadable from their site, I have on my drives and will include with FIXT.

Not that you asked, but figured I'd post it here for anyone who was wondering :P Even if F1RP is dead, it will be zombified in Fallout FIXT. Mmmm brainz.

Do you intend to separate it to a patch and expansion just like killap?
 
SorgFall said:
Do you intend to separate it to a patch and expansion just like killap?
Ehhhh no, not at this time. If I've learned anything from Alpha 4/4.1 it's that having multiple downloads is just worse for everyone.

It will be one installer, with all "potentially undesired" portions simply check boxes so the end user chooses what they get.

I imagine as time goes on, more and more parts will become optional and changeable (via a frontend/loader I'm working on) but I intend to have one download, one installer. I like things that way, it's cleaner.
 
Sduibek said:
SorgFall said:
Do you intend to separate it to a patch and expansion just like killap?
Ehhhh no, not at this time. If I've learned anything from Alpha 4/4.1 it's that having multiple downloads is just worse for everyone.

It will be one installer, with all "potentially undesired" portions simply check boxes so the end user chooses what they get.

I imagine as time goes on, more and more parts will become optional and changeable (via a frontend/loader I'm working on) but I intend to have one download, one installer. I like things that way, it's cleaner.

Oh. Actually, that's pretty much I meant - for example, I'd like to play through the game without the bugs, but not the added content (at least the first time).
So the answer is actually yes. :)
 
Just wondering - one thing that PO'd me was that though I could target a shot at a deathclaw's left paw & it would be declared "crippled" it never was & the deathclaw could go ahead & kill me with that "crippled" left paw. (unlike in FO2). Has anyone "fixed" that?
 
Hellsbane said:
Just wondering - one thing that PO'd me was that though I could target a shot at a deathclaw's left paw & it would be declared "crippled" it never was & the deathclaw could go ahead & kill me with that "crippled" left paw. (unlike in FO2). Has anyone "fixed" that?
The only thing I can think of is to check if the arm is crippled and if so, override their script forcing them to either run or just stand there.

Alternatively it could lose points in Agility but that also affects movement points so wouldn't make a lot of sense.
 
Woah; life and my illness really preoccupies me so that I can't even come here as rare as I expected...

Keep up the good work Sd! I can't actually believe someone is fulfilling my (and a lot of others') dreams!!!
 
Yeah this does look dead. She hasn't posted in nearly half-a-year.

Sduibek, its up to you to finish this (maybe) my man!
 
BigBoss said:
Yeah it does look dead. She hasn't posted in nearly half-a-year.

Sduibek, its up to you to finish this (maybe) my man!
Thanks ;)

And yeah, Wasteland Ghost is done with Fallout until further notice, potentially permanently. I spoke with her over email and she sent me all the files she had. Unfortunately most of them are in Russian but it's still really cool to have.

Invasions from this mod are already included in FIXT, along with some other things from this mod, but eventually I do plan for invasions to be well-implemented, and an option to use all the NPCs that this mod introduced. For now my mod just includes the "important" parts of this mod.
 
Sduibek said:
BigBoss said:
Yeah it does look dead. She hasn't posted in nearly half-a-year.

Sduibek, its up to you to finish this (maybe) my man!
Thanks ;)

And yeah, Wasteland Ghost is done with Fallout until further notice, potentially permanently. I spoke with her over email and she sent me all the files she had. Unfortunately most of them are in Russian but it's still really cool to have.

Invasions from this mod are already included in FIXT, along with some other things from this mod, but eventually I do plan for invasions to be well-implemented, and an option to use all the NPCs that this mod introduced. For now my mod just includes the "important" parts of this mod.

I'm open to translating from Russian to English, if need be...I assisted killap like that during F2 patching & modding a little.
 
Okay cool, thanks for the offer. I'll ask Drobovik (who's got scripts for translations) and see what he thinks, if he could use help. I hadn't asked him about translating WG's content but that's a really good idea.
 
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