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

killap, did you ever end up fixing any Fo1 bugs? If so i'd love to include them in Fallout FIXT :)
 
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
 
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Re: Please share your modding work :)

Sduibek said:
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

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

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

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

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.

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

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.

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.

But didn't he:

killap said:
Just so the public is aware, I will most likely be correcting bugs for Fallout 1 - this decision is not set in stone, however.

I will be using the teamx 1.3.2 patch as my base. I will be going through Per's guide and compiling a list of bugs he mentions. I will then compare this list to what teamx has already fixed and compile a new list of unfixed bugs. Any bugs not listed in Per's guide (or on the teamx site/patch readme) should then be posted in this thread.

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.
 
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:
 
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.
 
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