Hah, you're right - I didn't start a new game. I checked the save game folders and saw there was a PROTO folder, but inside it there's only a single item and it wasn't one that I edited so I assumed it was fine. The protos must be packed into individual .sav files then? Separately, I finished the game and have prepared my notes on (potential) bugs. Should each individual item be a new issue on GIT? I've also attached all relevant configuration files. If a save would be helpful for any of these, I may have it. I only keep 5 save slots on rotation, but I certainly have one to see the Master death animation issue, for example. edit: I should add, I really enjoyed this playthrough. It's impressive how close to Fallout 1 it is. I really wish that, with all the correct / vanilla config options, it was a 1:1 content copy though. That's the strongest foundation upon which to add mods/tweaks whatever, while providing people who want it the best way to play vanilla Fallout 1. It's almost there now, if some of these bugs are addressed and the shady sands merchant is made optional.
This is exactly how Dogmeat works. Can't reproduce / never seen that. Never touched the prices, it's a Fo1 thing. Same about the other price thing with the CoC in Junktown. /Edit: These prices are really fucking weird. I have no idea why they did this the way they did... Doc Morbid will never be more expensive than the CoC doctor and why is it this fucking expensive anyways? ... No wonder nobody ever bothered with doctors in Fo1. And that's even with ignoring the fact that by default they never heal crippled limbs. That's a normal Fo1 thing. He is supposed to go outside every once in a while. This is obviously a Fo1 bug. There is nothing like that in the vanilla scripts. Did you talk to Vance first? Because script-wise everything looks ok and the barter modifier checks for it correctly. You killed the Deathclaw, so it isn't in the cave anymore. This is how it works in Fo1, just that in Fo1 you can't even enter the cave anymore if you killed it on the worldmap (due to the nature of quest satellite locations, I kept it enabled and instead just remove the Deathclaw if you have the location visible already). I'm pretty sure there is no explosion graphic for this wall. It just gets deleted. It's the same in Fo1. I just tested it, got skill points in both. Melee Weapons and Unarmed. You sure one of your skills wasn't simply too high already? Don't know why they are locked. I replaced the script. Door scripts are mostly unified. I'm not making exceptions, because it'll just mess shit up somewhere else. Fixed the wooden door, but as far as I know, it's supposed to be a standard lock and not an electric one. Worked for me. Maybe you didn't do enough damage to trigger it? Never seen this. Dunno about it. Critter death animations are an engine-thing and nothing we influence via scripts. Maybe, but that's how it is in code. I even reverted all the additional stuff from Fixt to make it more true-to-original.
Dunno anymore if it's vanilla or Team-B/Fixt, but that is there for quite some time. Basically the head explodes but the body stays active. And yes, that seems only to happen with criticals.
Then I don't know what to do about it. Must be looked into by someone with deeper engine knowledge than I have.
Thanks, that was fast! I can't quite read between the lines here- are you interested in fixing vanilla FO1 bugs? For the ones you didn't reply to (except the shady sands one)- are those known bugs or...? Anyway, some more comments. Want a save of me in the Skumm Pitt? You'll see the graphic imprinted in the map. Seems like a good bug to fix then? But not selling the sniper rifle is a new bug with the merchant re-stocking option? Nope, I talked to the Loser, declined his offer, talked to Jacob who told me he'd pass my name to Vance, and then Vance kicks me out when I try to enter the building. I'm not so sure, as the explosion sound plays and we know that trapped containers (Highwater's chest) do show an explosion graphic. So, a bug? It doesn't make sense he would barter it. Oh my melee skill was over 120, but the issue is two-fold: 1) the text that prints to the log is "you gain you gain", you gain is repeated twice. 2) if my skill is too high to be improved, the message that the skill is improved shouldn't print, right? Is wooden door the right description? More so than being locked, those startrek-esq doors don't seem "Wooden". That graphic triggering is damage dependent? I must have beaten Fallout 1 over 10 times, and it has played every single time. Want the save? I think what is happening is that, due to better criticals, my critical hit should be an insta-death to him, which is what is triggering the death animation. But something is preventing him from dying, so he continues to fight. That or the bug is the reverse; for some reason (sfall management of crit tables?) the game thinks my crit is an insta-kill, triggering the graphic, when it really isn't. Either way almost every hit from the pistol does this, so it's very easy to reproduce in the save.
I didn't investigate these yet. What I can say right away is that the Fo2 moods are working slightly different than in Fo1. In Fo1 it's basically a scale from 0 to 100, while in Fo2 it goes from -100 to +100. I've tried to adapt to that and convert the values as good as possible without having to edit the vanilla Fo1 script. In my tests it worked good enough, but that doesn't mean there can't be issues with some characters here and there. That must be investigated individually. Nah, that won't help me. It's a similar issue to the old "Ghoul corpses in Necropolis standing upright." I have a hunch about how to possibly fix it, though. I already fixed it on the repo. With the next version there will always be one sniper rifle by default when talking to him the first time. So you mean the explosion / flame effect and not a different "damaged" graphic? I checked the code, looks like some weird Fixt changes. I'll revert it. It's not, I fixed it.
Awesome, thanks @Lexx What's the best english language tool for editing and (re)compiling scripts right now?
Maybe the CoC use a percentage formula? I am thinking it's a privacy thing. Since Agris complaint about this design feature, I want to feedback that it's normal for me. If Vault Dweller cant lockpick it, it mean I am a noob char and need to return for that once I am high level enough to invest lockpick I also want to feedback about this feature: it's good. It raise the importance of Doctor's investment. You are screwed if you meet this event far from town. If you fix this type of encounter, Doctor fell right back to the bottom of no use other than 60 point for Living Anatomy.
Tried to reinstall this, but having problems with undat.exe. The extraction goes up to file [73/8602] ART\CUTS\OVRINTO.MVE and then crashes. I don't think my MASTER.DAT is corrupt as I was able to extract the whole thing with F1DatExplorer0.3 without any problems. Any idea what might be the problem here?
Looks like it has problems extracting the video file. No idea why, I've extracted my files hundreds of times (english and german Fallout). My wild guess would be that there is indeed something wrong with your master.dat file. I guess you could just open undat_files.txt and remove the \CUTS\ entries and try again.
Where is your MASTER.DAT from... GOG, Steam? Also, what does crash mean, do you get an error message or does it just hang?
Thanks for the replies, I think Lexx is right, though. I tried a different MASTER.DAT I had on an old external drive and this one went through without problems. Seems like the one I tried before was indeed corrupted somehow.
Ok, thanks for checking! Bitflips do happen, even if it seems unlikely. Especially if the file was copied from one drive to another one. I might add some checksum checks in a future update to the tool to validate that the archive is indeed not corrupted. But then I'd need to gather the checksums for all available retail MASTER.DAT files...
Latest repo update now has some experimental changes to the critter reaction system. I noticed some things were wrong and probably fixed it now (values that should have been doubled weren't, etc). So far it looks like everything is working correctly now, but I don't have the time to do full blown tests with it. Another change is the addition of Fo2's seasonal environment lighting. In Fo1, the sun always goes up and down at the same time, while in Fo2 it changes depending on the current season. It's a pretty simple change and I did not notice any issues with it. However, this feature will be disabled by default, because while it is much more realistic, I feel it can have quite a big impact on the location ambience. If nobody reports any further bugs / issues with this stuff, I guess v1.2 will be released end of this month.
Minor thing, but I got some death messages that don't make any sense in the context of Fallout 1, mentioning "The Village" or "The Garden of Eden". If it isn't much trouble, maybe those should be excluded from the rest. I also wandered into a cave filled with ants the other day and noticed one ant crawling on the ceiling beyond the cave wall. Maybe a hole in the map or a buggy spawn point?
Creatures spawning on wall then disappear is an engine problem, I think. This issue persisted since the old 1.0 days and even now on RP~
You sure you didn't borked anything? Because these messages should not show up at all. enddeath.txt doesn't have any of those. /Edit: Seems like some of the conditions aren't working... these death messages should never trigger... On the other hand, I personally have never seen them, so no clue what's up again. The problem with critters spawning in / outside of cave walls is that their position is set randomly (no luck involved, I swear). Game picks a random hex, checks if it is blocked and if it is, shifts the value a bit until it works out. Most of the time that means critters will be inside the playable area, but sometimes... they won't. We have no way to detect this, so it's just how it is. I've added lots of additional blockers in the small cavern corners, etc. but it can still happen at times.
Considering I have seen it happen with normal luck, and see no difference with Luck8/Luck2, I dont believe luck is involved.