Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

Sduibek said:
I had a thought while sleeping earlier today... What about if the look of your hired NPCs never changed, but when you mouse over them, it displays what armour they are wearing?

So the appearance throughout the game would be:
Tycho - leather armor
Katja - leather jacket
Ian - leather jacket (blue pants)

However if you floated the mouse over them, besides just saying "You see: Ian" it would say for example "He is wearing: Combat Armor Mk II"

Thoughts?
Very interesting idea, but I'd like to see it other way - they change their appearance with armour and when you mouse over them, it displays their real look.
 
Fallout 1 and the mapper just don't like each other...try Dim's mapper to make your fixes...but know this, Dim's mapper can screw maps up as well, so make sure you backup any working maps before changing them.
 
I don't mind if the NPC's changes their appearances when they change their armor, as long as you can recognize who they are - Ian with his greasy long hair, Tycho the baldie, etc.

Just bring in the animations from the RP - but understand - Ian's blue pants critter wasn't designed to use all of the weapons, only the Mad Max black leather version can do that. So you will need to change him to the black leather - or leave him as is with the limited weapons...which will change when you give him new armor - combat, metal, etc, because those critters can use all weapons.
 
.Pixote. said:
Fallout 1 and the mapper just don't like each other...try Dim's mapper to make your fixes...but know this, Dim's mapper can screw maps up as well, so make sure you backup any working maps before changing them.
Aren't there people who've gotten the official mapper to work with Fo1 though? I played around with usedcar.map and when it loaded the entire screen was black, like some kind of black hole testing zone :crazy:


killap said:
Sduibek said:
.Pixote. said:
Does the change in the light conditions effect the accuracy of the player, like night and day...just asking.
I have NO idea but that's an excellent question! Want to test it for me?
I would assume yes. I highly doubt weapon accuracy checks are done with a boolean (night/day) rather than being based on light intensity. The latter would make much more sense. Plus, the difference between night and day is light intensity anyway.

@Sduibek
You've been doing some great work. Keep it up!
Yes, it does affect &ToHit, and quite a bit actually. It's very very noticeable on new characters.

I may dump the darkness up from 20 to 30 (orig was 40) to offset this... having a large affect on chance to hit is kinda sucky if you ask me....


.Pixote. said:
Sduibek I have a small critter fix for the Overseer...when you shoot him in his chair it will play an animation (A) - with his body moving back and forward...even if the mini-guns are out. This new animation (B) is designed to replace the old animation when the mini-guns are out. Just go to the Vault and shoot the old guy to see what I mean. :mrgreen:
Unfortunately I cannot get this to work... I tried with the filenames you provided, then tried renaming them to .FR0 and .FR1 respectively, but no luck. Is this something that would require sfall to implement? :(
 
.Pixote. said:
I don't mind if the NPC's changes their appearances when they change their armor, as long as you can recognize who they are - Ian with his greasy long hair, Tycho the baldie, etc.

Just bring in the animations from the RP - but understand - Ian's blue pants critter wasn't designed to use all of the weapons, only the Mad Max black leather version can do that. So you will need to change him to the black leather - or leave him as is with the limited weapons...which will change when you give him new armor - combat, metal, etc, because those critters can use all weapons.
Are you sure this is even possible with Fallout 1? From what i've seen it can't be done with scripting, I don't know where in the .PRO the pointer to which files to use is. Would it be somewhere in here?

Code:
000B-002F 	  	--- 	Unknown 
0198-19A 			Unknown
019C-19F 			Unknown

If it were up to me, i'd make all the males except Ian have that all-black leather look when wearing the Leather Jacket, it's so sexy on the female chars, would be cool if everybody had it 8-)
 
Maybe I missed something Sduibek, but is the focus of this mod to basically be a "megamod"?

I have to say my interest at first in this was more in that I loved a number of the bugs you had said you fixed (which were great). I thought that was your intent for this (as well as you then working on a survival like mod).

That said, what I have played through with this so far, was very fun. I Really like it.
 
Jaesun said:
Maybe I missed something Sduibek, but is the focus of this mod to basically be a "megamod"?

I have to say my interest at first in this was more in that I loved a number of the bugs you had said you fixed (which were great). I thought that was your intent for this (as well as you then working on a survival like mod).

That said, what I have played through with this so far, was very fun. I Really like it.
I think my purpose is to basically make Fallout "what it was meant to be and could have been"
 
Yeah, I'd like to see the changes remain a bit more conservative. For instance, is there any evidence that the devs wanted to give the centaurs an attack like the one posted above? If not (and I don't think there is), then I'd rather not have it.

I want Fallout to remain Fallout. I love that you're fixing bugs, and making common sense adjustments to the game-play balance for the better (i.e. making poison and radiation a bit more meaningful). But on the other hand, I get a little concerned when you talk about making changes simply because you think it'd be cool. Like changing all the blue-jean critters to wear all black.

That's my opinion, anyway. This is your mod and of course you're free to do whatever you'd like.
 
Dravean said:
Yeah, I'd like to see the changes remain a bit more conservative. For instance, is there any evidence that the devs wanted to give the centaurs an attack like the one posted above? If not (and I don't think there is), then I'd rather not have it.

I want Fallout to remain Fallout. I love that you're fixing bugs, and making common sense adjustments to the game-play balance for the better (i.e. making poison and radiation a bit more meaningful). But on the other hand, I get a little concerned when you talk about making changes simply because you think it'd be cool. Like changing all the blue-jean critters to wear all black.

That's my opinion, anyway. This is your mod and of course you're free to do whatever you'd like.
No no I understand, I like feedback. Pixote mentioned about going overboard when he was doing some map work for the FO2 RP, I agree that if one is left alone to mod without feedback, things can go in funny directions.

So, yes, if you think something is ill-advised or stupid, please let me know. Whether it's something discussed or something already implemented. Feedback is good, in case I go all crazy style and start doing stupid shit :clap:

This began as primarily for myself, but ultiamtely it's for the fans, and it wouldn't be very cool if I was the only one that enjoyed it :P



Ides for my future offshoot mod Fallout FIXT: Survival--
I had some fun ideas for Fallout FIXT: Survival while I was sleeping -- Enemies never flee in combat (ever, applies to all critters), Character has no ambient light at all, Canteen is *required* to prevent dehydration in Desert areas, otherwise you die, Childkiller kicks in after killing 1 child (current it takes 3 for some stupid reason), Steal is checked (with a Sneak check in addition, so a success on either is OK) when using it on someone, so no more freebie look-sees. Anyway just tossing out ideas. It'll be a while before I actually start work on it, but should be fun.


NIGHT VISION FIX?
Along those lines, the only fixes I could come up with for Night Vision will affect %ToHit for both the player and monsters... so I think Night Vision will have to remain broken :(

Another mod-related question I had earlier in the FIXT thread, moved to this thread now:

KARMA CHANGES IN THE MESSAGE WINDOW
Should I set it up so that any changes to Karma (the Reputation #) are displayed in the message window? Not sure if this would be considered useful, or just a reduction of realism.

MAP CHANGES/FIXES?
Maybe this is a stupid question, but what *map* changes/fixes/updates need to be made?

LISTING ADDICTION EFFECTS
Would it be useful to add the effects of addiction(s) to their description(s)?
For example after the blurb about RadAway addiction, it would list the effect on Radiation Resistance of said addiction.

HIT POINT CHANGES - UNSURE
In one of the most recent versions, Iincreased HP to more realistic and balanced for quite a few critters (50 to 100 maybe??) creatures that had ridiculous hit point values - i'm refering to Peasants and Children for example, which were many times a one-hit-kill or just very unrealistic/unbalanced comparatively and we don't like that. Also certain types of rats, the Crack Assault Paladins, radscorpions, etc.

Nevill said to me that this belongs in Fallout FIXT: Survival, not the normal FIXT. I think he's probably right. Any other thoughts?


Not sure if this one is my fault or from vanilla Fo1; need to follow up with user regarding my most recent crash fixes to see if they helped:
Kelldroth said:
I have just noticed another glitch.

The pipboy button goes black, and can no longer be selected... and will not reappear until I restart the game. Characteristic is independent of saved gamestate.

This is regarding the Weapon Drop Mod, which is included in Fallout FIXT as of .9995:

Sduibek said:
So what was the general verdict on these questions:

1) Drop second hand item slot?
2) Drop armor slot?
3) Drop on KO/Unconscious?
4) Drop on crippled limb?

My current implementation is just the main item (slot #1), but I think adding it to KO and Crippled Arm could be a good idea.

EDIT: I did some digging and I think it'll be best if I check both slot #1 and #2. Check if it's a non-unarmed, non-point-blank-melee weapon, and drop them. Otherwise leave it.
 
KARMA CHANGES IN THE MESSAGE WINDOW

Evil critters should give only +1 karma, and good critters - 10 karma, unless it a special evil character (Gizmo) + 100, but likewise a special good character (Killian) should have a -100 karma.

MAP CHANGES/FIXES?

I was going to fix the Cathedral map (new tiles), and box the smaller maps in the black boxes (see the RP maps).


HIT POINT CHANGES - UNSURE

The game has three difficulties settings- Easy - Normal - Hard. Now these settings only seem to effect the skills only, what would be cool is if the hard setting actually effected the hit points of the enemy. For instance -

*Easy: AP +0 and 100% Health - 70% experience (below normal).???

*Normal: AP +0 and 100% Health - 100% experience (as normal).

*Hard: AP +3 and 150% Health - 150% experience (faster and tougher enemies).

Maybe the "new" protos will need to be designed in extra folders...so when the game is on hard, the game will look for the new protos, etc. Fixing the protos is not a problem, but finding the new folder might be tricky - Is it possible?
 
.Pixote. said:
Evil critters should give only +1 karma, and good critters - 10 karma, unless it a special evil character (Gizmo) + 100, but likewise a special good character (Killian) should have a -100 karma.
Are you serious? Those are pretty big numbers :shock:

EDIT: I suppose those aren't crazily excessive... IIRC the max/lowest Karma in Fallout 2 is like +/- 1600 or something?


I was going to fix the Cathedral map (new tiles), and box the smaller maps in the black boxes (see the RP maps).
Once you have this done I will certainly include it with FIXT :clap:


The game has three difficulties settings- Easy - Normal - Hard. Now these settings only seem to effect the skills only, what would be cool is if the hard setting actually effected the hit points of the enemy. For instance -

*Easy: AP +0 and 100% Health - 70% experience (below normal).???

*Normal: AP +0 and 100% Health - 100% experience (as normal).

*Hard: AP +3 and 150% Health - 150% experience (faster and tougher enemies).

Maybe the "new" protos will need to be designed in extra folders...so when the game is on hard, the game will look for the new protos, etc. Fixing the protos is not a problem, but finding the new folder might be tricky - Is it possible?
I have no idea if that's possible, but a very interesting idea indeed! The extra XP makes me think of the /players command from Diablo II :D

EDIT: That would be something cool for Survival... I don't know if the critter thing's possible, but in addition / instead of that we could have Hard affect the players resistances and that sort of thing.
 
Alright i've got the mapper working. What's first on the list of map fixes?

Also for anyone interested, here's what I did:
chsize all critter & item .PROs in the mapper folder to 416
set them all to Read-Only
Only make small changes to the map, less is more :wink: lol
save it (duh)
run through Cubik's converter

So far i've fixed something very simple: gave Stapleton an off-map footlocker like Mitch and Beth, so that we don't have to worry about retarded workarounds for her inventory duping and/or player stealing all her books.

Let 'er rip, gimme all the map fixes you can think of.
 
So, yes, if you think something is ill-advised or stupid, please let me know. Whether it's something discussed or something already implemented. Feedback is good, in case I go all crazy style and start doing stupid shit :clap:

you arent doing anything stupid, it's YOUR mod, people use it if they want or not. ;)

This began as primarily for myself, but ultiamtely it's for the fans, and it wouldn't be very cool if I was the only one that enjoyed it :P

since you say so here goes some suggestons: ;)

it would be better if you divided your changes into different packs:

1 pack for fixes
1 pack for restoration mod
1 pack for other changes of yours
1 pack for your survival patch
1 pack with all other stuff from other modders you wish to include

idk how would be to implement all of these into NSIS but i imagine it would be annoying. ;)

1 thing i'd like to see: bigger fonts according to the resolution you have, bigger the resolution bigger the font is so no one has to suffer to read anything, wonder again if that would be something hard to implement.
 
Sduibek said:
.Pixote. said:
Sduibek I have a small critter fix for the Overseer...when you shoot him in his chair it will play an animation (A) - with his body moving back and forward...even if the mini-guns are out. This new animation (B) is designed to replace the old animation when the mini-guns are out. Just go to the Vault and shoot the old guy to see what I mean. :mrgreen:
Unfortunately I cannot get this to work... I tried with the filenames you provided, then tried renaming them to .FR0 and .FR1 respectively, but no luck. Is this something that would require sfall to implement? :(

I will mess around with the names for the file...one will work, hopefully. 8-)

EDIT - name changing didn't seem to make any difference. The current file is named NMOVERAO (unarmed hit)...I changed the file to NMOVERLE (minigun hit) - but nothing. I think the script will need tweeking.
 
Got Bob's stand set up so if you Use it or use Steal on it, it checks if he's alive and if so, goes into dialogue with him. That always bugged me.

This is fun :D

EDIT: Placing scripts really sucks though. You have to select it manually, and typing the first letters doesn't help because the scripts list isn't alphabetical. So you have to grab the line# and scroll down to that line manually.... :wall: :wall: :wall: :wall:

I think I can safely say that if I can get these maps working without crashes, this will be become the greatest Fallout1 mod/patch ever :ok:
 
I thought of something that would be awesome for you to implement, but it'd probably be tedious as hell.

There are some characters, such as the doctor in Shady Sands, who get upset if they see you going through their shit. I always wished that script was enabled in more characters, because it really adds to the realism if you can't simply steal what few items these poor people have without them bating an eyelash.
 
Dravean said:
I thought of something that would be awesome for you to implement, but it'd probably be tedious as hell.

There are some characters, such as the doctor in Shady Sands, who get upset if they see you going through their shit. I always wished that script was enabled in more characters, because it really adds to the realism if you can't simply steal what few items these poor people have without them bating an eyelash.

I second that - people should give one warning and then attack the PC if attempts to steal their stuff...this should cover all the merchants, etc.
 
Yup. I agree. It's silly in both games that you can walk into people's rooms/houses and rifle through their stuff. BIS were aware of it, however, as evidenced by the dialogue with Renesco where you can actually say something along the lines of 'oh, i spend most of my time going into peoples houses and taking their stuff'....
 
The Chosen One said:
What do I WANT? I don't really know. Most of the time I ignore my quest and walk into the homes of others,
riffling through people's shelves...oooh, like those over there!
:mrgreen:


Anyway yeah that would be kinda tedious, but no more so than some of the stuff i've already done :P Anybody want to help? I can give you a detailed rundown of how I got the mapper working, and ya'lls can get to work on fixin' stuff :clap:

Here's what I did to get it working, let me know if this works for you:
[snip] now moved to its own thread at http://www.nma-fallout.com/forum/viewtopic.php?p=894884#894884
 
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