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

crash in junktown

version: Fallout GOG
FIXT 6.1 FULL_CUSTOM -> option FULL (Clean install -> game+mod)
DUALBOOT --> Win7 x86_64////Ubuntu 13.04 x84_64+Playonlinux 4.2.1 (installed in both OSes, crashes in both of them)

JUNKTOWN
After killing the midget, looting the locker, killing Doc Morbid and his guards (in this order), Fallout is crashing to desktop whenever I try to leave the map - either going to world map or trying to enter adjacent area inside town.

If I don't kill Doc Morbid, there's no problem entering the world map/adjacent town area.

SLOT07 - before killing Doc Morbid
SLOT08 - killing the midget (Doc and guards alive)
SLOT09 - midget killed, locker looted, Doc and guards are dead --> can't enter adjacent town area/can't enter world map --> game crashes

------------------

Tried changing kill order:

Load SLOT07 -> killed Cougar, Flash. friendly NPCs (Ian, Tycho, Meatdog) killed Doc Morbid. Entered Lab and killed midget. Loot locker. (in this order). SAVE SLOT03
SLOT03 -> now, I can access world map/adjacent town area

savegames
 
Hi everybody,

I have a little problem with this mod.

Yesterday, after installing it, I realized that the animation to open the containers changed from the "magic hands" animation to the "bend down" animation. Certainly, this is an option in the full instalations of the mod, so I unchecked the specific box that activates the animation, in order to have the default fallout animation.

The problem is that it didn't worked at all. No matter what option I choose -the "Fixes Only" option, the "Standard" option, the "Custom" option with the animation unchecked...-, i have ALWAYS the bend down animation, which I particularly don't like -try to open a locker with that animation is weird.

Does annyone have the same problem? I think this is done via scripts and I would like to know which one is to delete it, but I don't know it for sure.

Thanks!
 
All:

Thanks for the reports, I'll look into it and see if I can get a patch out before school starts. Apologies for not responding to you each individually.

Strange about the text overflow and bend down animations, neither of those should be possible.

Computers are crazy -- when I used to do tech support I'd say "If it shouldn't happen, it will happen relatively often. If it can't happen, it will happen occasionally."
 
UniversalWolf said:
I've had two glitches with 6.1 so far. Near Shady Sands I had a random encounter with a "weary traveler" who asked me where I was from and what I was up to. I told him I'd learned it was unwise to share that information with strangers, and he confided that he came from Shady Sands. I convinced him to take me to Shady Sands (even though it was very close on the map) but we arrived to a black screen. I think everything was present and working because the music was playing and I could hear the clicks when I pressed the mouse button, but the entire screen was black. Got a save on the weary traveler encounter if you want it.

Second glitch, I had the raider camp go bananas on me when I showed up at night one time (in order to rescue Tandi). All the floating text about the Khans thinking I was a ghost seemed to roll off really, really fast, with no delay (you couldn't read it because it was flickering so fast), and I could run through walls. I started combat and killed everyone, and everything seemed to work okay from that standpoint. In the end I restored the save I made just before I left Junktown (I went there first to pick up Tycho and Dogmeat), and the second time it seemed to work okay. I don't have a save of this because it didn't happen the second time and I'm not at all sure what's going on there anyway. I'll look into it more. Never had this happen with 6.0 or earlier.

EDIT: I've been having the world map crashes too. They're very odd. So far I haven't noticed any pattern to them.

FWIW, I really dig FIXT. If nothing else, it gives me a reason to play F1 again. It reminds me why I prefer the story focus and setting of 1 over 2.

same problem with the Raider camp for me the text starts to go crazy as soon as pull me weapon out doesn't seem to happen until I do that.
 
Sduibek said:
Thanks for the reports, I'll look into it and see if I can get a patch out before school starts. Apologies for not responding to you each individually.
No worries! It's nice to see F1 getting some attention. We'll get there eventually!

This has nothing to do with FIXT, but I love the alien blaster. And I love the special encounter where you find it in Fallout 1. It helps that my character tagged Energy Weapons along with One Handed and Fast Shot and he just got Bonus Rate of Fire. Yeah, that's pretty good.

BTW, one thing I've noticed that should probably be changed...the caravan guard battles on the way back to the Hub. The vanilla ones are pretty poorly set up. Let me explain, if you haven't noticed.

I took a Crimson Caravan route to Adytum, and the battle on the way there was fine, but on the way back...ugh. I used save and restore to try it out over and over, and they all seem to be the same. You start jammed up so close to the eastern edge of the map that most of your enemies are standing on the exit grid, or they're off the screen entirely, and all the characters on both sides are clustered so close together you see more friendly fire shots than anything else. You can't close to melee with the raiders because if you step on the exit grid you wind up back at the Hub and the caravan master is mad at you for deserting.

That combat map needs to be larger, and the combat needs to start in the center. I leave it to your discretion whether you think this is a change that ought to be in FIXT, but personally I would include it. It's a case where vanilla is so messed up it doesn't function properly, so changing it would just make it work the way is should.
 
version: Fallout GOG
FIXT 6.1 FULL_CUSTOM -> option FULL (Clean install -> game+mod)
DUALBOOT --> Win7 x86_64////Ubuntu 13.04 x84_64+Playonlinux 4.2.1 (played the game in Ubuntu, bugs occur in Win7 too)

Major bugs:

CATHEDRAL
When on the main floor, Vault Dweller and his companions (Tycho, Ian, Katja, Dogmeat and recruited Followers of Apocalypse) may get teleported in front of the cathedral. It happens in combat, running around, during the script with Laura, interacting with objects or even when standing still not doing anything. Quite annoying.

savegame

END OF GAME
After the scene of exploding cathedral, the scene with Vault Dweller in the desert starts. Missing the fate of settlements affected by Vault Dweller's deeds and the scene where he interacts with the Vault Overseer and ultimately gets expelled from V13.

vanilla F1 ending: cathedral explosion->fate of the setllements->expulsion from V13->scene with Vault Dweller in the desert->credits
FIXT6.1FULL ending: cathedral explosion->scene with Vault Dweller in the desert->credits

savegame

This is how I remember F1 vanilla ending - YTvideo

Minor bugs:

SHADY SANDS
-there is a storyteller character I don't remember from vanilla. Asked her to tell me a story and nothing happened.

Tycho in Combat Armor
-his helmet sometimes disappear

Some suggestions I would love to see implemented*:

- Dogmeat should be able to level. e.g. LVL1=50HP, lvl2=65HP, lvl3=80HP, plus some extra damage reduction per level or a special dog armor. At later stages he dies a lot, both from friendly and hostile fire (most important for me)
- option to remove helmets from Power Armor, Combat Armor and Brotherhood Combat Armor for friendly NPCs (Ian, Tycho, Katja) for role-playing purposes (most important for me)
- two extra Power Armors for companions would be nice. I know there are two other PAs in BoS base but I really don't like to kill the 'good guys'. For instance one could be lootable from the dead BoS meber in the Glow and another sold by Gun Runners in Boneyard (somewhat important for me)
- option to remove Vault Dweller's Helmet (least important for me)

* Take into consideration that I know nothing about modding/coding.
----------------

In the end I'd like to thank Sduibek for his great work. Much has improved since I have played FIXT two years ago. Great job and thank you.
 
Hi sduibek, first of all thanks for all this great work you're doing on Fallout.

I've just finished Fallout 2 for the first time and I'm planning to play Fallout. Would you suggest to play it vanilla or with your own 'restoration project' (considering I've never played the original Fallout)?

Thanks
 
When user hits a dehydration encounter on desert squares, and they don't have a canteen and fail the outdoorsman check, should Nuka Cola / Beer / Booze be considered sufficient for hydration, if present in inventory?
 
Sduibek said:
When user hits a dehydration encounter on desert squares, and they don't have a canteen and fail the outdoorsman check, should Nuka Cola / Beer / Booze be considered sufficient for hydration, if present in inventory?
I would say no.
 
I got a quest from Michael (the supply officer) in the Brotherhood of Steel. He wanted me to take some EMP grenades to Sophia, Vree's assistant. There doesn't appear to be any dialogue to give the grenades to Sophia, however.

BTW, my map crashing seems to have stopped once I got to Necropolis. I've been hiking all over the map for a long time now, and it hasn't happened. I estimate it occurred 3 or 4 times between, roughly, Junktown, the Hub, and Necropolis.
 
Sduibek said:
When user hits a dehydration encounter on desert squares, and they don't have a canteen and fail the outdoorsman check, should Nuka Cola / Beer / Booze be considered sufficient for hydration, if present in inventory?
I'd say yes, but they should provide differing levels of hydration. Drinking a soda (Nuka Cola) should provide a refresher. And honestly, same with booze. So basically the hierarchy is: water, soda, beer, booze. The higher the alcohol content, the less it should help.
 
UniversalWolf said:
I got a quest from Michael (the supply officer) in the Brotherhood of Steel. He wanted me to take some EMP grenades to Sophia, Vree's assistant. There doesn't appear to be any dialogue to give the grenades to Sophia, however.

I noticed this too can't believe I forgot about it.
 
I already have code from user ash to fix the grenades quest, I just didn't have time to implement it.

George32027-- Doing the "Fixes Only" download should be good if you want a fairly standard Fallout experience. If you want to see a bunch of interesting stuff that the game never had, I'd download Full Custom and then choose either Standard or Full.
 
I think booze and alcohol in general should hydrate, but speed up the process of dehydration (something like hydrating +1 (arbitrary units) but dehydrating +3 some hours later), because that's how they work IRL. Hangover is in part because of the dehydration caused by alcohol. IIRC, it works as a chance of having such encounters, so the way to implement this would be to rise the chance for a dehydration encounter until the next stop on the journey, while allowing to pass the one which triggered it.
 
UniversalWolf said:
I got a quest from Michael (the supply officer) in the Brotherhood of Steel. He wanted me to take some EMP grenades to Sophia, Vree's assistant. There doesn't appear to be any dialogue to give the grenades to Sophia, however.
Yep, and when you go back to Michael, he gives you the grenades again.
A really fertile combination: Infinite grenades and amnesia. :roll:
 
Work on alpha 6.2 now in progress. This one will mainly focus on fixing issues (versus adding content).
 
Right after I posted my last message I loaded up FIXT again and got a world map crash. :D

But it was a long time between this one and my last one, at least. I went all the way from getting the Water Chip in Necropolis, through completing the Glow quest, to heading up the coast to the northwest corner of the map without one crash.
 
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