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

.Pixote. said:
Dravean said:
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.

ppl, you seem to not remember the good times of snes where you could steal ppl like in breath of fire and nobody cared. :mrgreen:
 
How many of each book should Mrs. Stapleton start with?
And how quickly should she restock? Currently I have her start with 5 of each, and gets 1 more of each every game week.

Also should she start with a copy of Chemistry Journals or Cat's Paw in her inventory?
 
Would the grey robes from Fallout 2 (Hubologists) be useful for any critters in Fallout 1? Like a different look for someone in the CoC or BoS or whatever.
 
Will you separate bugfixes and "restored" content? Just like Fallout 2 RP

Also, I personally think you're changing a bit too much (look at my username :wink: ). Changing something just for the sake of change is not worth it. Otherwise, I support the idea that FO1 needs modder's attention
 
Fallout1FTW said:
Will you separate bugfixes and "restored" content? Just like Fallout 2 RP
I can do that, yeah. Would this even include small restored content like radiation damage from monsters? Some kind of list would be helpful, since i'm not necessarily the best judge of what is "new" vs. "fixed"
 
Fixes would be everything that is already in the game and doesn't work as intended.

Restored content would be that which is not in the game itself but is found only in game files. Thus, you restore it and bring it back regardless if the devs wanted it in the game or not (which is now impossible to determine as to why NPC X or OPTION Y was left on the cutting floor).
 
Fallout1FTW said:
Fixes would be everything that is already in the game and doesn't work as intended.

Restored content would be that which is not in the game itself but is found only in game files. Thus, you restore it and bring it back regardless if the devs wanted it in the game or not (which is now impossible to determine as to why NPC X or OPTION Y was left on the cutting floor).
Fair enough.

A few others have asked for modular installation as well, so today i'll look into what it would take to set up a Nullsoft Installer for this... . that way there can basically just be check boxes for each thing: i.e.

Map Changes
Game Changes
Bug Fixes
Restorations
Mutant Invasions
(etc)
 
If anyone has suggestions on how to split it up, that would be great :)

Changes like radiation damage on hit could go in the Additions/Restorations section, of course Mutant Invasions would go under Restorations (and I will include several options for time-to-invasion + instructions on how to change manually).

Not sure though about things like normalized sound volumes, Weapon Drop, etc.
 
Not sure though about things like normalized sound volumes, Weapon Drop, etc.

i dont remember this but if the sound volumes are different it would be a good idea indeed to have them all equal and if possible with 192 Khz/44100.

i still insist in the hard to implement idea (i know ;) ) bigger fonts according to the resolution the game has, planescape: torment has it (it only has a problem: any game of planescape with a bigger resolution stutters when putting the mouse arrow in the edge of the screen to move the screen to any side)
 
I too support the opinion to add just the fixes or make an installer (like you said) to select the options we want like Bug Fixes, Restored Content, Add ons, Children add on (yes I have the euro version :P), and so on...

I think you are doing a great job since Fallout 1 is so forgotten in the modding community :clap:
 
Sduibek said:
A few others have asked for modular installation as well, so today i'll look into what it would take to set up a Nullsoft Installer for this... . that way there can basically just be check boxes for each thing: i.e.

Map Changes
Game Changes
Bug Fixes
Restorations
Mutant Invasions
(etc)

Sounds good Sduibek...don't be disheartened by peoples comments, everyone wants the game fine-tuned, but without adding unnecessary feature creep. It's a delicate balance, Fallout 1's game design was almost spot on (although there are a few technical fuckups), separating different fixes will probably keep everyone happy.
 
.Pixote. said:
...don't be disheartened by peoples comments, everyone wants the game fine-tuned, but without adding unnecessary feature creep. It's a delicate balance, Fallout 1's game design was almost spot on (although there are a few technical fuckups), separating different fixes will probably keep everyone happy.
Yeah, it just sucks because depending on how/what is separated, it's going to take a long time setting that up, time that could be spent modding instead. I dunno, we'll see. The only thing that's going to be really hard is splitting up changes to the scripts, because i'll have to have parallel copies of all the script files, which will get kinda weird. A new bug fix would have to be pasted/changed/copied like five times, since nothing is modular so each copy of each file would need to be updated manually. For example something like Weapon Drop affects almost 500 script files, so if it had to be added to 3 different versions of the mod or whatever, that's doing a copy-paste 1500 times... :crazy:

So basically the modularity of the mod is going to be a balance between fans' wishes and my sanity :twisted:
 
Fallout modding isn't for the faint hearted - :salute: Just build some new critters and see what I mean, but whatever you do, just do it for yourself, and if other enjoy well that's a bonus. :mrgreen:
 
There's no sense in having multiple copies of the same script. That's unsupportable in the long term ... Can you introduce flags into your scripts depending on the user's mod configuration? That way you could determine if someone installed weapon drop and wrap its code in an if statement

Whatever you do, don't lose your mind. F1 needs you! :salute:

P.S. I could help you with scripting once I finish my module
 
Fallout1FTW said:
There's no sense in having multiple copies of the same script. That's unsupportable in the long term ... Can you introduce flags into your scripts depending on the user's mod configuration? That way you could determine if someone installed weapon drop and wrap its code in an if statement
Maayyyybe. Would sure be easier than the multiple copies thing ;)
 
Couple questions...

1) The game can be beat without ever finding the Water Chip. Should we do something about this or leave as-is?

Per Jorner said:
This quest is not crucial to finishing the game, i.e. if you kill the Master and destroy the vats before the time limit runs out, you win the game.

2) Deathclaws @ Boneyard can be killed infinitely for Exp exploit, change it or leave as-is?

Per Jorner said:
Go east to the abandoned warehouse area. There'll be two or three deathclaws here, which you can kill for 1000 combat xp each. After you rest for one hour, you can leave the map and return and there'll be new ones.
 
Leave both - I'm sure the developers knew that these things were possible and decided to keep it that way... :mrgreen:
 
To clarify a bit my view...

If you fail to deliver the water chip, you will still hear the "You're the hero" speech from the Overseer in the end. Yes, you are the hero for destroying the mutants but your Vault is still going to die without the water. It's a plot hole.

"VD, you're the hero and we don't want you any more. Don't worry about the water chip, we'll lock ourselves up and die of dehydration. Goodbye, loser (envy us on our privilege to die in the Vault instead out there in the Wasteland)" ;)

Re-spawning deathclaws also don't make much sense to me. Unless they have regeneration / resurrection mutation going on. The Hub's deathclaw is a single monster freely refered to as "The Deathclaw" thus the emphasis is that they're rare and should be encountered only as unique monsters and not as XP giving machines (as in FO2)
 
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