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

Sduibek said:
- Combat freezing, are you in Windowed mode? If so, this is also fixed in next release (it's a bug in f1_res and next release includes newest version of f1_res)

Yes I did. I tend to prefer playing that way. Figures it'd be a bit unstable there

And no, I didn't keep any of my saves, sorry. But I guess somebody else had that covered for ya so all should be well soon enough. :P
 
Hollow Point, I updated the scripts in Patch 6.3 after some changes that I think should fix the teleportation issue, could you please try again and see if it is fixed?
 
Sduibek said:
Hollow Point, I updated the scripts in Patch 6.3 after some changes that I think should fix the teleportation issue, could you please try again and see if it is fixed?

Ok, so I have just downloaded the 6.3(v2) patch and applied it.
The teleportation seems to have stopped.

However, upon loading the savegame I have got this message in the combat log. "You earn 10000 experience points for destroying the Vats". This did not happen before applying the 6.3(v2) patch. Not sure if it's a bug or not.
 
Cool, thanks. :)

[sidenote: The earned XP message you saw is a feature, but I've set it now so it only displays if character was created in 6.3 or newer -- through a full installer, not a patch. Because the way patches are designed, it can't update that global var (technical details are boring). So that msg won't appear out-of-place anymore when the next patch and/or installer is released. ]
 
wakrather, is that using the 6.3 patch? Also if you make a new game using other characters, does it still have these same crashes? Thanks for the savegames.

EDIT: I gave myself Power Armor and some other stuff, and after about 40 critical fails by Katrina and Seth and a Guard, no crashes. So it must be a difference in files between the distributed install and my personal files. I'll see what's going on.
 
Alpha 6.4 patch released. This includes everything from previous patches, and requires alpha 6.1 installed first.

NEW STUFF: Fixes crashes from killing Doc Morbid, other bug fixes for Doc Morbid and Junktown, screen going black with Blades/Regulators should be fixed now, many other small fixes and tweaks.

I think it should be compatible with alpha 6.x saves, but back up the whole "DATA" folder within your Fallout FIXT folder just in case.

Download link #1 (Preferred, Gamefront) (8.5 megabytes)
Download link #2 (alternate/mirror, Dropbox) (8.5 megabytes)
Download link #3 (alternate/mirror, Rapidshare, not recommended unless other two links don't work for you) (8.5 megabytes)

Installation instructions:

1) You need to first have Fallout FIXT alpha 6.1 installed
2) Download the alpha 6.4 patch.
3) It's a self-extracting zip file; extract it to the same directory that you installed Fallout FIXT into -- for example "C:\Games\Fallout".
4) If prompted to Overwrite Files, say Yes To All.
5) Version installed can be confirmed as usual: check bottom-right of main menu, or click Credits from main menu.
 
I was just going to post the bugs in 6.3 and i see there is a 6.4 now.

After installing 6.3 patch on top of 6.1, the water guard completely disappears from the 3rd level of the vault, the gun runners wont acknowledge you stopped the deathclaws if you killed the mother before talking to them,

If playing a male char ,all raiders call me "death hand", even tho i havent done anything on that map yet, and i can neither flirt nor get charisma treatments from Lorri.

I still cant turn in bob to the police and i dont get my titles in the chat window when leveling

Those are the one i can think of right now.

How do i upgrade from 6.3 to 6.4? Do i have to delete some stuff or just extract and overwrite?

My fallout installation is not GOG but its installed as v1.1. Is that a problem?
 
Perkyguy said:
After installing 6.3 patch on top of 6.1, the water guard completely disappears from the 3rd level of the vault, the gun runners wont acknowledge you stopped the deathclaws if you killed the mother before talking to them,
Okay thanks, I'll check it out. I think it's from using a character from an old version (always a possibility that it'll cause glitches) but I'll check it out.

Perkyguy said:
If playing a male char ,all raiders call me "death hand", even tho i havent done anything on that map yet
It's a feature of the original game. If you pass a Luck check, they confuse you for Garl's father (who happens to be dead).

Perkyguy said:
, and i can neither flirt nor get charisma treatments from Lorri.

I still cant turn in bob to the police and i dont get my titles in the chat window when leveling
These are oversights in the alpha 6.0/6.1 installer itself, so I can't get them fixed until the next full installer release unfortunately.

Perkyguy said:
or just extract and overwrite?
This.

Perkyguy said:
My fallout installation is not GOG but its installed as v1.1. Is that a problem?
No that shouldn't matter because my files include patches 1.1/1.2/1.2.1/1.3.5 anyway.
 
Тhere is one particular bug which vexes the hell out of me and ruined my no-reload attempt.

The constant "aim is blocked" bug, even though i have a clear shot and it even happens when im right next to my enemy.

Im My "no reload" run, I managed to get to the final floor of the military base, level 18 from deathclaws, jacked up on drugs, no chances taken.

I engage the boss, melt his minigun cronie, try to target the rocket launcher one, but i cant due to a bogus "aim blocked".

I spend my remaining 4 shots killing the boss, and the bug-shielded rocket launcher enemy crits me for 134...

Was I pissed off.

Would it be possible to incorporate f1 to f2 engine transformation? The green friendly outline, yellow for blocked and ofc the take all button are sorely missed
 
Awww dammit, I didn't realize the aim blocked bug still exists. I don't understand what's causing that one. :mad: What do you mean by "constant" though? As in, you move around but it still says aim blocked?

As far as I can guess, there's two possibilities -- either it's caused by f1_res or it's caused by my implementation of the Lit Flares In Hand code.

I'm leaning towards it being the flare code, because I couldn't find any "reset light level" code or anything like that, so I had to manually test the player's default light radius until I could settle on one that appeared to be the same as vanilla game -- 75% at 6 hexes (that's 6 diameter, so 3 in each direction). I am wondering if for some reason that messes with the targeting system.

-- And engine conversion is in the works, it'll be a while before it's fully playable though (quests, random encounters, etc). It's playable now but not really as the full game experience, it's more a proof-of-concept at this stage.

Would you be willing to play the game more and try some testing for me? I'd like to send a version of the script that disables flare's level light override code, and see if that fixes the targeting issue.
 
Sduibek said:
Awww dammit, I didn't realize the aim blocked bug still exists. I don't understand what's causing that one. :mad: What do you mean by "constant" though? As in, you move around but it still says aim blocked?


Yes. Once i get a shady "aim is blocked message" that enemy becomes immune to targeting until it moves. As I said, i've had instances where i move right next to it, and it still says i cant get a lock-on.

Never used any flares though. Dont know how that would factor in

Would you be willing to play the game more and try some testing for me? I'd like to send a version of the script that disables flare's level light override code, and see if that fixes the targeting issue.

Well, sure, I need to start another game anyway if im gona complete the no-reload thing im trying.
 
@Perkyguy:

I checked and per the vanilla code, the water guard sleeps, so you were probably just there during evening/night hours. Between 7:00am and 6:00pm the water guard is at the door. Otherwise he's sleeping.

Here is the script for testing: https://www.dropbox.com/s/dtm9fv5xtqt44i5/OBJ_DUDE.int -- this will disable all light radius changes related to Flares. I want to see if this fixes the targeting issue.

Put it into {Fallout FIXT}\DATA\SCRIPTS and say Yes to Overwrite.

---

Mirak said:
So if I'm playing 6.4 version, I can't turn Iguana Bob in?
Correct.

The way those customizations are implemented, it uses a program called sed to search and replace lines in the global variables file... but I was stupid and some of the search strings have the wrong amount of white space. So it doesn't find the string, doesn't replace it, hence the customization doesn't take effect.

I'll see if I can make an addition to the patch that enables that stuff. Or it might just wait on the installer, depends on which would take more work.
 
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