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

Playing with the new script and im up to the khans with no false"aim blocked" messages. Will edit as i go further

EDIT: so Im coming close to the mid game now and so far it seems to work.
I did get a few instances where my aim block was spotty, but i could always fire after moving onto a hex which i knew had a clear shot

EDIT#2: I just finished the game (managed to do the no-reload thing) and i have to say, it seems to have worked. I didnt get any bogus aim blocks with the very curious exception of the very same rocket launcher mutant that killed me the first time around.

I dont know why - when im standing in front of Lou from the northwest side, it looks like i have clear shot at him and his 2 guards. I can target the one with the minigun but the bazooka one is obscured.
 
Yeah the original game did have the occasional issue with line of sight. Never really figured that one out, I always just chalked it up to being an old game engine :shrug:

Having a hex based layout is probably the real reason though, because intuitive straight lines of sight sometimes do not exist, thus it looks valid to us but it's not because of how the grid lays out between source and target.

Thanks for testing, let me know if anything changes. I hope I don't have to get rid of the flare code completely, that would bum me out.
 
Next version will have content in Vault 15 to correspond to "see something under the bed" and "there should be an Uzi around here" messages, both of which were stupid in original game because:

1) Fallout1 doesn't have an Uzi item.
2) Thus, there was no Uzi to be found
3) The room with the "under the bed" message doesn't even have a bed
4) Nothing could ever be found under any bed.

New/changed Vault 15 content will of course vary if you're using Fixes Only.
 
Does anyone care what order the changelog is listed in? I'm not really sure how best to organize it.
 
Oppen said:
I think it should be newest first, and inside any version's log, fixes first.
Good points, but I do also like having them organized by type and location.

I suppose it could be both... newest at the top for each section (such as Junktown, Random Encounters, etc)
 
Is exercise sequence with brother Thomas in BOS bunker working properly? It's long time ago when I last played F1, but I remember, that you are suppose to get xp and skill raise from watching the training.
But it seems that it's stuck in an endless loop. I tried to reload the game, but it didn't help.

Ok, I finally got it working (you're not supposed to move, is that it?). But it took several attempts, as sometimes the whole sequence didn't even start or it started, but without Thomas' initial speech and then it was not possible to get the xp and skills raise.
 
That script has always been unreliable, hopefully I can fix it eventually. If you go directly there the first time you visit the brotherhood it works fine, but thereafter it can get stuck like you are seeing.
 
Dead Link for Alpha 6.4

Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!

Can you please provide another link, I got that itch to play the Fallout series again, lol. I loaded the 6.1 patch, so I don't want to start anything until I get the newest one loaded. Thanks a ton for keeping the dream alive, wish I had enough programming knowledge to contribute.
 
--Next version will feature completely overhauled and rebuilt Random Encounter randomizer--

EDIT: There will be some installer options for this now. Player will be able to choose:

1) Chance of each encounter type is based on player Luck and chosen game difficulty. (closest to Vanilla functionality)
2) Chance of each encounter type is based only on chosen game difficulty and chosen combat difficulty.
3) Chance of each encounter type is based only on player level.
4) Chance of each encounter does not ever change -- it's 11%/18%/20%/20%/18%/11% as you can see below.


As with vanilla, the %chance to see each encounter (there's 6 per area) is affected by Luck if your Luck is very high or low, but now it will also vary based on game difficulty (but not combat difficulty) when at those extreme Luck values.

Default %chance with a player Luck of 4/5/6/7 is now:

(worst/hardest)
Encounter1 ~ 11.5%
Encounter2 ~ 18.25%
Encounter3 ~ 20.25%
Encounter4 ~ 20.25%
Encounter5 ~ 18.25%
Encounter6 ~ 11.25%
(best/easiest)

The reason for this is now if you have Luck of 10, you can still see Encounter1 encounters a reasonable percentage of the time (~7.8%), if you're playing on Hard. Or alternatively can see them almost never (~2.75%) if you're a baby and play on Easy. Similar with Luck of 1. If you want a massive challenge, play on Hard with a Luck of 1, and you'll see Encounter1 about 29% of the time.

*** Also some encounters will vary -- based on Luck rolls -- the strength of monster. For example a Great Mantis instead of a Mantis, or a Greater Mole Rat instead of a Lesser Mole Rat, or a Nasty Radscorpion instead of a Radscorpion.

Basically the idea is to make encounters have a better distribution in a normal game with normal luck, and be better curved to align to selected game balance when playing on Easy or Hard -- i.e. being legitimately easier or harder. In vanilla, it was pretty common to never see Encounter1, among other such lame situations. I almost always play with high Luck and I've never seen Encounter1 in most areas of the game -- literally never. That's stupid, especially with only 6 encounters to choose from, and is now no longer the case, random is now more truly random.

You can consider this similar to an engine cap of 95% success rate -- even the best Luck should have crazy encounters sometimes, and even the worst Luck should have lucky encounters sometimes.

-------------------------------------------------------------------------------
As an example to see the silliness of the original balance:

VANILLA DISTRIBUTION AT LUCK OF 3/4/5/6 (i.e., "normal Luck, standard table")

Encounter1 ~ 0.5%
Encounter2 ~ 4.2%
Encounter3 ~ 21.3%
Encounter4 ~ 48.2%
Encounter5 ~ 21.3%
Encounter6 ~ 4.6%

Notice how even a Luck as low as 3 has an almost infinitesimal chance to see Encounter1. The game considers 3 to be "Poor" yet it only has less than 1% chance to see the worst encounter types? .. ??

VANILLA DISTRIBUTION AT LUCK OF 9/10 (i.e., "high Luck, good table")

Encounter1 == 0% (yes literally zero, out of two-hundred-thousand rolls [200,000 or 200.000 if you're not US] it didn't even roll once.)
Encounter2 ~ 0.5%
Encounter3 ~ 8.6%
Encounter4 ~ 40.6%
Encounter5 ~ 33.9%
Encounter6 ~ 16.4%
 
Next version will also feature improved weapon drop mod code (backend, you won't notice), option to destroy armor on killed critters (for "more challenge" or whatever), and improved rads-from-critters code (you might notice the change).

I forgot that vanilla had 7 scripts that had a 1/6 chance of giving player 1 rad when hit, so i've restored those if player selected Fixes Only, but now you actually get a message notifying of the rads. I never knew vanilla had this feature, because of the lack of notification.
 
What a fantastic collaborative mod! I picked up Fallout 1 a few days ago, and it just happened to coincide with the Fallout 4 possible teaser site (I know the main page says it's fake but we'll see) so that made me want to dive in all in the more.

Anyway, this is a great mod! I primarily picked it up because as I was playing a game of semi-vanilla Fallout (plus one of the TeamX patches), I came across the game breaking stuck-behind-a-follower-in-a-narrow-space bug, and I knew I had to find something to remedy it. Thankfully I found this, and what's more fantastic is to find that after 16 years there's still a modding community for the original Fallout. That's absolutely superb.

I just have a possible bug listing though. I believe I noticed when I was installing the Standard version of the mod that two additions include followers have higher stats as well as the ability to level up, and in addition that the player's accuracy is affected by the amount of visible light. Both are welcome additions, but I think I noticed that the latter addition doesn't apply to followers. When I'm in dark caves, while I only have a good chance of hitting enemies with a 10mm when I'm quite close to them, Ian is hitting every enemy from at least 6 or 8 hexes away and never seems to miss. So I'm just wondering, is this a bug? Shouldn't followers also be affected by the lack of light?
 
Sentient6 said:
Thanks for the quick response. And thanks A LOT for working on this mod. :D
Deus Gladiorum said:
What a fantastic collaborative mod!
Thanks!

Deus Gladiorum said:
I picked up Fallout 1 a few days ago, and it just happened to coincide with the Fallout 4 possible teaser site (I know the main page says it's fake but we'll see) so that made me want to dive in all in the more.
lol yeah, I saw that site today as well. Interesting stuff, fun and funny even if it's fake though.

Deus Gladiorum said:
and in addition that the player's accuracy is affected by the amount of visible light.
Well, sort of. It's a side-effect of having the Held Flares Give Light code -- I have to make it so when you aren't holding a flare, it applies default lighting so that you don't keep the increased lighting even once the flare dies. It's possible that this light radius is less than in unmodded Fallout but I don't think so; I did a lot of testing to make sure it was the same.

The only time you should see lower chance to hit than unmodded is if you enable darker underground, which of course would affect chance to hit in underground maps/levels.

Deus Gladiorum said:
When I'm in dark caves, while I only have a good chance of hitting enemies with a 10mm when I'm quite close to them, Ian is hitting every enemy from at least 6 or 8 hexes away and never seems to miss. So I'm just wondering, is this a bug? Shouldn't followers also be affected by the lack of light?
Interesting, I'd never heard this before. One thing to keep in mind is relative stats and skill level. Ian has 5 Perception and Small Guns of 79, what were your character's stats at the time?

After 1 levelup he has Small Guns of 99, and then the last levelup is Small Guns of 114.

If light level is lower, it should indeed affect all NPCs, enemies, and player. At least it's supposed to anyway. Hmm.
 
Sduibek said:
Deus Gladiorum said:
and in addition that the player's accuracy is affected by the amount of visible light.
Well, sort of. It's a side-effect of having the Held Flares Give Light code -- I have to make it so when you aren't holding a flare, it applies default lighting so that you don't keep the increased lighting even once the flare dies. It's possible that this light radius is less than in unmodded Fallout but I don't think so; I did a lot of testing to make sure it was the same.

The only time you should see lower chance to hit than unmodded is if you enable darker underground, which of course would affect chance to hit in underground maps/levels.

Deus Gladiorum said:
When I'm in dark caves, while I only have a good chance of hitting enemies with a 10mm when I'm quite close to them, Ian is hitting every enemy from at least 6 or 8 hexes away and never seems to miss. So I'm just wondering, is this a bug? Shouldn't followers also be affected by the lack of light?
Interesting, I'd never heard this before. One thing to keep in mind is relative stats and skill level. Ian has 5 Perception and Small Guns of 79, what were your character's stats at the time?

After 1 levelup he has Small Guns of 99, and then the last levelup is Small Guns of 114.

If light level is lower, it should indeed affect all NPCs, enemies, and player. At least it's supposed to anyway. Hmm.

You're right, I think it was just my mistake. Ian's fantastic accuracy seems to have worn off quite a bit. Perhaps it really was just chance? Sorry about that.

I would like to report another potential bug though. Like I said earlier, I chose the "standard" installation however companions' armors are not changing after I've confirmed that they're wearing new armor. I'm guessing the changing appearance of characters was meant to be a part of the standard installation since it's canonical and brings about more immersion without at all impacting the game.

Still a fantastic collaborative mod, though! I've told my companions to get the hell out of the way a number of times now, and it's oh so convenient. Keep up the good work!
 
No need to apologize for anything, that's quite alright.

Deus Gladiorum said:
I'm guessing the changing appearance of characters was meant to be a part of the standard installation since it's canonical and brings about more immersion without at all impacting the game.
Hmm, fair enough. I don't recall whether I specifically disabled it or not in Standard install, but I think you're right. The argument against would be that the characters are "supposed to" look like their original looks, to maintain the personality -- to be "in character" if you will. Leather baldie for Tycho, longhair for Ian, punk for Katja. Anyway I'll look at the installers and sort it out, thanks.

Deus Gladiorum said:
Still a fantastic collaborative mod, though! I've told my companions to get the hell out of the way a number of times now, and it's oh so convenient. Keep up the good work!
Haha, isn't the angry version satisfying?
 
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