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

May have found a bug. A lit flare shows a really high price when trying to sell it to an NPC. For example when I barter, my unlit flare shows a value of $35, while a lit flare shows a value of $60. The NPC won't actually pay the amount shown for the lit flare though (I couldn't even get one to take it for 1 cap either).

Also, do lit flares last indefinitely? I've had a lit flare in my inventory for a few hours now. It's my first time playing Fallout 1, and I couldn't find any information regarding it, so I'm not sure if they last forever or not.
 
That price bug is weird, thanks for reporting. I'll probably be able to fix it.

Not being able to sell items with charges is a game engine bug though, happens to things like Geiger Counter as well. Nothing we can do about it unfortunately.

Yeah they last forever at the moment, that will change in the next patch.

[It was as a "fix" to the flares changing on map load -- because "load" event to the game even means going between sections of underground areas like sewers, so having to re-light flares is wasteful and annoying -- but I think them lasting forever is worse. I can set the timer manually so that they don't get destroyed on map load, but that takes lots of messy code and still isn't great.]
 
Deus Gladiorum it turns out you were right! I just discovered by accident that my light radius default (i.e. for when not holding a flare) was too low.

I did do lots of testing previously but apparently not enough testing :lol:

I had it set to 75% at 4 hex diameter, when the game default is actually 100% at 4 hex diameter. How about that.

Thanks for reporting it :D
 
I think the standard distribution for the new encounter tables (if player chooses to use it) is a bit too even... so I think the default if chosen, before mods from things like luck or player level or difficulty, is going to be:

(worst/hardest)
Encounter1 ~ 8 %
Encounter2 ~ 15 %
Encounter3 ~ 27 %
Encounter4 ~ 27 %
Encounter5 ~ 15 %
Encounter6 ~ 8 %
(best/easiest)
 
If given the option, I'd surely choose a merge of all the first three alternatives so that in the end the Random Encounter randomizer would account for:

player luck (25%), chosen combat difficulty (50%) and player level (25%).

To me, this is by far the best option because it involves all aspects that should play a role in determining the type of encounter.
 
Yeah that sounds good. It'll definitely take some time to get it balanced. Currently the "you find some items" encounters are coming up too often, I gotta figure out why.

Other than that, code is working well. There's currently the option of basing just on Luck (like vanilla), or Luck + Game Difficulty, or Combat Difficulty + Game Difficulty, or Player Level.

I'll have to playtest with it just using player level, because that should be pretty interesting. From level 13 onward you'll have a lot more of the worst encounters (which means mutants even in areas not near the Vats). Basically it changes every 2 player levels until lvl13, from 13 onward you're at the hardest difficulty curve. (So lvl 1 and 2 you get +3 meaing lots of easy encounters, lvl 3 and 4 is +2, etc)

Two things that need doing, that I haven't done yet:
1) Balance the damn free item encounters, or at least make them much more rare. I understand what the designers were doing, but free items is just lame unless it's a rare occurence, or only at low player levels. This will take some time to get done properly.
2) Make it so you can't get the same encounter twice in a row. I've always hated that. This one is easy to implement.

Code is here, but the formatting and code itself got all messed up, even with code tags:[spoiler:57b236d946]
Code:
				Encounter_Num := (random(0, 8) + random(0, 8) + random(0, 8));// 0 to 24, vanilla was 3 to 18
				if global_var(0) or (global_var(326) == 0) then begin//if NOT set to ignore Luck in factoring EncNum
					if (get_critter_stat(dude_obj, 6) <4> 7) then begin
						if (get_critter_stat(dude_obj, 6) == 10) then begin
							if (difficulty_level == 2) then begin
								Encounter_Num := (Encounter_Num + 1);
							end
							else begin
								if (difficulty_level == 1) then begin
									Encounter_Num := (Encounter_Num + 2);
								end
								else begin
									if (difficulty_level == 0) then begin
										Encounter_Num := (Encounter_Num + 3);
									end
								end
							end
						end
						else begin
							if (get_critter_stat(dude_obj, 6) == 9) then begin
								if (difficulty_level == 2) or (difficulty_level == 1) then begin
									Encounter_Num := (Encounter_Num + 1);
								end
								else begin
									if (difficulty_level == 0) then begin
										Encounter_Num := (Encounter_Num + 2);
									end
								end
							end
							else begin
								if (get_critter_stat(dude_obj, 6) == 8) then begin
									if (difficulty_level == 1) or (difficulty_level == 0) then begin
										Encounter_Num := (Encounter_Num + 1);
									end
								end
								else begin
									if (get_critter_stat(dude_obj, 6) == 3) then begin
										if (difficulty_level == 2) or (difficulty_level == 1) then begin
											Encounter_Num := (Encounter_Num - 1);
										end
									end
									else begin
										if (get_critter_stat(dude_obj, 6) == 2) then begin
											if (difficulty_level == 1) or (difficulty_level == 0) then begin
												Encounter_Num := (Encounter_Num - 1);
											end
											else begin
												if (difficulty_level == 2) then begin
													Encounter_Num := (Encounter_Num - 2);
												end
											end
										end
										else begin
											if (get_critter_stat(dude_obj, 6) == 1) then begin
												if (difficulty_level == 2) then begin
													Encounter_Num := (Encounter_Num - 3);
												end
												else begin
													if (difficulty_level == 1) then begin
														Encounter_Num := (Encounter_Num - 2);
													end
													else begin
														if (difficulty_level == 0) then begin
															Encounter_Num := (Encounter_Num - 1);
														end
													end
												end
											end
										end
									end
								end
							end
						end
					end
				end
				else begin
					if (global_var(327) == 1) then begin// modify EncNum purely on difficulty levels
						if (difficulty_level == 2) then begin
							Encounter_Num := (Encounter_Num - 1);
						end
						else begin
							if (difficulty_level == 0) then begin
								Encounter_Num := (Encounter_Num + 1);
							end
						end
						if (combat_difficulty == 2) then begin
							Encounter_Num := (Encounter_Num - 1);
						end
						else begin
							if (combat_difficulty == 0) then begin
								Encounter_Num := (Encounter_Num + 1);
							end
						end
					end
					else begin
						if (global_var(328) == 1) then begin// modify EncNum by player level
							if (get_pc_stat(1) < 7) then begin
								if (get_pc_stat(1) < 3) then begin
									Encounter_Num := (Encounter_Num + 3);
								end
								else begin
									if (get_pc_stat(1) < 5) then begin
										Encounter_Num := (Encounter_Num + 2);
									end
									else begin
										if (get_pc_stat(1) <7> 8) then begin
									if (get_pc_stat(1) < 11) then begin
										Encounter_Num := (Encounter_Num - 1);
									end
									else begin
										if (get_pc_stat(1) < 13) then begin
											Encounter_Num := (Encounter_Num - 2);
										end
										else begin
											Encounter_Num := (Encounter_Num - 3);
										end
									end
								end
							end
						end
					end
				end
[/spoiler:57b236d946]

EDIT: It's funny what you learn when modding. For example, in all mountain encounters across all regions in vanilla game, there was only five encounter categories:

Patrick, rats, mole rats, radscorpions, rockfall. If we consider mole rats in the same ballpark as rats, and if you killed Patrick, that means all you could get is rockfall and scorpions and rats.
 
Sduibek said:
Deus Gladiorum it turns out you were right! I just discovered by accident that my light radius default (i.e. for when not holding a flare) was too low.

I did do lots of testing previously but apparently not enough testing :lol:

I had it set to 75% at 4 hex diameter, when the game default is actually 100% at 4 hex diameter. How about that.

Thanks for reporting it :D

No problem! Though I do have another bug to report, and it is quite a massive exploit. I'm fairly deep into the game now (currently in the Glow) and as I was making my way towards the Glow I encountered a pack of radscorpions. I didn't notice the following bug before because I hadn't encountered radscorpions since I killed them for Shady Sands.

Anyway, as I was killing the radscorpions, for every radscorpion I killed I got a message saying "You got 500 experience points for protecting shady sands!". Quite the major exploit, haha. Oh well, at least it helped me level. Anyway, I thought I should bring that to your attention. Keep up the good work!

By the way, I'm broke right now but should get something next week; any chance you're accepting donations?
 
Deus Gladiorum said:
I hadn't encountered radscorpions since I killed them for Shady Sands.
This is actually pretty surprising. What kind of encounters were you getting on Desert squares? Radscorpions should be the most common encounters, next to Mole Rats and Raiders.

Deus Gladiorum said:
Anyway, as I was killing the radscorpions, for every radscorpion I killed I got a message saying "You got 500 experience points for protecting shady sands!". Quite the major exploit, haha. Oh well, at least it helped me level.
lol. You're welcome, apparently. :lol: Thanks for the bug reports.

How did you complete the Shady Sands quest? Did you trap them by destroying the wall, or kill them all? Or a combination? Did any of your hirelings kill some of them? (Ian, etc)

Deus Gladiorum said:
By the way, I'm broke right now but should get something next week; any chance you're accepting donations?
I do indeed, there's a link in my signature. :mrgreen:
 
Help in Junktown, all the guards are attacking me.

This includes Lars, I can't get any missions from them, nor can I go and kill Gizmo with them, they call me a monster and attack me, I did kill the guy at the used car lot, but that was half the map away, other than that I've only killed the Khans, holding the Champion rating and Karma ranking of 18, why would they attack me?
 
In next release, getting local encounters (traders for hub, peasant for shady sands, etc etc) on Mountain squares is only 50/50. I realized it's silly to ALWAYS have the local ones load.

So if you aren't playing on Fixes Only, and you're in an area near a town, it will be a good tradeoff to use mountains -- encounters can be significantly less difficult (50% of the time anyway, since default mountain encounters are mostly just rats and scorpions) but you're also moving slower.
 
Okay, so I even started a new character where I did nothing remotely evil and they still call me monster? What am I doing wrong?
 
Groovemaster said:
So I read that he calls me a monster because I killed a child, but I never did?
Or you didn't notice that !? Do you use explosives/grenades in fight when child is near ?
 
No, I've never been in a fight around a child, no grenades, I only have traveled to Sandy Shores and Junktown along with Vault 15, but no children, I'm playing with the FIXIT on steam, and I've been told I may have to reinstall, due to this was my second character and I was extremely straight forward.
 
Sorry to bother, but I recently installed Fallout along with your mod and as I play through the overwhelming majority of the quests/events are broken.

When I attempted to free Tandi I was recognized as Death-Hand, but after successfully convincing Garl to release her combat was began by a henchman. The only way I could finish the quest was by moving to an exit square, she can no longer be found in Shady Sands although some characters do recognize the quest has been completed. The doctor has recognized it but does not give free healing. At Junktown I am able to place bets on the upcoming fight, but the fight event doesn't take place (I've tried waiting when prompted, and I've also manually waited for 1400), I attempt to save the waitress but a similar occurence to when I attempted to save Tandi happens.

Is this normal? I'm grateful to be able to play this (awesome) 16 year old game with the mods your community has included, but I feel discouraged that my attempts at immersion are all resulting in wonky behavior in the game-state. Should I reinstall vanilla? What's the procedure for removing FIXT? Will this help? I'm on Windows 7 64bit, and have FIXT 6.4 installed (patched from seemingly successful 6.1 install). Thank you for your time, and again I apologize if I seem to be complaining, I'm not! I appreciate the hard work of the community!
 
glum said:
Sorry to bother, but I recently installed Fallout along with your mod and as I play through the overwhelming majority of the quests/events are broken.

When I attempted to free Tandi I was recognized as Death-Hand, but after successfully convincing Garl to release her combat was began by a henchman. The only way I could finish the quest was by moving to an exit square, she can no longer be found in Shady Sands although some characters do recognize the quest has been completed. The doctor has recognized it but does not give free healing. At Junktown I am able to place bets on the upcoming fight, but the fight event doesn't take place (I've tried waiting when prompted, and I've also manually waited for 1400), I attempt to save the waitress but a similar occurence to when I attempted to save Tandi happens.

Is this normal? I'm grateful to be able to play this (awesome) 16 year old game with the mods your community has included, but I feel discouraged that my attempts at immersion are all resulting in wonky behavior in the game-state. Should I reinstall vanilla? What's the procedure for removing FIXT? Will this help? I'm on Windows 7 64bit, and have FIXT 6.4 installed (patched from seemingly successful 6.1 install). Thank you for your time, and again I apologize if I seem to be complaining, I'm not! I appreciate the hard work of the community!
Do you have savegames showing these bugs? If possible that's always very helpful. Sorry about the issues you're experiencing.

Not sure about those bugs, but I don't doubt the Junktown ones will be reproducible because Junktown tends to be buggy. Raiders shouldn't go hostile innnapropriately in next patch, I've worked out some kinks in their scripts.
 
First I wanna say that this is great mod. Mainly because it contains all favourite mods together so I dont need to install them one by one and then some.
But I think i found several bugs if I didnt do something wrong(correct me in this case)

I installed basic version of Fallout 1 then your 6.1 and then 6.4.
1. Bug I found is that when I rescue tandi either by giving that guy something of equal value or through special dialogue when he thinks I am his dead father. When I try to speak with her while in that location, the game crashes.
2. Possible relationship with tandi. It might be that it requires certain level of statisticts I didnt have but when I speak with her while she is back in the village there is only one possiblity, and that is basically that she thinks I want her for one night entertainment.
3. "workable whores" didnt work for me. Or I dont know how to do that. There is no dialogue with bartender and they are all busy in their rooms.
4. possibility to have operation increasing charisma didnt work for me either. Only the posibility to have several for stats which were possible in normal game.
Also I guess that increased cost is intended? But in my opinion its little bit too much expensive given there is almost no merchant in game with decent caps for exchange.
5. There is no available dialogue to try have a relationship with that doctor..(maybe again certain level of skills is required?

Wasnt able to check the invasion possibilty( not that far yet)
It also didnt work in just 6.1 version.
 
akasha those are issues with the installer that can't be fixed with a patch, unfortunately. They are already fixed in my files but won't be fixable until I do another full release of a new installer.

I've added these to the bugs wiki.
 
Should I send the data found in the save file slot in the '*:DATA/SAVEGAME' directory via pm? Thank you for your speedy response.
 
Ok no problem in that. I was just curious if its an actual bug/error in installer or if I am just doing something wrong ;)
 
Back
Top