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

I think you guys will like the next release, it's going to have lots and lots of new stuff and new fixes.

Dropbox still has me down for too much traffic, so here's a teaser of what you'll see in the new version, from the Changelog:

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GAME START
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- Player no longer always starts the game with a Knife in inventory. [RATIONALE: It's extraneous since you can get one right away anyway.]

- Algorithms for Tagged skills (to determine bonus starting items) are now correct. (In vanilla, almost all of them were wrong)

- If created character on Easy difficulty, player no longer gets Tagged skill starting items for ALL non-combat skills. Now it works the same as on Normal or Hard: If you Tag a skill, you get the applicable bonus starting items. [RATIONALE: While starting with more items on Easy makes sense, this made any non-combat skills you tagged completely irrelevant in terms of bonus starting items, and greatly reduced starting difference between character builds.]

- Number of bonus starting items received for each Tag skill now varies by selected difficulty level. (For example, Small Guns tagged giving 1 stack of ammo on Hard, 2 stacks on Normal, 3 stacks on Easy.) NOTE: These changes are minimal or disabled if Fixes Only mode is enabled. [RATIONALE: Balance change. This makes Hard more of a challenge, while allowing Easy to still give more items as it did before.]

- Base starting items (the items all characters always start with) now vary by selected difficulty level. (For example, base item of 2 Stimpaks given on Hard, 3 Stimpaks on Normal, 4 Stimpaks on Easy.) NOTE: These changes are minimal or disabled if Fixes Only mode is enabled. [RATIONALE: This allows difficulty level to matter more from the beginning; Hard is more of a challenge, and Easy is a little easier than before.]

- Skills that gave no items in vanilla if Tagged, now give items. Examples are a Laser Pistol for Energy Weapons, Flamethrower for Big Guns, and Stealth Boy for Sneak. NOTE: These changes are disabled or reduced if playing Fixes Only mode. [RATIONALE: The guns start with minimal ammo and you don't have access to high-level ammo until later in the game anyway, plus now it makes it much more attractive to Tag "endgame" or "less useful" skills, as well as increasing difference between character builds.]

- If selecting Science as a Tag skill, player no longer receives 2 Buffout in their inventory at the beginning of the game. [RATIONALE: Why would a science-focused character start with combat-focused drugs?]

- [OPTIONAL] Ironman mode: Player can choose to start with only Tagged skill bonus items (no base items), or start with no items at all.

- [OPTIONAL] If option of male characters smoking for idle animation is enabled, then male players start with a Lighter.

- [CUSTOM ONLY] If not enabled Fixes Only mode, player also starts with 2 Water Flasks if playing on Easy, or 1 Water Flask if playing on Normal.

- Time of day is randomized to between 05:00 and 07:00 at game start instead of being exactly 07:21, which means you will now sometimes see "night sky" message instead of "light of day" message. (In vanilla this message existed but was unused)


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VAULT 13
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- Descriptions for Entry Computer and Vault 13 Outer Door consolidated. (In vanilla, examine on either would display 2 messages)

- If explosives are detonated on the entry computer, the door will either be permanently stuck open or permanently shut, depending on if you pass a Traps skill check. [RATIONALE: Not much more than a curiousity right now, but will become important later on when optional content of continuing game as a Super Mutant is implemented.]

- [OPTIONAL] Player can choose to continue playing game after invasion of this location, if invasions are enabled. This does not effect dialog-triggered invasion, only the timer-triggered invasion.

- Inhabitants killed and bodies generated when invasion triggered.

- Rebels can no longer get stuck on their way to the meeting.

- Rebels walk to the meeting on time.

- Rebel meeting starts promptly at the time it's supposed to, once the rebels arrive.

- Rebel leader displays a float message when dialog ends, of when their meeting is held, if player has heard about their discontent and hasn't already completed the quest and leader isn't sleeping and meeting isn't currently in session. [RATIONALE: In vanilla, only the rebels would tell you the meeting time, but not the leader. That doesn't make any sense.]

- "Calm the rebel faction" quest is now added to PIP-Boy 2000 quest list once player has learned about the rebel faction's discontent.

- If you kill the rebel leader to complete the "Calm the rebel faction" quest, this now earns you 250 XP and -5 Karma, but only if already received the quest and not already otherwise completed it. (Previously it gave no XP and no Karma change)

- Message about the cave's darkness seeming unnatural to you, is restored for display at beginning of game. [RATIONALE: Player already gets a message about natural light when leaving the cave; restoring the complementary message about natural darkness seems appropriate, as well as accurate given the player's upbringing.]

- Medic is now standing on the North wall, between the beds. In the same room as before. [RATIONALE: Previously he was standing next to the door and hard to see. This way he commands a clear presence in the room and is easily seen by the player.]

- Medic no longer requires you to be injured (less than full HP) to offer to heal your irradiation or poisoning. You can request healing of poisoning or radiation, if either of those ailments exists.

- Medic, when telling how many rads he can remove, now properly says "rads" instead of "percent".

- Medic's healing times are now as follows: 3 minutes per point of Poison, 5 minutes per HP, and estimated time-to-heal reported is given in friendly hours format. (Vanilla just gave raw number of minutes and took 20 minutes per rad (!) to heal. 800 minutes to heal 72 rads? No thanks.)

- There's now a supply locker near the Medic's room, that contains 1 First Aid Kit, 4 Stimpaks and 4 Flares. (The item totals are the same as in Vault 15) [RATIONALE: Vault 15 has a locker there but Vault 13 doesn't, which is strange. Also, the Medic's vanilla dialog references stimpaks, stimpak rations and a wall locker.]


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GENERAL, GAME
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- Metal doors that auto-close now do so after 15 seconds. (Vanilla was 3 seconds) [RATIONALE: Having to rush through before doors close is annoying as hell. Also, this now means they'll stay open for 2 rounds during combat, closing on the beginning of the 3rd round after opening.]

- Metal doors can now destroyed by explosives as follows: 1 blast if you make a Traps check, otherwise 2 blasts. (Vanilla was 3 blasts and didn't make any Traps checks) [RATIONALE: 3 might be more realistic, maybe, but there's a limited number of explosives in the game... I don't think any player is ever going to use 3 explosives just to bust down a door. Especially considering that in vanilla game it's not documented anywhere that they're even destroyed after three blasts. You don't get a message after the blasts or anything.]

- Dialogue for the following scripts now have proper reaction/empathy flag values: Abel, Doc Morbid, Michael, Neal, Radio (item), Saul, Sophia, Super Mutants at Military Base, Trish, Vats Control Computer Technician, Vault 13 rebels, Vault 13 Security Officer.

- Description and displayed equation in character screen of First Aid's starting skill% is now correct.
 
Sduibek said:
- Player no longer always starts the game with a Knife in inventory. [RATIONALE: It's extraneous since you can get one right away anyway.]

That sounds like dirty edit, as not everyone can guess to check that corpse (especially new players who are not familiar with Fallout interface and mechanics yet). Also, do you really think these guys in the vault would just give you gun and no melee weapon leaving you on your dangerous, crucial mission?
Other changes seem quite reasonable and bugfixes always good.

Found some bugs playing latest FIXT:
1. http://i.imgur.com/lDQxKZx.png - As you can see on the screen, there are black zones.
2. If you lucky enough to make raiders think you are Death-hand (the original leader of raider's and Garl's father), you will notice floating messages changing too fast (so fast they're unreadable).
3. http://i.imgur.com/7ZWFid4.png - If you reply with highlighted remark, combat would not initiate (it should AFAIK)
4. Kalnor, guard of the Junktown shooting at me if I not put away my gun even though I'm not in town - my position on the pic: http://i.imgur.com/2p5J5ja.png (Not sure if it's bug or vanilla)
 
I realise how does the software producing work - I just wonder if it is a blank alley.

I was playing Fallout and there were some shortcomings but bugs? In comparison with the original release of F2 - Fallout FIXT is even worse... :P But if you say it is a matter of time then ok.
 
Ammo and drugs spawning in my inventory in Fallout 1?

I am playing through Fallout 1 for the second time, and for some reason, 10mm ammo (both JHP and AP) spawn in my inventory along with mentats and buffout. While this is kind of cool I guess, it is just clutter, and I'm not really sure what is causing it to happen. I'm not sure when this is actually happening, but it seems like every time I talk to a merchant I have at least 200 more rounds of each and usually 2 or 3 of both mentats and buffout than I did the last time I looked at my inventory. Has anybody heard of this?

Thanks.
 
Huh. Never heard of that before. Do you have any mods or unofficial patches installed?
 
I have the newest version of Fallout FIXT with only the fixes, none of the additional modifications. I kind of wondered if that could be causing it somehow, but I haven't read a thing about this kind of issue.
 
Further inspection seems this specifically happens when talking to Mrs. Stapleton in the Hub. Every time I open a dialogue with her, 120 rounds of both AP and JHP 10mm spawn in my inventory along with one buffout and one mentats. That seems to be the cause, but I don't know why it's actually happening.
 
6.4 patch link not working

Hey guys,

I tried clicking on the 6.4 patch link and I get redirected to a page that just says "Get out of here".

I installed 6.1 and applied it to my GoG version of Fallout 1 but I am experiencing a memory error when I try to enter Shady Sands. I tried a fresh installation and I still get the same crash. Does anyone have a different link or a solution to my problem?

Thanks!
 
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Hey guys,

I tried clicking on the 6.4 patch link and I get redirected to a page that just says "Get out of here".

I installed 6.1 and applied it to my GoG version of Fallout 1 but I am experiencing a memory error when I try to enter Shady Sands. Does anyone have a different link or a solution to my problem? Thanks!

Should work now.
 
Fallout 1 rad-x only giving 25% resistance per pill?

I'm playing through Fallout 1 for the first time right now and I just got up to the quest where I need to go into The Glow to get into the Brotherhood of Steel. I made sure to get four rad-x from Vince in the Hub and a rope before going to The Glow. I read online that I need to take two rad-x before going into The Glow so that I have 100% radiation resistance. I did just that in the mountains before going into The Glow.

Well....that's not happening for me. Each rad-x pill is only giving me 25% radiation resistance. So I end up only having 62% radiation resistance when I take both pills. Why am I not getting the 50% radiation resistance per pill like I expected? Right now, I'm not even sure if I can go into The Glow without dying of radiation. I'm running the 6.4 Fixt patch from this website, so maybe that's why I'm not getting the resistance I expect?
 
Just donated some money to you Sduibek for everything you have done thus far on FIXT and hopefully will continue to do. I'll donate again from time to time to express my gratitude (and hopefully motivate you as well to keep on working on the project). Again, thank you for the time you put into this project. Hopefully one day it will be the "complete package" must have mod for Fallout as F2RP is for Fallout 2.
 
I'm running the 6.4 Fixt patch from this website, so maybe that's why I'm not getting the resistance I expect?
Correct, my mod changed it from 50% to 25%. Thanks for the post actually, I forgot about that change and need to address it, especially for Fixes Only mode.

Here, put this file in Fallout/DATA/PROTO/ITEMS and say Yes to "overwrite file?" -- that will set it back to 50% per pill. :ok: It might not affect ones already in your inventory though, so you may have to buy more.
 
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Hi, uhm, I recently started playing Fallout 1 FIXT with a charismatic and intelligent character. I noticed some strange events during the game and, curious, I went to search about them. The fact is, I got my results from the Fallout wiki and those event's requirements in stats are completely different from mine. Of course I thought this was caused by FIXT and its mods, but they're pretty strange.
In the raiders camp, the people called me the Dead Hand and thought I were their boss dead father's ghost. According to the wiki, this happens with at least 9 luck and that brings just a 50% chance of that happening.
I have 4 luck.
And, in Shady Sands, Seth didn't say anything about his ill brother, which happens if the Dweller has less than 3-4 intelligence.. But I have 9.
So, do you confirm this is what it's supposed to happen? It seems pretty strange, I'm unsure if this is how the mod correctly works or the game somehow bugged hard. Game bought via GOG BTW.
 
This has probably been asked a bazillion times, but what is the difference between "Megapatch" and "Megamod"? Is "megapatch" missing mods or features? Or is it just a different installation method?

EDIT: Found it in the readme. Yep, several mods are missing. Dammit, I have to download it again, and since I have dialup that will be quite an ordeal. Oh well. You really should say that on the original post...
 
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Fix!!!

Groovemaster said:
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.

I am experiencing the exact same issue. I am using a newly purchased digital copy of Fallout, Fallout 2, and Fallout Tactics bundle from the interplay website.
* http://us-interplay-store.gamesplanet.com/shop/fallout/

I used the:
*Fallout 1 'megamod': Fallout FIXT - [alpha 6.4, Nov 6 2013]
* http://www.nma-fallout.com/forum/viewtopic.php?p=840100

**It includes all the other patches needed to play. It also makes the screen much better in size.

The only issue I am running into is the "We, know what you did! You're a monster!" dialog I am getting from people in Junktown for killing children, yet, I've not killed any children.

I went directly from Vault 13 to Junktown and it still happened. If you find any patches or fixes it would be much appreciated. I will post anything if I find a fix.

Cheers[/url]

Go into the DATA folder inside of the Fallout folder, open the SCRIPTS folder and locate the "LARS.INT" file. Move the file to the desktop. Then, go back to the main Fallout folder and open the Source folder, then the Scripts folder. Locate the "LARS.SSL" file, and move it to the desktop, as well.

This worked for me, without quitting the game. Moved the files, clicked back into the game, and bam! everything worked. For now, I'm just leaving the files on the desktop.

--Cheers!
 
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