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

Fallout 2 had experience-farming monsters?!?!?! When did everyone else learn of this? I've been sorely misinformed. ;)

Although to be fair, in Fallout 2 it didn't matter much since you could go to Level 99...

I have absolutely no idea how to fix the main quest bypass bug (i've tried previously. boo.) but the Deathclaw thing should be easy... I was thinking something like, they *do* respawn if you don't kill them all, but only like after a week of game time, or maybe a month. She is laying eggs afterall.
 
Gone is my favorite battle field - NOOOOOOO, considering that I hardly ever get a random encounter in the game, the baby Deathclaws were the best way to level up. There is a solution - take the baby Deathclaw critters (maclw2aa) from Fallout 2 and replace the larger Deathclaws found on that map. Just lower their stats a bit to reflect their weaker condition.

Remember there was quest related to these Deathclaws, so they were intended to be a tough encounter.

Code:
Kill the deathclawes
EXP: 1000. Reward: Equipment for yourself/for the blades. Received from: The gun runners. Location: Boneyard, Downtown.
 
.Pixote. said:
considering that I hardly ever get a random encounter in the game
Do you mean any random encounters at all, or encountering a Deathclaw in a random encounter? Because the (un)likelihood of the latter is going to be fixed soon.

.Pixote. said:
There is a solution - take the baby Deathclaw critters (maclw2aa) from Fallout 2 and replace the larger Deathclaws found on that map. Just lower their stats a bit to reflect their weaker condition.

Remember there was quest related to these Deathclaws, so they were intended to be a tough encounter.

Code:
Kill the deathclawes
EXP: 1000. Reward: Equipment for yourself/for the blades. Received from: The gun runners. Location: Boneyard, Downtown.
Yeah, I was thinking something like that would be cool.
 
Code:
BUG (Exists in vanilla Fo1 as well)--

Special Encounters can spawn on mountain tiles, even though their maps are all desert type. Not sure how to fix this, I think it's in the exe versus being in a script.
 
The game can be beat without ever finding the Water Chip. Should we do something about this or leave as-is?

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

both cases arent bugs and i doubt both were overlooked by the devs.

[spoiler:5ac8e55f7c]in the case of water chip it's possible to finish without it since you can pay the water merchants in the hub to send water to vault 13.[/spoiler:5ac8e55f7c]

about the boneyard, it's not an exploit since i believe the devs were counting for new ppl not exploring the area where they are well, they did so to get ppl surprised about why they reappeared again. ;)
 
Felipefpl said:
both cases arent bugs and i doubt both were overlooked by the devs.

...you can pay the water merchants in the hub to send water to vault 13.
Yes, especially when you killed them all yourself. Even if you didn't, it only alleviates the problem and doesn't fix it completely. I do not know whether it was intentional or not, but this ending contains a logical inconsistency.

As for DeathClaws, this doesn't look like a bug. Sure, it can be easily exploited and I wish you fixed that, but I can understand others disagreeing.
 
I can understand others disagreeing.

i see, but i cant understand you putting the content of my spoiler for everyone to see, i was tryin to hide this so ppl who didnt play fallout 1 yet didnt know about this. :/
 
Felipefpl said:
i see, but i cant understand you putting the content of my spoiler for everyone to see, i was tryin to hide this so {It's "people". You can write legibly. Don't bother crying about it.} who didnt play fallout 1 yet didnt know about this. :/
If these people indeed exist (seriously, do they?), they would be spoiled much worse just by reading the list of things the mod changes.
 
ok, reveal what you wants, just next time dont reveal my spoilers ok? also, i never read myself the full changes of the RP for Fallout 2 for example to not spoil my surprise, so dont judge everyone based only on an assumption of yours, at minimum, it was not ethic from you to reveal something i wanted to stay hidden.

Like i said b4, if you want to do this, fine. Just dont do it with my spoilers.
 
Play nice, it's the internet.

EDIT: In other news, I've got some cool stuff planned for the next version :)

Should the following creatures have the possibility of doing small radiation damage per hit? (we're talking 0-2 rads, something like 25-50% of the time you get hit):
-- Mole Rats
-- Dogs
-- Coyotes
-- Deathclaws
-- Rats
 
I'm ok with the glowing ones giving radiation damage, don't really like the idea of other creatures doing it.

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

In my opinion, that is 100% a clear exploit (and I am so guilty of getting a few free levels with it *cough*). I'd love to see this fixed, keep the original first spawn, and if [spoiler:cc66b69da5]the mother is not killed[/spoiler:cc66b69da5] maybe have it re-spawn in a month or two, and lower it to only 1 creature appearing.

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

I say leave it. But let me take this idea a step further:

If you ever reveal in a conversation the location on your vault, I'd like to see a consequences possibly happen at Vault 13. And an even greater chance of a very bad consequence especially if you [spoiler:cc66b69da5] Allow the Water Merchants to deliver water to the Vault[/spoiler:cc66b69da5].

I still remember the very first time playing and was faced with this decision, I actually hesitated and weighed the consequences if I chose that. Just an idea for some mod maybe.
 
Jaesun said:
I'm ok with the glowing ones giving radiation damage, don't really like the idea of other creatures doing it.
Yeah, i've since decided it's a stupid and annoying implementation :-x

EDIT: Thanks for the other feedback, good ideas.


Would yalls support changes to Traits / Perks to make them more useful and desirable (some are clearly shitty as it currently stands) or should that go into FIXT: Survival?
 
Jaesun said:
The game can be beat without ever finding the Water Chip. Should we do something about this or leave as-is?

I say leave it. But let me take this idea a step further:

If you ever reveal in a conversation the location on your vault, I'd like to see a consequences possibly happen at Vault 13. And an even greater chance of a very bad consequence especially if you [spoiler:06d7263829] Allow the Water Merchants to deliver water to the Vault[/spoiler:06d7263829].

I still remember the very first time playing and was faced with this decision, I actually hesitated and weighed the consequences if I chose that. Just an idea for some mod maybe.

Correct me if I'm wrong, but isn't this already the case? I remember the playthrough before my last one where I

[spoiler:06d7263829]repeatedly told people where my vault is, e.g "I'm from a small vault from the west" instead of "I am just a traveller" etc, said to the water merchants that they should set the next caravan to the vault etc. This all ended in the muties overrunning the vault before I could even reach the boneyard..[/spoiler:06d7263829]
 
Surf Solar said:
Correct me if I'm wrong, but isn't this already the case? I remember the playthrough before my last one where I

[spoiler:8d6d02e2f2]repeatedly told people where my vault is, e.g "I'm from a small vault from the west" instead of "I am just a traveller" etc, said to the water merchants that they should set the next caravan to the vault etc. This all ended in the muties overrunning the vault before I could even reach the boneyard..[/spoiler:8d6d02e2f2]

[spoiler:8d6d02e2f2] IIRC the mutants will only invade if you give Lou or the Master the location of Vault 13 by joining Unity.[/spoiler:8d6d02e2f2]
 
Not sure what Surf Solar is talking about, all that stuff was disabled with the 1.1/1.2 patch... the only time limit that existed was the [spoiler:d9752ab1fc]500 days until V13 was invaded, and Necropolis being invaded after 120 days or 30 days after visiting it[/spoiler:d9752ab1fc]

Various things SHOULD have done that, but were ultimately all disabled in the final release/patches of the game.
 
Sduibek said:
Not sure what Surf Solar is talking about, all that stuff was disabled with the 1.1/1.2 patch... the only time limit that existed was the [spoiler:e4d8ac1aab]500 days until V13 was invaded, and Necropolis being invaded after 120 days or 30 days after visiting it[/spoiler:e4d8ac1aab]

Various things SHOULD have done that, but were ultimately all disabled in the final release/patches of the game.

This might be the case, I've never added any patch to Fallout1.
 
Some problems in the latest patch - Version: Beta 0.9995 (March 16, 2011)

If you kill the water thief his body remains on the map - I used the computer in the room on the left...time must have moved forward but the body remained, and the citizens didn't seem to mind one bit.

018scr00001.gif


Tandi's head needs the correct background for each map and each map elevation. Currently we have the raiders background in Vault 13.

019scr00002.gif


Also I think you need notes with the release files, for people to check the latest changes, etc...other than that it's very enjoyable. :)
 
Ohhh I forgot about the background image. Thanks :D

EDIT: And shame on you for killing the water thief! :wink:

EDIT2: Wow the mod is up to 3031 files. :o
 
Surf Solar said:
Sduibek said:
Not sure what Surf Solar is talking about, all that stuff was disabled with the 1.1/1.2 patch... the only time limit that existed was the [spoiler:83b56d64e1]500 days until V13 was invaded, and Necropolis being invaded after 120 days or 30 days after visiting it[/spoiler:83b56d64e1]

Various things SHOULD have done that, but were ultimately all disabled in the final release/patches of the game.

This might be the case, I've never added any patch to Fallout1.
What?!?!?! Even the 1.1?

Insanity. :o
 
Well unlike bug ridden FO2, I've never had any bugs, crashes or broken things in FO1, so I didn't see the need to patch it. Stuff like the above in spoilers mentionend I've always thought is good, not sure why they removed it in a patch...
 
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