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

Thanks for the response! I didn't know that I had to report bugs on wikia so I deleted my reply and was trying to figure out how to do it on there.
As for the ''NightkinError' I really have no idea what might have caused that, I was stepping out of the elevator, I didn't even move a hex and it just showed up.
Here's a savefile in case you need it

http://www.mediafire.com/download/rhrk0ku80h01jrc/SLOT04.rar

Bug fixed. Thanks for the save game. Great character, by the way. I killed 3 super mutants with 1 shot each in one combat round :nod:
 
Alright guys, I have two hours until I have to leave for a Rock Band party. I'm doing my best to get a release to you before then. LIGHTNING ROUND, GO GO GO!

Edit: Fixes Only installer finished.
Edit2: Compiled; now uploading.
Edit3: WOO, FINISHED! I'm so awesome.

Version 6.7.1 uploaded. German Uncut version not available yet, sorry.

Doesn't include nearly as many features as I'd like, but if you don't mind reading a novel (AND SPOILERS!!!! WARNING) you can check out the Change Log which has lots of new stuff.
 
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Sduibek, INIT_LORRAINE.SSL message popped up after visiting Adytum at first time.

just let me know if the traps bug in The Glow has been fixed.
Just left the Glow, bug with traps wasn't fixed though, cause I searched all fifth floor for security disk.

And as I understood it's better not to use quicksave option due to game crashes?
 
That is not a change log, that is a readme. Don't you have a separate list of the contents of this new release? If not, just let me know if the traps bug in The Glow has been fixed.
Actually it is a change log... there's a looooong list of things Fixt changes :P

And yes I usually post a shorter change log of what changed between versions, sorry about that. I was on a time crunch and wanted to get it released before I left the house :)

Change log is a frustrating thing for me because people wanted a comprehensive one, so I finally made it (the document linked above) but now people don't like the comprehensive one. I am now very efficient with documentation; every time I add or change something, even a small thing, I put it in the document right away, but because I'm constantly updating and reformatting the list, it's hard to specifically keep a "just new stuff since last version" list.

I'll try to figure out a way to have both a chronological per-release traditional changelog as well as the comprehensive one, that won't multiple the amount of work. I'll probably be able to come up with a method, we'll see.

EDIT: Okay I've got it, what I'll start doing is when I add or change something in the comprehensive, i'll add a little datestamp reminder to myself. That way when I actually put out a release, I can excerpt up a "new stuff changelog" quickly. :nod:

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@Echon I am surprised to hear that traps bug isn't fixed, each should now go away once triggered or disarmed... If you mean you can't complete the traps quest in The Glow that's because it's not possible to complete it. I haven't restored that yet -- it was broken content due to developers oversight.

EDIT: Ah okay, I messed up the "gas trap" script. Fixed now.

I will be reuploading the alpha 6.7.1 within the next hour or so, as of that install, traps will work as: 3 tries to disarm, and then it goes off, with the exception of a critical fail will always cause it to go off. I think it works pretty well.

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EDIT2: Okay, re-uploaded and should be good. Good night everyone.
 
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will work as: 3 tries to disarm, and then it goes off, with the exception of a critical fail will always cause it to go off.

Hmm, why some fixed number of tries? Pretty boring and unrealistic... :/ Why not a go off chance ? Maybe something like blow off chance: 45% -sqrt(20*traps-skill) + 5% per try? (skill 20% (minimum), first try: 30%, max skill (100%), first try: 5%)
 
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I am modder myself and I do not find it too hard to pin down that went into a specific release. Just write it down under Next Release or add a date, like you mentioned.

@Echon I am surprised to hear that traps bug isn't fixed, each should now go away once triggered or disarmed... If you mean you can't complete the traps quest in The Glow that's because it's not possible to complete it. I haven't restored that yet -- it was broken content due to developers oversight.

I am not saying it has not been fixed, I was just asking if it was. I stopped playing the game once I ran into that issue (that is, the traps do not disappear even after detonating).
 
I gave The Glow a try with my old savegame and the bug concerning the traps has been fixed. Thanks for the quick patch!
 
About the changelog, is there anything in there concerning your weapon tweaks? Like adding Weapon Penetrate to most throwing weapons?
 
Does anyone have ideas for making a spoiler-free changelog? I really want people who've never played Fallout, to be able to play Fallout Fixt, but there's so many spoilers, I want people to be able to read the list and go "Wow cool!" without it giving away loads of metainfo.
 
When I tell Lars that the Skulz are going to attack Neal and agree to help fight them, Neal only attacks me in the following fight.
 
I've installed the latest version (6.7.1 Full Custom), I'm using the custom installation where you pick which features you want to be added to the game. Once in game, everything is fine until I leave the Vault 13 cave and arrive at Shady Sands, arriving there I notice that everyone has been killed by Super Mutants, which is weird since I didn't pick the instant super-mutant invasion option during the installation. I've tried re-installing Fallout and the Fixt mod and picking a different time limit for the Super-Mutant invasion during the installation. I've tried searching the OP for a fix or anyone having the same problem but I couldn't find anything. Any help is appreciated, thanks.
 
I've installed the latest version (6.7.1 Full Custom), I'm using the custom installation where you pick which features you want to be added to the game. Once in game, everything is fine until I leave the Vault 13 cave and arrive at Shady Sands, arriving there I notice that everyone has been killed by Super Mutants, which is weird since I didn't pick the instant super-mutant invasion option during the installation. I've tried re-installing Fallout and the Fixt mod and picking a different time limit for the Super-Mutant invasion during the installation. I've tried searching the OP for a fix or anyone having the same problem but I couldn't find anything. Any help is appreciated, thanks.

Hello and welcome to the forums!

Could you please provide a savegame? Thank you. Also your system info such as operating system, if you're 64-bit, etc.
 
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