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

Okay, thank you. No errors in the log, so that was a bust. :|

And yes, please post anything you find in the bugs wiki (link in my signature). That is very helpful and much appreciated! :nod:

I am surprised you are getting so many errors. I know what is causing the Tandi ones; not sure about all the others without doing a bit of testing. And I agree; things like explosives-crash are much easier to fix in the F2 engine.

I am sorry to hear that you're experiencing so many issues with the mod. :( I am currently looking for a job, so I can't do much with Fixt except for a little bit of time on the forums, but I hope to have a job before the end of the month, so ideally I'll have a playable version of the F2-engine "within a few months from now". I can't know for sure though, because I haven't worked with the engine conversation for a while so I have forgotten how to do certain aspects of it.
 
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Hey Sduibeck, long time Fallout fan, first time poster here, and I'm loving your mod so far! Giving your companions different armor, getting a good windowed resolution, arresting Lenny, and all other sorts of cool additions are definitely improving my experience.

One thing is troubling me, tho: after trying out the weapon drop mod I found out I don't really want it anymore in my game. So I tried reinstalling the mod without the weapon drop option checked, but it enables it anyway. Removing the DATA/SCRIPTS folder makes characters stop dropping their weapons, but understandably also cripples all the other additions. So basically, I can't stop any mod setup from putting the drop weapon code into my scripts, no matter where I install it. So I'm asking this: can someone provide me with a copy of their DATA/SCRIPTS folder, coming out from a FULL_CUSTOM standard installation, without the weapon drop mod activated? I would be very thankful for that.
 
Hey Sduibeck, long time Fallout fan, first time poster here, and I'm loving your mod so far! Giving your companions different armor, getting a good windowed resolution, arresting Lenny, and all other sorts of cool additions are definitely improving my experience.

One thing is troubling me, tho: after trying out the weapon drop mod I found out I don't really want it anymore in my game. So I tried reinstalling the mod without the weapon drop option checked, but it enables it anyway. Removing the DATA/SCRIPTS folder makes characters stop dropping their weapons, but understandably also cripples all the other additions. So basically, I can't stop any mod setup from putting the drop weapon code into my scripts, no matter where I install it. So I'm asking this: can someone provide me with a copy of their DATA/SCRIPTS folder, coming out from a FULL_CUSTOM standard installation, without the weapon drop mod activated? I would be very thankful for that.

Hi there, and welcome to the forum :)

TarkinMX has been helping me by making a utility that you can make such changes outside of the game, but it's never been public-released yet, so until then you'll need to make the changes manually.

Go into {Fallout Fixt}\DATA\DATA and open VAULT13.GAM with a text editor (e.g. Notepad) and modify this line:

WEAPONDROP_MOD_STATUS :=1; // 460
change to
WEAPONDROP_MOD_STATUS :=0; // 460

You can mess around with other stuff in the file if you want, but you probably shouldn't unless you're sure it won't break the game ;)
 
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Posted on the wiki as well, Sduibek, but getting a consistent crash when trying to talk to Zimmerman in Adytum after making the Blades deal with the Gun Runners. Dialogue exits directly to an error message.
 
Posted on the wiki as well, Sduibek, but getting a consistent crash when trying to talk to Zimmerman in Adytum after making the Blades deal with the Gun Runners. Dialogue exits directly to an error message.

This should be fixed with 6.7.3, are you using that version? Can check from clicking Credits (main menu)

Also, check Troubleshooting Guide in my signature, scroll to bottom of file.
 
Thanks for the reply, and the welcome!

Go into {Fallout Fixt}\DATA\DATA and open VAULT13.GAM with a text editor (e.g. Notepad) and modify this line:

I checked, and to my befuddlement, the mod status was already at 0. I left it there, and as usual, all enemies drop their weapons on death. Any other leads?
 
Thanks for the reply, and the welcome!

Go into {Fallout Fixt}\DATA\DATA and open VAULT13.GAM with a text editor (e.g. Notepad) and modify this line:

I checked, and to my befuddlement, the mod status was already at 0. I left it there, and as usual, all enemies drop their weapons on death. Any other leads?

Where is Fixt installed right now?

Also, do any of you have it working in Windows 8? I need to know if it can actually work successfully in that operating system.
 
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Posted on the wiki as well, Sduibek, but getting a consistent crash when trying to talk to Zimmerman in Adytum after making the Blades deal with the Gun Runners. Dialogue exits directly to an error message.

This should be fixed with 6.7.3, are you using that version? Can check from clicking Credits (main menu)

Also, check Troubleshooting Guide in my signature, scroll to bottom of file.

I am using 6.7.3, and that fixed it -- thanks!
 
For those interested, I've recently released the spanish translation (for version 6.7.3). You can found it here.

Saludos.
 
Good day, I am writing to you from Russia, here we also love Fallout and your mod in particular. So.
1. The first mistake - you can wait for the night Killian Darkwater and it is not out of the store. This greatly facilitates the theft.
2. Open shelves when people close should be problematic. They were in his house should not allow others to steal. It is clear that the only part of cowardly people (for example to link to large power), but mostly all have to be angry, if something is open in their house.
3. The Vince in the Hub every time there is a question - what's his name? Even if he already seemed to be.
While this is all going to have to unsubscribe.
 
Hi. When I choose the installation type Standard (Half-Purist) which new content gets installed and which is left out?

IT'S A SECRET, LOL.

Hm. I guess making a list could be useful. - Where would I put the list, though?

I don't want it directly in the installer, because I specifically made them not show a list (unlike with Custom) so that people don't get all the spoilers.
 
i could be useful. - Where would I put the list, though?
I don't want it directly in the installer, because I specifically made them not show a list (unlike with Custom) so that people don't get all the spoilers.
What about a link to a txt file in the start post with a spoiler warning?
 
i could be useful. - Where would I put the list, though?
I don't want it directly in the installer, because I specifically made them not show a list (unlike with Custom) so that people don't get all the spoilers.
What about a link to a txt file in the start post with a spoiler warning?

Hm. Yeah that makes sense actually and would be easy. Thank you.
 
Hi. When I choose the installation type Standard (Half-Purist) which new content gets installed and which is left out?

IT'S A SECRET, LOL.

Hm. I guess making a list could be useful. - Where would I put the list, though?

I don't want it directly in the installer, because I specifically made them not show a list (unlike with Custom) so that people don't get all the spoilers.

You funny guy.
 
Good news! I am fortunate enough to have found new employment beginning tomorrow, with which to pay rent and bills, which means I can once again work on this.

I will be working 48 to 60 hours per week so I'm not sure what my speed of progress will be, but my plans are, in this order:

First__ Add links here to the Spanish and French translations, packaged with the 6.7.3 patch.

Second__ Release the final installer version, which will of course include the patches and translations.

Third__ Use only the Fallout2 engine after the aforementioned installer is released. This will bring Fixt into Beta phase. *Data files from Fallout2 and/or ownership of Fallout2 will of course not be required.
 
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I might not have time to work on Fixt this weekend; if that ends up being the case, I will definitely work on Fixt next weekend. With any luck, there will be a patch so stay tuned :)
 
It is great news you gave us here, Sduibek!

Good luck with your new job and, of course, with the development of Fixt in the Fallout 2 engine! :wink:
 
Hello, Sduibek!
Thank you very much for all the effort put into your mod, it really is a pleasure to be able to play Fallout with all the fixes and added content. Unfortunately, I ran into a bug the other day:
Fallout Fixt alpha 6.7.3 change log states: "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).
I tried starting over a dozen new games, but all the same the time was strictly 07:21. Not that it is a game-breaking thing, but I just wanted to read that "night sky" message so badly))
And another thing - sometimes, when playing on certain maps (military base, Master's base) the innvetory button disappears, as if it were cut from the interface. The inventory itself is still accessible through the "i" key, but is not clickable on the panel.
 
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