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

I'd be interested in learning WHY the game crashs for the one error I listed involving blowing up a force field near the end-game. That's going to be the most interesting fix, I think.
Could just be a dumb scripting error on my part. :D

Honestly I'm very disappointed with any crashes of Fixt. In years of paying Fallout, I never had it crash even once. Which to me means that all the crashes in Fixt are my fault. That makes me sad.

Did you add them to the wiki? (Link in my signature)
 
I'd be interested in learning WHY the game crashs for the one error I listed involving blowing up a force field near the end-game. That's going to be the most interesting fix, I think.
Could just be a dumb scripting error on my part. :D

Honestly I'm very disappointed with any crashes of Fixt. In years of paying Fallout, I never had it crash even once. Which to me means that all the crashes in Fixt are my fault. That makes me sad.

Did you add them to the wiki? (Link in my signature)
That's not true Fallout 1 had numerous random crashes well before any unofficial modding.
 
I'd be interested in learning WHY the game crashs for the one error I listed involving blowing up a force field near the end-game. That's going to be the most interesting fix, I think.
Could just be a dumb scripting error on my part. :D

Honestly I'm very disappointed with any crashes of Fixt. In years of paying Fallout, I never had it crash even once. Which to me means that all the crashes in Fixt are my fault. That makes me sad.

Did you add them to the wiki? (Link in my signature)
That's not true Fallout 1 had numerous random crashes well before any unofficial modding.

100% true even after the game was officially patched up to 1.2 it still crashed. If anything unofficial patches and mods have actually reduced the amount of crashes in the game. Hopefully once Fallout is ported to the Fallout 2 engine most of the crashing will stop, I've never had a single crash while playing Fallout 2.
 
I'm using the standard installation of Fallout Fixt 6.7.3 and I'm getting a strange response from Garl in the Khan camp.

When I first talk to Garl, I tell him that I'm an explorer, so he gets upset and shoots me. Once. Then he breaks off combat and pretends nothing happened. I can still talk and barter with him, and none of the other raiders pay any attention to me. Is this supposed to happen?
 
Also, Neil in Junktown seems to be psychic. Even when I steal the urn when the bar is closed and nobody is looking, and hide it somewhere so that it is no longer in my inventory, he still knows that I was the burglar and becomes hostile no matter what. This really screws up the Bust the Skulz quest, because he will attack me, and only me, during the final confrontation when I'm actually trying to save his life.
 
OMG ANOTHER ONE .....

THIS IS NOT A BUG...

caution cause i'm giving out spoilers so do not read below if You want to figure it out by yourself..
(sorry i have no idea how to wrap it in spoiler dropdown menu like others do)

to prevent skullz bar confrontation going in a bad way 2 conditions must be met
1. do NOT talk to the girl that's outside of the skullz room at the hotel during the day
2. return neal's wife ashes to neal after showing them to skullz but prior to the fight (during bar open time)
if the line is not showing up in neals dialogue try to ask him what happened to the trophy he used to have at the bar

and finally the fight goes in a band way if the upper is not met and You attack the female skullz that stands a bit aside from the rest. if upper conditions are not met neigther neal nor the junktown guards attack this person and if You do they turn hostile.. however if the upper conditions are met this is not the case.
your best way to finish the fight is to attack and kill other skullz gang members and let Your party members (dogmeat;Ian;Tycho) neal and junktown guards take care of her (remember to holster Your gun before You click end combat- just to be sure).. if they do not engage her reload to a previous save and make sure both conditions are met. that's it.

this is due to the way game thinks of that woman character she was sepose to be the one that confeses aginst the skullz if You convince her so If You indeed convinced her into confessing other npc's will not attack her however she will engage You after You end combat wierd though so it's better not to talk to her at all because it seems buged

*EDIT* added more info on woman skullz
 
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I think it's a bug with the way the game checks how you stole the urn. From the The Nearly Ultimate Fallout Guide:
If you want the Urn on the countertop, you can pick it up easily between 4.10 and 12.00. At other times you must use Steal on the counter to get it - Neal will turn hostile if you fail your skill check even if he's not even there, so save first.
So I haven't really been doing anything wrong. Neal really is psychic, because he was in a completely different room and still knew about it.
 
Whenever I open up the Fixt shortcut, a message pops up and says, "Could not find the master datafile. Please make sure the FALLOUT CD is in the drive and that you are running FALLOUT from the directory you installed it to." I have a digital copy of the game, so any help would be appreciated.

Never mind, I finally got it to work.
 
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Whenever I open up the Fixt shortcut, a message pops up and says, "Could not find the master datafile. Please make sure the FALLOUT CD is in the drive and that you are running FALLOUT from the directory you installed it to." I have a digital copy of the game, so any help would be appreciated.

Never mind, I finally got it to work.
What did the issue turn out to be?
 
The game could not start. However, since I installed Fixt in my Fallout directory, instead of having it instead in its own folder, I am able to play the game now.
 
I havent come in for a while but i see a lot of work has been done. I have checked the first page but i am not sure about specific parts of the mod. Iirc, followers ending was to be fixed in an update. Getting a proper ending for Harold had to be considered too(End where Harold saves the Hub and restores harmony between ghouls and humans, which turns out to be odd thought, since he seems to be the only ghoul in the hub).

Have those points been fixed? I once tried asking more informations to Chris Avellone about the Hubg but i havent tried again since.
 
Hello,

I am using the latest version of Fixt (other then that its the regular game), and i am trying to infiltrate Mariposa. I've got the Children of the cathedral robes and have dismissed my companions.
The issue is that when i enter Mariposa base, the mutants attack on sight.

Thanks for any help.
 
Hello,

I am using the latest version of Fixt (other then that its the regular game), and i am trying to infiltrate Mariposa. I've got the Children of the cathedral robes and have dismissed my companions.
The issue is that when i enter Mariposa base, the mutants attack on sight.

Thanks for any help.
You are actually wearing the robes; your character looks purple?

If so, please provide a savegame.

Also did they previously see you without the robes or with party members?
 
Hey, chiming in to say it's magnificent that Fallout 1 is still getting this kind of attention. I just reinstalled it and promptly got killed by rats. Ah, the nostalgia...

I'm not caught up with this thread, or the current state of Fallout modding in general, so I hope you don't mind if I shoot a few questions your way: Is it possible to mod perks and traits, and if so, to what extent? For example, I assume if it was easy, someone would simply have attached the Friendly Foe perk's effect to all of the traits you can pick (or Awareness, etc.), so that unless you choose to play without traits at all, friendly NPCs would always get the green outline.

Considering you can only get up to 7 perks in Fallout 1, and you need to deliberately farm xp to get more than 5, I'd really like to see an (optional, of course) mod that consolidates and reduces the number of available perks, so there isn't such a huge number of useless trap choices. If you include multiple ranks, there's nearly 100 perks in Fallout. That's just absurd.

And for the current discussion at hand, I haven't played that far myself, but I noticed this comment on the NPC mod's page:

I have 2 questions, First would have to be what code do the fallout files use? Second is, would it be possible to code junkdog.int (dogmeat) to actually leave your party when you tell him to stay? So he acts like the other companions. The nighkin in cathedral are passive only if he is dead or not in party.

So, if you tell Dogmeat to wait somewhere, does that actually enable the diplomatic solutions to the Cathedral and Military Base or not?
 
Killing the mutants may have set the base to alert status. I'll check the save, thank you.



@weirwood Thanks! lol about the rats. That happened to me the other day right away on the first floor in the original Diablo opening a chest. Good times.

Perks and Traits will not be modded until the engine conversion is complete. We've tried. It is doable probably, but would require reverse engineering and Assembly.

I like the consolidation of Perks suggestion, that's a good idea.

Scripts use a custom language but it's basically a cross between Pascal and C.

In the most recent patch, that dogmeat issue should be fixed.
 
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I want to make a longer post about tweaking the weapon progression sometime, but just as a random thought for now, how about changing the shotgun you can get from Vault 13 security for an assault rifle? Normally, the first time you can get an assault rifle is in the Hub. But for single shots, it's outclassed by pretty much anything. The desert eagle, hunting rifle, shotgun and 14mm pistol all deal more damage per shot, and are all available before you reach the Hub (in a normal playthrough.) And at the hub, you're only a single quest away from either the .223 pistol or the assault shotgun, and there's a sniper rifle for sale. The only thing the assault rifle has going for it is its burst fire mode, but that's really not much. It's pretty much obsolete before you even find it.

An assault rifle with 50 rounds of spare ammo in Vault 13, however, would be a pretty big help for an early game character. And since you won't get more ammo for quite a while, burst fire might get you out of a tough spot or two, but you can't really abuse it. I've always thought starting with a shotgun and 40 shells if you know what you're doing (resting until midnight) is a little too strong.
 
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