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

Uploading to Mediafire should work.

You want to zip the save folder (e.g. "SLOT04") and then upload the zip to a file sharing site, and then post the link to that shared file.

See the post above by gustarballs1983.
 
Did anyone encounter the problem that the game crashes when Cabbott is supposed to open the BoS elevator for you? It worked once, but then it crashed randomly inside the BoS bunker and now it won't let me even enter bunker anymore. The game crashes immediately when the conversation with Cabbott ends.
I'll get a full bug report ready tomorrow.
/edit: Ok, did something else first, then it worked, but now the game crashes reproducibly when I try to walk into the Master's vault.
 
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Do what exactly? Zip up the save, or upload it to a site?
I meant how did you manage to upload the save file to this website.

Uploading to Mediafire should work.

You want to zip the save folder (e.g. "SLOT04") and then upload the zip to a file sharing site, and then post the link to that shared file.

See the post above by gustarballs1983.
Thank you. I will try to do this when I have the time to.
 
Oh man, the 'Fallout Fixt bug reports' wiki page is getting really long. A somewhat-depressing never-ending journey, lol.


Did anyone encounter the problem that the game crashes when Cabbott is supposed to open the BoS elevator for you? It worked once, but then it crashed randomly inside the BoS bunker and now it won't let me even enter bunker anymore. The game crashes immediately when the conversation with Cabbott ends.
I'll get a full bug report ready tomorrow.
/edit: Ok, did something else first, then it worked, but now the game crashes reproducibly when I try to walk into the Master's vault.

Please provide a savegame and I will test that crash, thank you.


---

UPDATE: I've squelched the Tandi crash, the Military Base forcefield explosions crash, and confirmed that some other reported crashes were already fixed with the v6.7.3 files. Given the time crunch I'm under, this release will probably just be:
- crash fixes
- Hub and Followers good endings restored
- community translations included
 
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UPDATE: I've squelched the Tandi crash, the Military Base forcefield explosions crash, and confirmed that some other reported crashes were already fixed with the v6.7.3 files. Given the time crunch I'm under, this release will probably just be:
- crash fixes
- Hub and Followers good endings restored
- community translations included

Dont be so hard on yourself, small updates are better than no updates at all, i wish it was like that with every single game of any kind released.
 
An overview of the restored endings, feedback is welcomed:

Ending slide text with Ron Perlman narrating said:
With your assistance, Old Harold brings the ghoul population of the Hub into equality with the humans.
The two sides work together, and the Hub prospers.
Old Harold is still alive, as far as anyone knows.
My created requirements to get the (restored) good ending for The Hub:
1) Harold is alive
2) Iguana Bob is alive

Let me know if you disagree with these conditions. The slideshow picture is of Iguana Bob, hence why he's needed.

Ending slide text with Ron Perlman narrating said:
The Followers of the Apocalypse rise to become a major influence in New California.
With your help, they gain control of the L.A. Boneyard.
My created requirements to get the (restored) good ending for Followers Of The Apocalypse:
1) Nicole is alive
2) At least half of the Followers are alive
3) The spy has been found and dealt with

Let me know if you disagree with these conditions.

EDIT: Oops, I can just change the Hub image to something without Bob. If we do that, what should the requirements be?
 
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Progress on alpha 7.0 is coming along nicely. I've finished scripting the crash fixes, updating the changelog & troubleshooting guide. Now I'm working on restoring some testing stuff, updating the installers and incorporating options for the translations.

I believe I should be able to make my self-imposed release deadline of March 30th.
 
An overview of the restored endings, feedback is welcomed:
Ending slide text with Ron Perlman narrating said:
With your assistance, Old Harold brings the ghoul population of the Hub into equality with the humans.
The two sides work together, and the Hub prospers.
Old Harold is still alive, as far as anyone knows.
My created requirements to get the (restored) good ending for The Hub:
1) Harold is alive
2) Iguana Bob is alive

Let me know if you disagree with these conditions. The slideshow picture is of Iguana Bob, hence why he's needed.
EDIT: Oops, I can just change the Hub image to something without Bob. If we do that, what should the requirements be?
Is reporting Bob to the Hub police counted as he's alive?
Personally I don't think Bob's alive shouldn't be the requirement for the good ending, since it's possible someone takes over his stand after he's dead/gone/in jail.
 
Fair enough. Doesn't it feel a little odd for Harold being alive the only requirement though?
 
Fair enough. Doesn't it feel a little odd for Harold being alive the only requirement though?
From the ending text, yes it does. It seems to me there were meant to be some more quests related to Harold.
The other requirement I can only think of is the Hub shouldn't get invaded by mutants, but that applies to nearly all settlements. :|
 
Fair enough. Doesn't it feel a little odd for Harold being alive the only requirement though?
From the ending text, yes it does. It seems to me there were meant to be some more quests related to Harold.
The other requirement I can only think of is the Hub shouldn't get invaded by mutants, but that applies to nearly all settlements. :|

Yeah. Somebody on RPGCodex just said killing Decker could be a requirement, I think that's probably a good idea.
 
So it turns out that the website I need to create for school must be completed by Feb 15th. This means, in theory, I'll have enough time between Feb 15th and the last week of March (my 30th birthday and start of next school quarter) to release the mod. Excellent!

[image removed]

^ Added bonus; this is me being excited about good news while listening to metal. Do I look different than you imagined? lol.

<3 you guys.


You look like a snowboarder. Considering you from Washington, I'm guessing you are too.

Also, what are you majoring in?
 
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Nah I don't snowboard, that's just a hoodie with a bright yellow t-shirt on top.

Majoring in Web Design.
 
Oh and this upcoming version will also include f1_res 4.1.8, I forgot to mention that.
 
Alpha 7.0 is finished, but I don't have time to compile and upload it because I have school in the morning. Release tomorrow.
 
--> Fallout Fixt alpha 7.0 released <--

This release was originally planned to include the translations, but I chose not to, because it includes various dialog & text changes since 6.7.3 patch, meaning players would get crashes when the game didn't find the new entries.

Going forward, I will build a better repository of dialog & text files for translations - currently I'm planning on GitHub - so that collaborations can happen in real-time when each file is updated, whether or not it's been actually included in a release. That way, when I'm ready to release, the translations would be finished and ready to be included.

CHANGES FROM ALPHA 6.7.2 TO ALPHA 7.0:

-----------------------
MODS/PATCHES:
-----------------------
- Included version of f1_res updated to v4.1.8 and tweaked the settings a bit.

-----------------------
CRASHES:
-----------------------
- Fixed holodisk-related crashes.

- Fixed crashes related to explosives assassinations, mostly. Read the troubleshooting document if you still get those crashes.

- Fixed crashes when killing a party member who is wearing Power Armor.

- Fixed crashes when blowing up yellow (or are they green?) forcefields in Military Base.

- Fixed crashes talking to Tandi on certain maps.

- Added some steps to troubleshooting guide for help with other crashes. And various other additions to troubleshooting guide.

-----------------------
INSTALLER:
-----------------------
- Various small and medium overhauls to Fallout Fixt installer and installation process.

- Now has custom icons, hooray!

- Hyperlinks are now added to Start Menu and {Fallout Fixt}\"Docs and Links - Fallout Fixt" folder to pertinent things such as bug reporting.

- One of these links is to my GitHub, which will soon have various Fixt-related repositories. So people who want to access the source code and/or files for translating can do so more easily.

-----------------------
TEXT/DIALOG:
-----------------------
- Some interface text for Pip-Boy 2000 changed to be more accurate. Such as "DATA" to "DISKS & LOGS", and "STATUS" to "QUESTS". (The green text, not the button itself.)

- Expanded auto-responses for "Tell-Me-About": 10 possible "That is me" messages up from 3, and 20 possible "I don't know anything about that" messages, also up from 3. (This is the max number of each that the engine supports.)

- Player is now informed when they receive rads during combat. Phrasing is similar to existing phrasing of irradiation messages. (In vanilla, each hit from Irradiated Rats or Glowing Ones had a 1/6 chance of giving you 1 rad, but player was never informed of this anywhere.)

- Integration with various changes and fixes reported to me by Luffier.

- Adding dummy entries to all "Tell-Me-About" dialog files, to prevent errors and issues with the feature.

- Created descriptions (inventory examine) for many items that had missing/boring/brief descriptions. An easy way to see examples of this is examining Bottle Caps and Holodisk items. (Some of these were written from scratch by me using the game's files as reference, others were written by me using almost entirely content from fallout.wikia.com) [RATIONALE: I feel that it enriches the game experience, and have tried to use Fallout-style phrasing as much as possible.]

- Created look-at (hover) and Examine (click) descriptions for various scenery items that had missing/boring/brief descriptions. [RATIONALE: I feel that it enriches the game environment/experience and does not violate the "Fallout feel" of things. Also, I've had reports/complaints of lack of descriptions.]

-----------------------
GENERAL:
-----------------------
- Fixed various mistakes in the map variable declaration files and added 5 placeholder map variables to each as a buffer for future usage. Also created a map variable file with 5 variables for those that had none previously.

- Generic dogs no longer interfere with Dogmeat global variable and Dogmeat quest status.

-----------------------
GRAPHICS:
-----------------------
- Death animations for Electrical and Fire (bodies burned up) for Super Mutants and anything in Power Armor are now always sized correctly. This means there is no more discrepancy between critter size and corpse size. (Background: In the original game, Super Mutants and critters in Power Armor shared these animation files, meaning the Super Mutant animations looked far too small. Those were increased in size by 20% by .Pixote. so they matched the Super Mutants, but that was then too big for Power Armor animations. I've built internal references from the old Super Mutant -sized graphics to the Power Armor critters, so that now there are three sizes: Humans, Humans in Power Armor, Super Mutants.)

-----------------------
GAME START:
-----------------------
- Time of day is randomized to between 03:00 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)

-----------------------
HOLODISKS:
-----------------------
- All specific and quest-related holodisks now use 'Generic Holodisk' item as their base. [RATIONALE: This fixes some issues and allows for greater flexibility in scripting.]

- Holodisks upon using (downloading into Pip-Boy 2000) now give slightly different amounts of XP. Vanilla always gave 100. [RATIONALE: First, some holodisks are more important than others or contain more crucial data, but gave the same XP, which doesn't make sense to me. Second, it's to balance out the fact that since they all now use 'Generic Holodisk' item as base, their value is all 40 caps, whereas before they each had varying bottlecap values.]

- [ONGOING PROJECT] Holodisks are generally now destroyed once no longer needed. [RATIONALE: This way you don't keep them forever "just in case". Also, from a functional standpoint it means you won't have to juggle so many disks in inventory, which is nice. The game has 13 unique physical holodisks so I think a reduction in how many are in your inventory over the longterm is a good thing.]

-----------------------
PERKS:
-----------------------
- Animal Friend: Can now choose whether or not it works on radscorpions. [Vanilla default: Yes, Fixt default: No.]

-----------------------
SOUND:
-----------------------
- Restored some unused death sound effects. Most of these correlate to the restored death animations from alpha 6. (To test, set Violence Level to Normal and kill some people with the Flamethrower)

- Music for The Hub plays when at Irwin's Farm, instead of the endless wind sound effect.

-----------------------
COMBAT:
-----------------------
- Unused critical fail (critical miss) results are now restored. Beware!

- Chance per hit of receiving 1 rad from Irradiated Rats and Glowing Ghouls increased from 1/6 to 1/4.

-----------------------
MASTER'S VAULT:
-----------------------
- Halls of Revulsion no longer function if teleported to The Master and then defeated him. [RATIONALE: It makes sense, because they're actually a part of the Master's collective consciousness, at least according to the psykers on level 2.]

- Door to lowest level of Master's Vault no longer references a map variable from The Hub.

- Terminal that reveals Military Base on worldmap no longer sets the flag improperly (to 1 if 2), but does increase level of revealing if appropriate. (from 1 to 2)

- Terminal that reveals Military Base on worldmap gives less XP if you'd already been to the entrance (500 instead of 1250) and gives 50 XP for hacking if you'd already been into the base itself. [RATIONALE: Why should you get XP rewards for telling you something you already know?]

- Terminal that reveals Military Base on worldmap now actually rolls against Science. In vanilla it was sufficient to simply use Science on it! [RATIONALE: The message says "hacking into the computer" so a skillroll is clearly needed here.]

-----------------------
QUESTS:
-----------------------
- The Spy at the Followers Of The Apocalypse can now be found and dealt with. This means the quest can be completed.

-----------------------
THE HUB:
-----------------------
- Butch and Rutger now properly check all related global variables regarding the Super Mutants during the Missing Caravans quest.

- Answers to Butch for where the Super Mutants are coming from are now more accurate and appropriate. Dialog routing for this is rebuilt and expanded significantly, to account for all possible player knowledge variables.

- Butch now plays the correct dialog if you've already been to the Military Base or tell him about The Master.

-----------------------
THE GLOW:
-----------------------
- When playing ZAX at chess, player can now choose length of the game and their color. Base chance to win is 50% and requires Intelligence of 10, but is also affected by game length, color chosen and (in short games) the player's Luck. [RATIONALE: I researched this and it's quite fascinating. Most experts agree that with short games, luck/chance comes into play (no pun intended) even among Masters, and also that White consistently wins slightly more often than Black.]

- Since it is now easier to beat ZAX in shorter games, the experience earned for the player's first win is now curved, ranging from 200XP to 750XP depending on difficulty factors. (Vanilla was always 700XP.)

-----------------------
THE BROTHERHOOD:
-----------------------
- If convinced to give you help at the Military Base, the Crack Assault Paladins will now follow you inside! (Currently only two of them come with, the game destroys the third for some reason) [RATIONALE: They come with you into the Master's Vault, why not here?]

- Students in combat training and Thomas (their trainer) now actually respond if you attempt dialog. They don't say much, naturally, but it's better than silence which makes you feel like the engine is broken or something.

- If you already have the quest item, you can now give it to Cabbot right away instead of having to run dialog a second time.

-----------------------
MILITARY BASE:
-----------------------
- Scripts on levels 3 and 4 no longer try to reference map variables that only existed on levels 1 and 2.

- [Restoration] Unused vanilla loudspeaker message now displays when and where it's supposed to.

-----------------------
ENDINGS:
-----------------------
- Can now get the good ending for The Followers Of The Apocalypse. Requirements: Nicole is alive, Spy quest finished, at least 12 Followers members alive (not including Katja & Nicole).

- Can now get the good ending for The Hub. Requirements: Harold is alive, Decker is dead.
 
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why github for translations? transifex is a better choice specially because u dont need to type the repeated stuff again and again to translate fallout (i translated most of fallout 1 with teamx patch) and believe me, this happens A LOT.
 
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