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

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.

Cool! I'd never heard of this; thank you for the link. I'll get with the Czech/Spanish/French/German translation teams on this and see about trying it out.
 
BREAKING NEWS:


Fallout ROCKS!™

I was disheartened to see that the number of Fallout Fixt alpha 7.0 downloads was so low, following its release. With that in mind, it gives me great pleasure to announce that the good people at Pet Rock™ have teamed up with me to create Fallout ROCKS!™ version 42.

We all love Fallout, and it really does rock, figuratively. But now it also rocks literally! This is truly what you've been waiting for.

The expert team of market analysts at Pet Rock™ helped me to realize that Fallout Fixt alpha 7.0 wasn't exciting enough; that's why the number of downloads was so short of projected expectations. People are bored with the same-old post-apocalyptic "megamod" and want something invigorating and fresh.

Well look no further; Fallout ROCKS!™ delivers on all fronts. It features:

  • Exciting and hilariously-modernized UI verbiage!
  • New in-game ending if you collect all the rocks!
  • Combat Rocks™ with Stonefloat™ technology and maximum aggression!
  • State-of-the-art versioning system!
  • PDF documentary on why the Fallout team included rocks as an in-game item!
  • Amazing new quests involving the in-game hunt for rocks!
  • Free* to keep, your very own Pet Rock™!


The main menu!


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A vicious pack of 3 Combat Rocks™ closing in upon the Vault Dweller in defense of Shady Sands!


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The settings page!


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Viewing a character!


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A massive swarm of Combat Rocks™ defending the good people of Junktown!


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Max Stone's REAL story!


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Everything you always wanted to know about Albert but were too afraid to ask!


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Seriously, is she the only Russian in the whole game?


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This beautiful image speaks for itself!


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The Vault Dweller returns to Junktown under the cover of nightfall, but Combat Rocks™ are EVER-VIGILANT! The Vault Dweller flees in terror!


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*Free Pet Rock™ requires donation of 16.95 USD to cover Shipping & Handling.


</ Fallout ROCKS!™ PR campaign, Stardate 11504.01>
 
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I've gotta complain a bit: Even if the Followers quest can be done, I think it needs doing the spy quest properly. That can be done with the Update Mod 1.2.5, and the idea is to train the Followers in the ways of war in order to completely fulfill the conditions of the New Vegas foreshadowing ending to be canon... Best not forget to editing Talius' script so you cannot be locked out of dialogue after solving the quest, and possibly not get the flamethrower or Mentats.

Also, what about joining the Blades and delivering Romero's locket? There's also Bob and Hernandez in Junktown, the latter would try to rip you off.
 
Okay, unfortunately I cannot seem to download the latest version of Fallout Rocks no matter how many payments i make, so I'm gonna have to stick with Fallout Fixt.

I literally just finished playing Fallout for the first time using Fallout Fixt 6.7.3, so I haven't had a chance to try the same stuff on 7.0. I know there's a specific bug report page but I don't know how to edit a wiki, nor do I want to clutter it with the stuff that's happened to my given the fact that I'm on Windows 8.1 and things just suck on this OS, and I don't know how to edit a wiki. Still, if anyone else is having them, I'm gonna log some of the things I've noticed were problematic in 6.7.3 that weren't addressed in the 7.0 patch notes. Spoilers ahead, especially regarding plot-central stuff.

In no particular order:

A. Random encounters seemed to be bugged. Hovering over enemies normally is supposed to tell me what they are, but in the case of Floaters, Centaurs, and Ghouls, they were all called Floaters. No specific descriptions were available on them in said encounters.
B. I saw Heather but I didn't seem to get anything special in the ending regarding the Followers even though I SuperStimpak killed her. Dunno if this is a glitch or what, but from what I understand the recent patch fixes that.
C. Patrick the Celt was fixed, saw that error where he automatically treated me as if we met already.
D. A couple things regarding the Cathedral. First, I tried to play diplomacy and get the Master to commit suicide - this crashed the game every time upon ending the conversation. When I tried to get bonus EXP for bluffing my way past the guards I found it impossible - a floater was right in the way and would initiate combat. I tried to kill it and run away but upon returning the game would crash if I tried to talk to the guards.
E. Don't exactly know if this is a glitch or not - I was trying to do the Thieves' Guild quest so I waited inside the merchant's house until he went to bed. I stole the necklace but the door closed because it was evening and despite being on the INSIDE of the house the guard yelled at me whenever I tried to open the door, pick the lock, even when stealthed with a Stealth Boy and in stealth mode. The only way to get out sans combat was to get thrown out by the guy I was trying to steal from.
F. Stealing and Sneaking - for some reason these are just....useless. With 120% Sneak and a Stealth Boy I -barely- have the ability to sneak. Sometimes. Maybe. Also, trying to pickpocket two things of lit dynamite onto an enemy requires like 10 resets. Maybe this is how the original was, but I'm of a mind that if there is a skill in existence it should have some practical use.
G. The official 1.2 patch had two stat exploits (probably well known), the first being two IN increases if you get the smart surgery, followed by the dumb surgery, and the two Luck increases from Chuck. I feel these could be re-implemented as optional bugs, since a lot of other stuff has so many options in this patch.
I. It was a few days later but after manually exterminating the Radscorpions I used dynamite on the broken wall and got no experience for collapsing the cave. Is this a new thing where I either get the experience from one way or the other, or was it my waiting a few days to get dynamite that prevented it?
J. Miles and Smitty in Adytum - I feel they should have the ability to do the same thing more than once. Call me greedy, but I can be a good guy and get two suits of Power Armor, can't Miles harden both of them? Or what about Plasma Rifles? Crank difficulty to max, give everyone (including Dogmeat) a Turbo Plasma Rifle and go to town!
K. Speaking of Adytum: that glitch where turning in the 'get weapons for Blades' quest removes Razor from existence if you don't immediately go to Adytum still exists.
L. Power Armor reminds me - the game crashed every time I tried to get a Brotherhood surgery, at least until I tried taking my Power Armor off. Something about floating numbers I read before prompted me to try that workaround, but obviously all game crashes should be avoided.
M. That guard at the Gun Runners leaves his post and walks across the smaller part of the moat for no reason. I left the map and came back twice and he died. Free armor?
N. In Junktown whenever I tried to bet on Saul's boxing matches, even after patching things up with Sherri, they never happened. I would click the option to wait till the match starts and then time would pass to 2 PM. Then I would talk again and he would say there's no matches today. I wait a bit, no boxing happens.
O. The Deathclaw Mother's eggs had combat taunts.
 
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@Theomniadept I have experienced a few of those, but not all of them. I have my own explanations:

B. Simply killing Heather is meant to only be the first part of allowing a good ending for the Followers, the next part is training the faction in some skills in case of war so they can take on the Children of the Cathedral... but too bad the Gun Runners mainly help the Blades who are understandably much nicer in comparison to the Rippers, Nicole's dialogue contains remnants of the latter but the former are cut to avoid too much mention of the inbred gang whom you had to kill the leader of to become a Blade yourself.

D. Did you have companions along with you plus the robes, or were they all wearing such? I think the problem is that the Fallout engine doesn't support checking for the type of armor your fellas have, and thus some turn hostile or hold grudges (like in Fallout 2's Navarro if you try entering with an "escort", they don't want spies puttin' their noses into the governments business)... Anyway, the floaters and centaurs will all disregard you as long as nobody in the lower part of the Cathedral are made enemies with ya.

E. That's weird, I just went ahead and killed the door guard Leon. Not one of the Hightowers reacted, I then wandered on to untrap their footlocker and there was little problem or concern... at least for me.

F. Sneaking indeed doesn't serve a lot of purposes because lots of scripts aren't set up to examine if you are currently sneaking, making it almost useless. Stealing in Fallout is very much like with chances to hit in combat, it's capped at 95% and can only be circumvented with special perks like Pickpocket. That one nullifies modifiers by the direction the NPC is facing as well as the weight of the item you try to steal or plant on that person.

I. It is a new thing, yes. Why not? If the radscorpions were all killed inside that cave close to Shady Sands, they're all extinct from there and nobody needs to block the entrance... unless any eggs happened to be inside, but the scorpions would starve anyway.

J. Sduibek is thinking about doing that, because on the Fallout Fixt bug reports on the Vault-Tec Labs Wiki there's a suggestion for it. The proposition is to make the two guys charge you a few caps seeing as it's very hard for them to do repeated work.

M. Hah, yeah. It was hilarious to see him walk all the way towards the upper-right corner and tumbling over, he is too stupid to watch where he is going!... Or, maybe during development there was no toxic waste up there when the Gun Runners Fortress was redesigned?

N. "Sherri" is "Sherry", was that what you meant? Trish is the name of Saul's lady, or at least former one... The boxing matches don't work for me either, it must have to do with nobody being around to watch over the stakes, Gizmo that is.

O. Yep, I know about that one. I even reported it on that same Wiki I linked up there, man does it seem unrealistic indeed! :lol:
 
It's not much but I noticed two things during a quick test, just a few minutes into the game:

- Max Stone has a Cheat Flamer with 1AP per use and 9999dmg in his inventory.
- Every container I use triggers the bend down animation instead of 'magic hand' which looks weird on wall safes (clipping through the wall) and alike. (I 100% did not toggle the option for this in the installer!)
 
Every time I go into inventory I can't activate my flares. I'm in the Radscorpion caves and I actually need those. Is this a bug or something else?
 
B. I saw that, but usually the Followers just get a bad ending. By assassinating Heather they didn't appear in my endings at all.

D. Admittedly Follower Scouts can't be given robes but that Master's Pet was just in the way regardless.

N. I forgot woman-lady's name, but yeah, the boxing matches are still broked.

O. They have to keep this one in, even if it's just optional.
 
Thank you all for the bug reports.

Some of those crashes wouldn't exist if you started a new game with the new version, but I think a few of them might still occur.

I'm bummed that the cheat Flamer is in there, I have a step in my process where I through and remove cheat/debug items and settings but I guess I need to improve that process.

I am planning to put the Fallout Fixt script source code onto GitHub this weekend, so I think I'm going to move the bug reports onto there as well. The wiki method is just getting kind of messy and it's really not designed for that purpose.

If there's a website designed for bug tracking that's superior please do let me know.

@Sn1p3r187 Never heard of that one before, I'll check it out.
 
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Should I use the previous version of FIXT if this problems affects other explosives?

Using old versions is pretty much never advised, that's why I remove download links to old versions with each release.
Oh. Remind when you test the flares. I actually started a new game at V13 and the flares still didn't work. It's in inventory when you right click and you see that the "use" option is gone.
 
I had attached a script to flares for testing and then removed the script for release, I think it set script to None instead of back to the default (hard-coded) scripting. Easy to check and fix if I'm right.
 
I had attached a script to flares for testing and then removed the script for release, I think it set script to None instead of back to the default (hard-coded) scripting. Easy to check and fix if I'm right.
Ah okay. So when do you think you could get around to fixing it? Will you have like a patch or will you be putting the FIXT 7.0 links back or something?
 
Would be interested in knowing the technical details for the military force-field crash. Seemed rather specific. Seems all that's left for my contribs is the typos, then.
 
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I'll upload a patched version tonight that fixes the flares issue.


Would be interested in knowing the technical details for the military force-field crash. Seemed rather specific. Seems all that's left for my contribs is the typos, then.
I was trying to "destroy_object" the memory pointer to the field instead of setting it to 0. The game tried to kill the memory pointer like it was an actual game object, which didn't work so well. &gt;_&gt;

Not sure why the download links for Fallout ROCKS!™ aren't working. Still trying to figure that one out.
 
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