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

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. >_>

Not sure why the download links for Fallout ROCKS!™ aren't working. Still trying to figure that one out.
Ah alrighty then. Remind us when you have it up. Thanks :)
 
--> Alpha 7.1 released <--

Changes since alpha 7.0:
- Now includes various icons you can use for shortcuts or whatever, in {Fallout Fixt}\"Icons (.ico)" folder.
- Holding capacity of the backpack and duffel bag increased by 50% each. [RATIONALE: Realism. In vanilla they were very close to the holding capacity of the small bag. In actuality they'd hold quite a bit more than a small bag.]
- Reverted some PIP-Boy UI text changes. (Thanks tuluse)
- Fixed issue with flamethrower and nonworking flares.
- Fixed issue with party member HP display.
- Fixed issue of "bend down to pick up" animation playing when it shouldn't.
- Fixed some other minor stuff.

Existing broken flares in your inventory will probably still be broken. Sorry guys :(
 
Don't mean to double post but....I just hit a weird bug.

Zug Zug, the man who is too smart to use words, was just minding his own business running around the streets of Old Town in the Hub.

The thugs in the building where the Brotherhood member is imprisoned decided randomly to shoot through the window to try to kill Zug Zug. unprovoked. Is this normal??

EDIT: Nope, found out what happened: I was across the street and a child randomly opened the door. So obviously that's why -I- need to die and not that little idiot who got Zug Zug shot to death.
 
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Can I install 7.1 over 7 and not have to start over?

Yes.
If it were me personally, I wouldn't ever start a new character unless I had to. (i.e. corrupted save slots, unwinnable game due to a crash, etc) I don't like starting over :P

You'll get a warning for any save slots from 7.0 until you re-save on that slot. The warning isn't to scare people, it's just a friendly reminder.
 
At the Khans, I stole Garl's ammo, planted a dynamite to Gwen, fled, returned, looted Gwen's corpse, tried to save, and the game crashed. It crashes everytime I do this. I have a savegame, in which the only thing you need to do is planting a dynamite to Gwen, flee, return, loot the corpse and save. If you need it, I'll upload it.
 
At the Khans, I stole Garl's ammo, planted a dynamite to Gwen, fled, returned, looted Gwen's corpse, tried to save, and the game crashed. It crashes everytime I do this. I have a savegame, in which the only thing you need to do is planting a dynamite to Gwen, flee, return, loot the corpse and save. If you need it, I'll upload it.
AFAIK it's one of the known engine bugs related to dynamites. It got fixed in FO2 with sfall. Not sure if FO1 has the same bug.
 
I have also found another, kinda weird bug. When I killed Gizmo, and got back there for loot, Killian was walking out of Gizmo's office, and if I talk to him, he's treating me as if he has never seen me before. If I talk to him again, he asks for evidence, and if I tell him I interviewed Gizmo, he even gives me reward. Weird. Savegame (Just talk to Killian): http://www.mediafire.com/download/1t59cw6cb5x0wtv/SLOT04.rar

EDIT:It looks like he stops walking at Phil's house.
 
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I have also found another, kinda weird bug. When I killed Gizmo, and got back there for loot, Killian was walking out of Gizmo's office, and if I talk to him, he's treating me as if he has never seen me before. If I talk to him again, he asks for evidence, and if I tell him I interviewed Gizmo, he even gives me reward. Weird. Savegame (Just talk to Killian): http://www.mediafire.com/download/1t59cw6cb5x0wtv/SLOT04.rar

EDIT:It looks like he stops walking at Phil's house.

lol yes that is strange. Thanks, I'll check it out. How exactly did you kill Gizmo?

NovaRain is correct:
Troubleshooting Fallout Fixt.txt said:
- Crashes after damaging someone with explosives?

0) This is a limitation in the Fallout engine that I can't fix, but there's workarounds. (It's fixed in the Fallout 2 engine by modders)
1) First, see if you can kill them with one blast, and stay on the map when the blast goes off. That should avoid this whole issue.
2) If you get attacked by whomever the explosives damaged after it detonates, try again because you're going to get a crash. If combat didn't engage, you're good.
3) IMPORTANT NOTE: With either of the options below, once you return to the map you must enter a combat round (press "A") and then end the combat round (press "Enter") so that the engine can clear combat variables. This is why the crashes happen to begin with; uncleared combat variables related to the explosion damage.
4) Option 1: Set timer for the explosives from your active hand. This means inventory is closed. When you click the explosives and set the timer, it'll drop to your feet automatically. Leave the map before the explosives detonate. (See #6 for a note about leaving the map)
5) Option 2: Set timer from inventory but DO NOT DROP the explosives. Exit inventory, then plant the explosives on your target using Steal. Leave the map before the explosives detonate. (See #6 for a note about leaving the map)
6) Leaving the map before the explosives detonate isn't without its downsides. The script flags might not trigger when leaving the map this way, meaning the game might not register these people as actually dead, for the purposes of quests and such.
 
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I've killed Gizmo with Killian, Lars and the other guys who came. Then after a blackout I was at the entrance, got a reward, came back for looting, and it was like this. I had no idea what's going on.
 
Hey do you ever think you could ask Tim Cain for the missing content of the Vipers base camp? So that way we could fight the Vipers along with the Khans?
 
I was disheartened to see that the number of Fallout Fixt alpha 7.0 downloads was so low, following its release.
I think everybody is waiting for the Fallout 2 version of the mod. I know I will never replay Fallout until then.

I posted this before, but to those who didn't see it, here's the gameplan, in this order:
  1. MINOR: Release a new small patch, including an updated troubleshooting file.
  2. MINOR: Release the language packs that the fans have created. (Spanish, French, Czech)
  3. MAJOR: After that, the next release will be an installer release (i.e. not a patch), including the above language options, and using the Fallout2 engine.

All future Fixt releases after that will use the Fallout2 engine. Fallout1 engine will be abandoned permanently. This decision is final and will be awesome :) [No, you won't need to own Fallout 2 for it to function.]

Are you sticking to the plan? Will the next release be for the Fallout 2 engine?
 
@Sduibek

just finished hybrid playthrough of alpha 7.0/7.1 of FIXT switched to 7.1 around Boneyard (during dethclaw powerleveling)
I can confirm that bug with Ian current/max HP being screwed up was fixed rest of the npc's was working correctly since alpha 7.0
Bugs that I have found:
-there is no way to get: "Find spy among the followers" quest active in your pipboy since teamX removed the dialog option from the ghoul in follower basement somwhere around 1.3.4 patch. for now I made a workaround by simply talking to restored Heather (a.k.a. the spy) and telling her i'd kill her and after killing her nobody around there seemes to care one bit.. and additionally You get the quest as already crossed out in the pipboy (the quest was not active but killing her without the quest marks it in the pipboy as crossed out/compleated)
-i got no holodisk from Razor (Blades boss) although she states she gives me one.. so there is no way of aproching zimmerman with the holodisk in hand after giving weapons to the blades (just before the fight for Adytum, razor line I'll talk to zimmerman first) zimmerman just tells me to kill razor because there is no line tegarding the holodisk , because i don't have it, not to mention there is no pipboy entry from that holodisk.
-the holodisk from mrs. stapleton in the hub is still marked as "Error" after adding it's contents to Your pipboy.
there is one ghost entry in the pipboy (it's not listed it's just an empty space between two entries as if it was written in space button as characters) and there is one entry that has 15 pages of "Error" written line under line
-when fighting in military base i got wierd debug info in log window like "dude pos." followed by some numbers and a couple of other info wich i assume is debug info
-Mr.Handy in the military base after joining Your party speaks only in float, follows You anywhere but You can't make him step aside or slefheal and he sometimes corners you and You can't talk to him to get the fuck out of the way You stated it as not correct behaviour but it hasn't been fixed since Alpha 6.7.3 and it's still broken in Alpha 7.1

Feature request.
Since moving to Fo2 engine where follower NPC's do have carry weight limit on the contrary to Fo1 there is a potential problem of having to travel back and forth from raider base to nearby city (eg. junktown) because after killing all theese raiders there is so much loot from them that even with 10 str and IAN in party one is not goint to be able to carry it all at one go.
to counter this eigther make theese two slaves You rescued a temprary party (eg. two battered scarred girls left aroud a pile of bodies in a middle of nowwhere could be escorted to nearby city [shady sands or junktown] and they'll help You carry Your stuff. Or alternatively there can be additional npc at the raiders map in already closed prison cell #2 next to the one where tandi is held hostage. this NPC could join Your party after the fight and be a permanent party member.

as of how he could be like he could have 10 STR so carry weight limit would be 275 additionaly as he levels up new proto files could have carry weght limit further pushed upward (it could simulate picking of carry weight perks or pack rat perk by that npc) so he could max out at 475lbs wich is a legit in game limit of 10str (275lbs)+3x strongback perk (3x50lbs)+pack rat perk (50lbs)=475lbs he could specialize eigther in unarmed/melle or energy weapons (yes there would be finally a use for that second turboplasma rifle found in game [as if nobody knows one of the super mutants in master's vault has it - level 4 where the nuke is] as of how could he look like I thought that he could use a black male model in game his name could be for example Jo (as this falls in nice in the southwestern folklore) not to mention black male model is fully supported in terms of graphic (be it armor and/or weapons) by Fo2 Restoration project (sgt. Cat Joules uses this model) so all the frm's are here just need to put them together. As of how Jo could behave well Jo could be a mercenary for hire so to hire him we'd need to pay him in caps this may sound wierd but a script for such a person already exists. it's probably never been used but belive me it exists it's a part of cpt.Corpse cheating tool for Fo1 there are additional scripts to use with this mod and i fiddled with the cheating tool way back when there was no FIXT yet there was an option to pick a script from a number and attach a proto to it so i i tested those scripts one by one and on a Super Mutant Lieutenant proto and i actually got myself a lieutenant mercenary for hire canYou belive it!!! so I'm quite sure this can be retrofitted into a black male model to have that extra carrying power we'd be missing in Fo2 engine..

So tell me @Sduibek what do You think of this
 
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I was disheartened to see that the number of Fallout Fixt alpha 7.0 downloads was so low, following its release.
I think everybody is waiting for the Fallout 2 version of the mod. I know I will never replay Fallout until then.
Well yes, that was an April Fool's post ;)



I posted this before, but to those who didn't see it, here's the gameplan, in this order:
  1. MINOR: Release a new small patch, including an updated troubleshooting file.
  2. MINOR: Release the language packs that the fans have created. (Spanish, French, Czech)
  3. MAJOR: After that, the next release will be an installer release (i.e. not a patch), including the above language options, and using the Fallout2 engine.

All future Fixt releases after that will use the Fallout2 engine. Fallout1 engine will be abandoned permanently. This decision is final and will be awesome :) [No, you won't need to own Fallout 2 for it to function.]

Are you sticking to the plan? Will the next release be for the Fallout 2 engine?
Yes. The next release will be the engine conversion.

Plans necessarily changed a little bit; I ended up releasing an installer (alpha 7) instead of a patch, because I realized that made more sense -- the first step in that plan.

I also changed my mind about releasing the translations, because they'd be outdated anyway; this means players would get crashes because the new versions usually include new entries, and fallout crashes when it can't display a given text/dialog entry -- the second step in the plan.

I ended up releasing alpha 7.1 soon after because alpha 7 introduced some annoying issues accidentally.

EDIT: @Proletären @phobos2077 @JimTheDinosaur Thinking about this further: I made a deadline for the Fixt release (end of March) and succeeded. So I'm going to do the same here. The first release date of engine conversion, warts and all, will be May 1st. I think it will have a lot of issues but whatever. This will give people a chance to start testing it.



[snip]

So tell me @Sduibek what do You think of this
Most of the features/suggestions sounds pretty good. Thank you for the bug reports and testing. I am dissapointed that there's still issues with the holodisks. :irked: At least it's not crashes though.

If you have time/willingness, adding these to the bugs wiki would be much appreciated. :nod:
 
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I was disheartened to see that the number of Fallout Fixt alpha 7.0 downloads was so low, following its release.
I think everybody is waiting for the Fallout 2 version of the mod. I know I will never replay Fallout until then.
Well yes, that was an April Fool's post ;)

Yeah I know but I thought that maybe you were a bit serious about the few downloads. Anyways I'm really looking forward to the 1st of may now.
 
not sure if evrything is in the right places (had to add Mr.Handy to list of followers) but it's in the bug wiki from now on.
the suggestion on carryweight npc however was already there (this idea of mine is not new though) however crudely described deleted the old entry and posted the one from nma post..
additionally it seemes a lot of pm's do not reach the target since mostly I've putten those ideas in pms to @Sduibek and it seemes they were lost somwhere on the way not sure how but i guess they did get lost or forgotten since no response was ever made to them.
on a side note I'd like to know @Sduibek what tool did You use to edit those hp points for party npc's because Fallout utility for critter tinkering (or FUCK) has a trojan so i don't use it in it and the other tool seemes to have glitches with powered armor proto files where extra 3str add to the base hp and base hp is not editable in that editor despite the possibility to enable such feature becaause I'm planning to make a mini mod for my personal use wich would crank up hp/lvl of Katja Ian and Tycho to what player's hp/lvl formula based on their endurances and multiplied by 4 (because they lvlup 1 lvl evry 4 player's lvl) so effectively they should gain 4 lvls wirth of hp evry their lvl (it's far more than teamX left us with when i calculated it some time ago) and additionally crank up their weapon skills so that they're proficient with big guns and energy weapons too and good at using them not like their small guns now where evry third hit is in player's back :p
 
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Thanks for quick reply, however you did not answer me.. what tool did you use specificly to edit hp of party npc's the tool i mention that does not allow to edit base values directly is in fact cubi2k's tool.
Oh and sorry for any text issues I'm writing this from a low end chineese tablet it's got 1Ghz single core arm and around 300MB of ram.. and I just hate touchscreens my fingers are just to thick for it, and so the writing comes slow... :p
 
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