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

One thing that would be cool to add to Fallout after the engine conversion would be "new" locations.
Oh, about locations, it would also be cool if FIXT would restore Scrapheap or Burrows to the game. :smile:
 
One thing that would be cool to add to Fallout after the engine conversion would be "new" locations. Instead of being teleported to the Rad Scorpion Cave outside of Shady Sands maybe it could be a separate location that you have to travel to. And the same with that mutant in that cave outside of The Hub aswell as that farm outside of The Hub which is taken over by raiders.
Already planned.

Oh, about locations, it would also be cool if FIXT would restore Scrapheap or Burrows to the game. :smile:
Scrapheap yes and already planned as a sort of Easter egg, Burrows NOOOOOOOOOOOOOOOOOOOOOOO.

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The Burrows was almost obviously undeveloped, it got scrapped shortly.

It was undeveloped because it was kind of a retarded idea. Now the aliens and naked molerats from Fallout 2, those were great ideas. :wiggle: :smug:

EDIT: Y'know thinking about it more, those are probably both somewhat of easter eggs. The original early idea for Fallout involves aliens, and they put aliens in Fallout 2; another original early idea for Fallout involved intelligent racoons, and they put the intelligent molerat and http://fallout.wikia.com/wiki/Keeng_Ra'at in Fallout 2. Mind blown.

To be fair, killing aliens and the molerats were both fun parts of Fallout 2 and didn't bother me, but they are kind of weird nonetheless.

Relevant:
As for the Burrow, this location was written by an early designer associated with the project. While it was well written, I felt that its content was not appropriate to our Fallout universe, mainly based on its style and feel in the game and not on its artistic merit. So I did not approve its addition to the game, and that Glow holodisk is all that remains of any reference to that area. - Tim Cain
Burrows: I always felt it didn't fit in with the rest of the game. It was a finely designed area, and would have helped the Glow, but it just didn't seem Fallout-like. - Chris Taylor
 
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One thing that would be cool to add to Fallout after the engine conversion would be "new" locations. Instead of being teleported to the Rad Scorpion Cave outside of Shady Sands maybe it could be a separate location that you have to travel to. And the same with that mutant in that cave outside of The Hub aswell as that farm outside of The Hub which is taken over by raiders.
Already planned.
Sweet! And I approve of Scrapheap!

Edit: Maybe you should change the gate to Scrapheap so it doesn't look exactly like Junktown?
 
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This mod looks great! I'm getting ready for my first playthrough of Fallout once you release the new version. I just have one question about the Purist version: does this include any rebalancing? I'd like to play the game bug-free, but I'd like it to be as close to the original game (imbalances and all) as possible without going through the "custom" install. For example, I peeked through the changelog and saw that some consumables had changed stats to make them useful. It might sound silly, but I'd prefer them to not be useful for my first game. Thanks!
 
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This mod looks great! I'm getting ready for my first playthrough of Fallout once you release the new version. I just have one question about the Purist version: does this include any rebalancing? I'd like to play the game bug-free, but I'd like it to be as close to the original game (imbalances and all) as possible without going through the "custom" install. For example, I peeked through the changelog and saw that some consumables had changed stats to make them useful. It might sound silly, but I'd prefer them to not be useful for my first game. Thanks!

Hey there, and welcome to the forums.

Taking into consideration what you said and if this is your very first time playing Fallout, it might be better to not use Fixt. I know that sounds strange coming from me since I made it, but personally I think playing a game for the first time makes sense to play the normal version if things like balance or purism are a concern.
 
So tomorrow Sduibek is going to release FIXT 7.2 and it's going to have the Fallout 1 to 2 engine conversion? Amazing.
 
So tomorrow Sduibek is going to release FIXT 7.2 and it's going to have the Fallout 1 to 2 engine conversion? Amazing.
The version will increase, but more on that at the bottom of this post. That being said, it's going to have a number of issues that the last version didn't. The engine conversion is still in progress. But that's okay; it's a step in the right direction.

I am sad and disappointed that the conversion will, in plain terms, add more bugs to the game, but I am determined to release it tomorrow because I've been delaying the release for far too long.

Also, from June 29 to August 18 I'll be back in school and will have virtually zero time to work on Fixt because it's my final quarter and I'll also be simultaneously looking for a job in preparation for moving to Santa Monica at the end of September. So if I don't release it now you guys would have to wait another 3 months or so which isn't fair.

That all being said, I plan to release two versions tomorrow: 0.8.0 alpha will be released in the Fallout 1 engine, containing some fixes and the version of ddraw by Crafty, which adds many cool features to the game. And 0.9.0 beta which is the Fallout 2 engine. This might end up being somewhat confusing but this way if people have issues with the Fallout 2 version or don't like it, they can fall back to the other one. I think this is a fair compromise and will satisfy the largest number of players.
 
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@Sduibek
Congrats on new release!
Make sure and grab the lattest F1 sfall before releasing tomorrow. Im updating it every day with fixes and tweaks. Link is here

And I asked Crafty to look into your two issues with encounter text message and 9 line dialog limit. Hopefully he'll be able to come up with something.
 
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@Sduibek
Congrats on new release!
Make sure and grab the lattest F1 sfall before releasing tomorrow. Im updating it every day with fixes and tweaks. Link is here

And I asked Crafty to look into your two issues with encounter text message and 9 line dialog limit. Hopefully he'll be able to come up with something.

Yep, Crafty's F1 Sfall is the reason the new release will be 0.8.0 instead of 0.7.2 :) Thanks for the reminder!

Thank you for sending him those requests too, you guys rock.

I'm going to see if editing the graphic does the trick. If we're lucky, it will.
 
Hey there, and welcome to the forums.

Taking into consideration what you said and if this is your very first time playing Fallout, it might be better to not use Fixt. I know that sounds strange coming from me since I made it, but personally I think playing a game for the first time makes sense to play the normal version if things like balance or purism are a concern.

Thanks for the response! Since there isn't a "bugfix only" version, do you have any recommendations as to which patches to install before I begin? I was thinking of just installing the "FULLY INTEGRATED PATCHES" that you list in your main post.
 
Yeah that sounds good. The standard is easier though, it's just TeamX's patches (in the list you mentioned) followed by ddraw and f1_res

EDIT: lol wow yours was exactly post# 3000 in this thread. Longthread is long.
 
Thanks for the response! Since there isn't a "bugfix only" version, do you have any recommendations as to which patches to install before I begin? I was thinking of just installing the "FULLY INTEGRATED PATCHES" that you list in your main post.
I'd suggest installing TeamX 1.2.1 semi-official patch, 1.3.5 unofficial patch, and Mash's hi-res patch. And maybe sfall1.
 
Is it odd to think that some Fallout Fixt changes could be carried over into Fallout 2? The features are notably for Super Mutants burnt to death, the knuckles having unique sprites, flares lighting up more, companion dialogue for IN <= 4 characters to avoid obvious problems, the "bonus statistics" for leveled up companions' proto IDs (it makes sense this way)… and the text-related things for gender checking.

When it comes to sprites Falltergeist could allow manipulating palettes for the critters' graphics, so the Bald Leather Dude and Longhair can have whatever color they want on their apparel including skin color (for the Hero Appearance mod). Too bad it'd require editing the vanilla sprites.
 
So I rearranged the Credits based on what I think are "more important" in a relative sense (although who or what determines what is more important in credits?!)

So the new format is:
Mod Title/Sduibek
Engine Conversion
Utils: Sfall, Hi-Res, Debug, Loader, Refresh <-- in this order, top to bottom
Patches: TeamX, Children, Cathedral, AP, Uncut/Gore <-- in this order, top to bottom
Mods: NPC, Restoration, Endgame <-- in this order, top to bottom
Philanthropists
"Sduibek would like to thank:" section
...and the rest of the credits follow the same format as vanilla credits.

I think it's good except maybe I should move the "Sduibek would like to thank:" section back to the top? I'm not sure.
 
Basically, as long as there's a purist, bugfix only version, I'm good. I'm a bit hesitant about the switch to the new engine, but we'll see how it goes. This patch hasn't disappointed so far.
 
Basically, as long as there's a purist, bugfix only version, I'm good. I'm a bit hesitant about the switch to the new engine, but we'll see how it goes. This patch hasn't disappointed so far.

From what I understand the purist version adds/tweaks some things on top of the bug fixes (not that that's a bad thing!). I'd still love to see "purer purist" version though :razz:
 
Basically, as long as there's a purist, bugfix only version, I'm good. I'm a bit hesitant about the switch to the new engine, but we'll see how it goes. This patch hasn't disappointed so far.

From what I understand the purist version adds/tweaks some things on top of the bug fixes (not that that's a bad thing!). I'd still love to see "purer purist" version though :razz:

If you guys (and anyone else who wants to) start providing me a list of specifically and exactly what Fixt contains or provides in Fixes Only mode that's too much for hardcore purists, I'll certainly consider removing it from Fixes Only.

From what I can recall, all such feedback to date has been honored.
 
If you guys (and anyone else who wants to) start providing me a list of specifically and exactly what Fixt contains or provides in Fixes Only mode that's too much for hardcore purists, I'll certainly consider removing it from Fixes Only.

From what I can recall, all such feedback to date has been honored.

I might help out with that once I finally get around to playing through the game for the first time. I don't want to accidentally read any spoilers!
 
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