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

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.
Good luck with that I guess. Personally i'd rather you concentrated on making the game more entertaining, better balanced, more logical, or more diverse. Purists could always play the original unpatched version - Can't get purer than that!
Looking forward to 9.0 beta. Maybe i'll finally finish a game. Thanks for all you've done with FIXT.
 
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.
Good luck with that I guess. Personally i'd rather you concentrated on making the game more entertaining, better balanced, more logical, or more diverse. Purists could always play the original unpatched version - Can't get purer than that!
Looking forward to 9.0 beta. Maybe i'll finally finish a game. Thanks for all you've done with FIXT.

Thank you :) btw I keep accidentally processing your username in my head as "lotsabroads" lol :wiggle:

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CURRENT STATUS right now: Removing the "fix" that was causing empty caravans (ironically, the original issue was empty caravans, so the issue will just be less common now)
NEXT: Removing some of the holodisk stuff that's causing holodisk crashes.
After that I just gotta get everything put together for the installer. (Fo1)
The rest of the day will of course be working on the Fo2 version.
 
Hopefully this will be my last set of questions before I play! I found the TeamX patches, the No Children Fix, Nimrod’s Dialog Fixes, and the hires patch. I don’t think that I have the right files for the Cathedral/Military Base/Glow crashes, and I’m not sure how to change the FreeSpace variable. Any chance you could help me with these? Also, is there a particular patch order I should follow (it’s the gog.com version)? Thanks again, and congrats on the upcoming release!
 
Hopefully this will be my last set of questions before I play! I found the TeamX patches, the No Children Fix, Nimrod’s Dialog Fixes, and the hires patch. I don’t think that I have the right files for the Cathedral/Military Base/Glow crashes, and I’m not sure how to change the FreeSpace variable. Any chance you could help me with these? Also, is there a particular patch order I should follow (it’s the gog.com version)? Thanks again, and congrats on the upcoming release!

You shuold always use TeamX patches 1.2.1 and then 1.3.5, and there's really no reason not to also use ddraw (Sfall) and hi-res. No Children fix is just graphics files, so including that is a good idea in case you don't know if your version is missing children. I don't remember which version Nimrod's fixes are for, so I wouldn't use that one.

I don't recall hearing about those crashes on the GOG version so I wouldn't worry about it. FreeSpace is in fallout.cfg
 
Got another weird one. I'm playing a stupid character and I'm trying to destroy the Mariposa Military Base.

That force field in front of the vats door will NOT go away. I reactivated the Mr. Handy and it ran to the door and exploded. That didn't dissipate it. I dropped dynamite in front of it and I get a message saying the blast dissipates it but it doesn't. I tried using Repair on the door and got the message that it's either irreparable or functioning normally.

Is there any way to take down the force fields beyond wasting more time blasting force fields to get out and going back to buy Mentats and coming aaaaaaaaallllllll the way back just to use the radio-computer trick?
 
This might seem a little "unpurist", but I would really like it if the Friend or Foe perk is given by default at gamestart (or remove this perk but have the effect active? No idea right now if that would be possible). It's jusz retarded that I need a perk to see who from all the 10 bad guys is Ian. Good that they changed this in Fo2.
 
Got another weird one. I'm playing a stupid character and I'm trying to destroy the Mariposa Military Base.

That force field in front of the vats door will NOT go away. I reactivated the Mr. Handy and it ran to the door and exploded. That didn't dissipate it. I dropped dynamite in front of it and I get a message saying the blast dissipates it but it doesn't. I tried using Repair on the door and got the message that it's either irreparable or functioning normally.

Is there any way to take down the force fields beyond wasting more time blasting force fields to get out and going back to buy Mentats and coming aaaaaaaaallllllll the way back just to use the radio-computer trick?

Try this: remove or delete or rename "EMITERH.INT" from {Fallout Fixt}\DATA\SCRIPTS. Try again with explosives.


This might seem a little "unpurist", but I would really like it if the Friend or Foe perk is given by default at gamestart (or remove this perk but have the effect active? No idea right now if that would be possible). It's jusz retarded that I need a perk to see who from all the 10 bad guys is Ian. Good that they changed this in Fo2.
Yeah but then it takes up 1 of the 7 perk slots. Crafty could possibly do this with Sfall.
 
Not sure if it's possible to automatically add perks to player via script in FO1. But one limitation in FO1 is you can only have 7 perk entries at max. If you already hit the limit (FoF given by default, choosing six different perks during the game), you can't choose any new perk at Lv21.

EDIT: Just did a test, using Crafty's sfall1 to raise the level cap, and now I can choose more perks with 7 perk entries.
 
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Heh, didn't know about a 7 perks limit in Fo1. Well, no chance to get the same effect with some clever Sfall magick and then simply disabling the original perk? Probably would be the better way anyway- making it optional to activate / deactivate via some config file.
 
Try this: use internet programmer magic.
Yeah, that seemed to work for some reason, it took a second after the explosion for the field to drop but that one seems to be down for good.

EDIT: For some reason the vats computer only lets me open some screen that has only one option; exit system. Is this normal for a stupid playthrough or what? I tried using the key and security card that I got from Lieutenant but that didn't do anything, Repair just lets me get a screen on the computer - do I need to go back and do the stupid radio thing again?

EDIT 2: Nevermind, the exploded scientist body + robe combo was obscuring the other card I needed to do stuff.

EDIT 3: Nevermind again, that card's just a copy of the one I had which does nothing even if used in the hold-mouse-on-target-use-from-inventory way or the normal sensible way. Did I miss something, this wasn't nearly as complicated when I played a guy who could just hack everything.

EDITx4: Stupid characters can't blow up the vats, you gotta go get a couple Mentats and use them so you can use the computer. Yep, couldn't just mash buttons, credits to the programmers of the vats computers, that'd be kinda big security flaw if some doofus could punch the computer until they all die.

EDIT^5: Last one, I feel it's worth mentioning that entering the Mariposa outer area whether from the world map or from the inside causes the following lines of text to appear on the Pip-Boy:
  • dude at 22333
  • self at 19750
  • dude at 22333
  • self at 18950
  • dude at 22333
  • self at 19954

EDIT in the 6th dimension: Went to the Cathedral due to natural progression of running out of people for Zug Zug to punch and as I entered I got another line of text:

  • dude at 20500
  • self at 25125
  • dude at 20500
  • self at 25926
I'm not quite sure what these messages mean but if I had to guess it's related to the Illuminati.
 
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Meh, I just noticed that I have over 60k or so days time to find the waterchip. Did I overlooked something while installing? Feels like I am cheating now.
 
Hey there Sduibek..
Evryone here talk about them playing Fo1 FIXT and talking about their bugs.. so are the new version 0.8.0 and 0.9.0 out already or they're all playing old 0.7.1, because thread title still says FIXT 0.7.1 Alpha and i remember You changeing it during previous updates.. so is it still 0.7.1 alpha or am I missing something?
 
quote_icon.png
Originally Posted by Lexx
This might seem a little "unpurist", but I would really like it if the Friend or Foe perk is given by default at gamestart (or remove this perk but have the effect active? No idea right now if that would be possible). It's jusz retarded that I need a perk to see who from all the 10 bad guys is Ian. Good that they changed this in Fo2.



Yeah but then it takes up 1 of the 7 perk slots. Crafty could possibly do this with Sfall.
Done! Crafty just fixed it, no perk, but all the effect. Here. From now on the newest Crafty's sfalls are always in my signature.
 
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is there a bug with the merchants assassination job too? i killed him, the wife and all his crew and when i go back to kane he offers me the same quest
 
@Theomniadept Thank you that info is all very helpful! I didn't realize Stupid games resulted in inability to destroy the vats, I'll look into what happened. It sounds like the combination of INT requirements to computer options and the item/skill checks being broken. I thought I implemented the item unlocking it properly but maybe not. I apologize that you encountered so many issues.

EDIT: @Theomniadept Also the next version will include fix for the card using on the computer ;)

But I checked, and using Science should work. Maybe you just didn't try enough times???

Another option is you can actually use explosives to blow up the computer, OR, read the holodisk the Lieutenant has on him.

Many options available :nod:
 
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BUG REPORTS: All bugs, ideas, and feature requests are to be reported at the Fallout Fixt bug reports wiki.

Bugs not added to the wiki will not be considered official bug reports for the following reasons:

  1. EASE: It doesn't require registration and shouldn't take much longer than it would to post it here.
  2. EXCLUSIVITY: You're robbing the ability to interact with your bug report from people who aren't registered at NMA.
  3. DUPLICATE WORK: Someone (usually me) has to to personally go through the thread to add them to the wiki.
  4. HUMAN ERROR: It's easy for thread-post bug reports to be accidentally overlooked or forgotten.
  5. EFFICIENCY: It results in duplicate reports and requires cross-referencing.
  6. TIME: It's in everyone's best interest for me to spend my time focusing on fixing the bugs.
Thank you.
 
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@Theomniadept Thank you that info is all very helpful! I didn't realize Stupid games resulted in inability to destroy the vats, I'll look into what happened. It sounds like the combination of INT requirements to computer options and the item/skill checks being broken. I thought I implemented the item unlocking it properly but maybe not. I apologize that you encountered so many issues.

EDIT: @Theomniadept Also the next version will include fix for the card using on the computer ;)

But I checked, and using Science should work. Maybe you just didn't try enough times???

Another option is you can actually use explosives to blow up the computer, OR, read the holodisk the Lieutenant has on him.

Many options available :nod:
Zug Zug was not smart. Zug Zug used books for wiping and knew punching, throwing, and grunting. So his options were a bit limited, though I didn't know I could blow up said computer. Still, everything seems to have worked out and now that Zug Zug has punched everything in Fallout to death his story is over.
 
quote_icon.png
Originally Posted by Lexx
This might seem a little "unpurist", but I would really like it if the Friend or Foe perk is given by default at gamestart (or remove this perk but have the effect active? No idea right now if that would be possible). It's jusz retarded that I need a perk to see who from all the 10 bad guys is Ian. Good that they changed this in Fo2.



Yeah but then it takes up 1 of the 7 perk slots. Crafty could possibly do this with Sfall.
Done! Crafty just fixed it, no perk, but all the effect. Here. From now on the newest Crafty's sfalls are always in my signature.

Awesome! Many thanks. Really, this is so necessary.

HnJvxW.png
 
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