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

A question about the translated files on GitHub.

I wan't to play in German (FIXES ONLY). Both subfolders F1TextfilesGERMAN and Fixt 6.7.2 6.7.3 in the folder fixtlang/GERMAN are changed 11 days ago. Which files works with which version of Fallout Fixt correctly? :confused:

Thank you very much! :-)
Hello,

"F1TextfilesGERMAN" I believe is the vanilla (original game) files, so you'd definitely want to use the "Fixt 6.7.2 6.7.3" -- that being said, as it says in explanation.txt it was sort of automated, not a full translation by hand, so if you encounter issues I wouldn't be surprised. For example if I added a new line since 6.7.3 (likely) then when the game tries to call that missing line in the German files, it'll crash.

But you are more than welcome to use them. At the moment they're just kind of sitting there waiting for someone to actively work on the translation. :nod:


0.80 run with Fallout GOG: Got to the Boneyard and the Regulator fight (First speaking with Zimmerman option). Had to reload once since an important char (Smithy) was killed. Got back to Zimmerman and Crash after Dialogue. Checked at the Blades, and yup, Razor was gone for good in that Savegame (saved directly before the fight). Damn, I hate it when very old bugs always come back for more ^^"

Oh, and speaking of crashes: Trying to put something OUT of a bag via Char/Bag Icon drag also crashes. Can only say for GOG Version though, since I did not get my hands on a virgin FO1 US/UK version because the previous FIXT did run the GOG one without any problems.
Thank you for the reports. Could you please add the Razor & Zimmerman issues to the bugs wiki? Thank you.

I confirmed the bag crash is caused by Crafty's version of ddraw/Sfall. I have reported the bug to him.
 
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@Sduibek

I'm adding a couple branches to the github project: "fixes" and "changes".

Fixes will have what I hope are fixes only, like misspelled words, missing punctuation, deleting or adding whitespace, etc.
Changes will have my sentence modifications to improve the read-ability of the dialogue, or my choices on word capitalization.

With these branches, you can review them first and merge the branch or cherry pick commits into the master branch, so you still have some control over my modifications. :)


I put in a bunch of fixes today I found in my old patch, that hadn't been applied yet. :)
 
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@Matt Drax One thing I noticed with the save you gave me is there's a holodisk in your inventory that just says "Error", do you remember when that started?
 
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Hey sduibek, I've found that once you initiate combat with the "a" key you cannot move. This makes sneaking to get into near-position pointless since you are frozen in all cases. You can move in combat if the enemy intiates, however.

Also, the problem with Dogmeat is instantly solved instead of talking to Phil and having to offer Dogmeat the iguana. I don't know if that is intentional or not.
 
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Let's see... must be either the Mutant Transmissions (but iirc that one is given to Rutger on completion) or the Vault Locations Holodisk from Mrs. Stapleton. A quick look in the data lets me think that its the Vault one. Maybe the game didn't like the moving of the disk? ^^"
And speaking of Holodisks, oh, that might explain the seemingly randomness of the Crash, must been in my Inventory when it did not crash beforehand. But the "classic" Razor/Blades bug is still persistant. Damn cobbled together scripts *kicks Avelone's ass* (ingame ofc only). That is really the only bug (as in save BEFORE doing anything in Adytum dammit!) I really forget everytime I to my yearly run ^^"

@Vault17 Oh that one I did encounter also once. But doing anything else should fix it iirc.
 
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Hey sduibek, I've found that once you initiate combat with the "a" key you cannot move. This makes sneaking to get into near-position pointless since you are frozen in all cases. You can move in combat if the enemy intiates, however.

Also, the problem with Dogmeat is instantly solved instead of talking to Phil and having to offer Dogmeat the iguana. I don't know if that is intentional or not.

First one is fixed in 0.81 which will be coming out in an hour or so. You can also just edit the ddraw.ini entry like this:
FakeCombatFix=0

Were you wearing a leather jacket? That makes Dogmeat join you. Not my code; original game.


Let's see... must be either the Mutant Transmissions (but iirc that one is given to Rutger on completion) or the Vault Locations Holodisk from Mrs. Stapleton. A quick look in the data lets me think that its the Vault one. Maybe the game didn't like the moving of the disk? ^^"
And speaking of Holodisks, oh, that might explain the seemingly randomness of the Crash, must been in my Inventory when it did not crash beforehand. But the "classic" Razor/Blades bug is still persistant. Damn cobbled together scripts *kicks Avelone's ass* (ingame ofc only). That is really the only bug (as in save BEFORE doing anything in Adytum dammit!) I really forget everytime I to my yearly run ^^"
lol cool, thanks. In the release coming tonight will make it so Razor can't disappear forever. That way even if something gets messed up, you can still go back and have them join you in the fight :)
 
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Finished the battle finally (without the Blades help though) after touching the disk again, left Adytum, got back in (forgot to deliver the Parts) and Razor is there suddenly. Seems you already have it fixed, yay^^"

Oh and another question: Did you touch the standard aggro of friendly NPCs somehow (did not select the extra aggro option in the installer)? Had a situation where some Smithy or Lorraine multiple times hit a friendly NPC, and after the Regulators where down one or two of the townsfolk got aggro towards my group (no unique nps, although they where pissed at me for defending myself from the crazy ones that attacked me without cause oO) Played the battle multiple times to make sure that none of my own group members had misfired.
Can't remember any case where that happened in the past without "some partymember" (IAN!!!) hitting a friendly.
 
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Were you wearing a leather jacket? That makes Dogmeat join you. Not my code; original game.

Yeah I was. Well that solves that mystery, haah. I usually have Leather Armor by the time I reach Dogmeat so that's never happened to me.

I might as well ask in this post, has the concept of a perk rebalance burned any tread since last it was brought up? Once the sfall+FO2 engine version of Fallout is released, what tools could be used to mod the game in such a way? Might a comprehensive mod of such a sort be included in Fixt?
 
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Oh and another question: Did you touch the standard aggro of friendly NPCs somehow
Not that I recall, based on what you describe. :shrug:



Were you wearing a leather jacket? That makes Dogmeat join you. Not my code; original game.

Yeah I was. Well that solves that mystery, haah. I usually have Leather Armor by the time I reach Dogmeat so that's never happened to me.

I might as well ask in this post, has the concept of a perk rebalance burned any tread since last it was brought up? Once the sfall+FO2 engine version of Fallout is released, what tools could be used to mod the game in such a way? Might a comprehensive mod of such a sort be included in Fixt?

Yes I definitely would like to do a Perk/Trait rebalance once the Fo2 engine thing is ready. I believe those are all going to be done with Sfall scripting.
 
Yes I definitely would like to do a Perk/Trait rebalance once the Fo2 engine thing is ready. I believe those are all going to be done with Sfall scripting.

Makes me heady with anticipation. If there is anything I could do to help lighten your load on such a task I would be thrilled to help.

Also, what do you think of the concept of changing the perk rate to 2 instead of 3 as part of the rebalance? I was pondering the impact of such an implementation in my head for a while, then .80alpha introduced level 99 instead of 21, it's got me thinking again.
 
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Yes I definitely would like to do a Perk/Trait rebalance once the Fo2 engine thing is ready. I believe those are all going to be done with Sfall scripting.

Makes me heady with anticipation. If there is anything I could do to help lighten your load on such a task I would be thrilled to help.

Also, what do you think of the concept of changing the perk rate to 2 instead of 3 as part of the rebalance? I was pondering the impact of such an implementation in my head for a while, then .80alpha introduced level 99 instead of 21, it's got me thinking again.
@Vault17 A Perk every two levels sounds kind of crazy to me, especially if playing with a level cap above 21. With a level cap of 21.... maybe. Definitely would need to be optional though.

And if you feel like helping, best thing to do is learn Sfall scripting ;) But, what probably would make more sense is to just work on the numbers and brainstorming of better Perks. Brainstorming is always helpful :nod: Like JimTheDinosaur said, a lot of Perks are kinda lame, even if we beef the numbers, so it would be a good idea to sit down and think up what things would be cool to have as Perks, and/or what clever changes can be made to existing Perks to make them interesting.
 
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--> Fallout Fixt 0.81alpha released <--

Changes since 0.80alpha:

INSTALLATION
- Fallout Fixt now installs in a subfolder titled "Fallout Fixt" of where you tell it to install. (Thanks @Lexx!)
-- This means you won't overwrite anything from your current Fallout installation. Hooray!
-- You still need to select your current Fallout folder as the install directory, because Fixt needs to know where to find the main data files.

- Fallout Fixt installer no longer backs up savegames during install. This was causing issues on some systems.
-- The silver lining is that since it's being installed in a subfolder now, your original savegames will stay untouched regardless.

FIXED
- Fixed crash when giving holodisk to Jon Zimmerman.
- Razor no longer dissapears forever.
- Fixed crash moving items between containers in inventory. (Thanks Crafty!)
- Talius' dialog options regarding the spy are now available as they should have been.
- No more broken Start Menu links.
- Display of title and/or level on levelup now works properly on Fixes Only installs.

REVERTED
- "Free combat running fix" in Sfall now disabled by default as it caused confusing functionality.

EDITED
- Updated troubleshooting guide, and added index to top of file.
- URLs for Troubleshooting Guide and Changelog now open the file directly as a download rather than with Dropbox's file viewer.
- More text & dialog changes/fixes. 200+ files modified. (Thanks @robbforce!)



Changes since alpha 7.1:

ADDED / UPDATED
- Now has the most current files for Katja's graphics.

- Additional options available in the Fixes Only download's "MOSTLY PURIST" custom install:
-- Display player's level on levelup
-- Display player's title on levelup (Titles are from the Fallout manual)
-- Restore Vault 13 invasion of after 500 days (Default in Fallout v1.0)
-- Days Left for Water Chip can be 120 instead of 150. (Overseer says "4 to 5 months left" in the intro movie)

- Includes ddraw (Sfall) version 1.19, by Timeslip & improved by Crafty. This plugin provides many graphical and game enhancements and features, which are customizable, including the following and many more:
-- Hold down Shift to highlight items and containers on-screen.
-- Various commands can be bound to keys or key combinations. (All are disabled by default)
-- Can no longer press zero (0) to force-exit dialog.
-- Fixes for high CPU usage.
-- Display karma changes in the message box. (Disabled by default)
-- Buttons with "Take All" function similar to Fallout 2.
-- Remove inability of Vault Dweller to get critical successes or critical failures in the first few days of the game.
-- Doors can no longer dodge bullets.
-- Shows free weight as well as total weight in Barter and Inventory screens.
-- Can no longer use drugs to cheat with skill-gain books and getting Perks you shouldn't have access to.
-- Can no longer use the "A" key to run forever for free in combat.
-- Leveling past 21. (Disabled by default of course)
-- Friendly Foe functionality is now default and the Perk is removed from the game.

FIXED
- "Fixes Only" installs can no longer start with 64000 Days Left for the Water Chip timer.
-- Existing "Fixes Only" games with >150 Days Left will be reset to 150.

- Fixed crash upon ending dialog with the dying mutant.
- Fixed some installer options that weren't working as intended.

POTENTIALLY FIXED
- Made a change to attempt to fix an issue where Vats self-destruct timer would always set to 0 (instant), regardless of option chosen.

REVERTED
- Reverted an attempted fix of empty caravan encounters, that unintentionally caused *more* empty caravan encounters. :(
- Reverted 2 fixes/changes that caused unintentional issues gaining access to the Vats Control Computer.
- fo1_screen_refresh is once again included.
- Weapon Drop Mod no longer enabled by default on "Standard" and "Full" installations. My sincere apologies, I thought I already reverted this in the last release.

EDITED
- All instances of "nevermind" changed back to "never mind". (Thanks Prisoner416)
- Several minor fixes to spelling and grammar.
- Additions to CREDITS.TXT (French translation team, SFALL team, Engine Conversion team, Breakin'Benny, gvx, Prisoner416)

REMOVED
- Removed debug message that displayed if player was accompanied by Brotherhood of Steel Assault Paladins.

DOCUMENTATION
- Added steps to Troubleshooting Guide regarding inability to save games, sound issues, and "Not enough disk space".

MISC.
- Various behind-the-scenes changes in preparation for the full migration to Fallout 2 engine.
- Fallout Fixt source code (installers, scripts, batch files, reference materials, global variables, default settings) is now publicly available at https://github.com/Sduibek/fixtsrc
- Fallout Fixt dialog and text files are now publicly available at https://github.com/Sduibek/fixtlang - For translations into non-English languages and tracking fixes/changes/additions to the English versions.

BUG REPORTS POLICY
- All bugs, ideas, and feature requests are to be reported at the Fallout Fixt bug reports wiki at http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports
- Bug reports entered on forum threads (RPGCodex/NMAFallout/GOG/Steam/etc) will no longer be considered 'official bug reports' for the following reasons:
-- EASE: It doesn't require registration and shouldn't take much longer than it would to post it on the forum.
-- EXCLUSIVITY: You're robbing the ability to interact with your bug report from people who don't visit that forum.
-- DUPLICATE WORK: Someone (usually me) has to to personally go through all the threads to add them to the wiki.
-- HUMAN ERROR: It's easy for thread-post bug reports to be accidentally overlooked or forgotten.
-- EFFICIENCY: It results in duplicate reports and requires cross-referencing multiple sources.
-- TIME: It's in everyone's best interest for me to spend my time focusing on actually fixing the bugs.
 
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First of all a big thanks for Fixt, I have recently finished my first playthrough using the GOG version + Fixt 6.7.3 Full on Wine 1.7 (Ubuntu 14.04). That worked surprisingly well, no difference compared to Windows.

Now I installed 0.80 (did not yet update to 0.81) and have a question. Is there any further requirement to "date" Tandi. I finished the quests in Shady Sands and from former playthroughs I remember I just talked to her and got the respektive lines, now, whatever I try, I do not get these lines. No biggie, just drives me crazy :D
 
First of all a big thanks for Fixt, I have recently finished my first playthrough using the GOG version + Fixt 6.7.3 Full on Wine 1.7 (Ubuntu 14.04). That worked surprisingly well, no difference compared to Windows.

Now I installed 0.80 (did not yet update to 0.81) and have a question. Is there any further requirement to "date" Tandi. I finished the quests in Shady Sands and from former playthroughs I remember I just talked to her and got the respektive lines, now, whatever I try, I do not get these lines. No biggie, just drives me crazy :D

Hello and welcome to the forums! :D

Hmm. It's possible you installed without enabled that feature? It's only enabled for "Full" install or Custom where you manually select the features. Other than that, it does require relatively high stats, and higher stats for males than females. She's got standards you know ;)
 
It's been nearly ten years since I played Fallout 1, and I remember almost nothing of it. I'm downloading it right now, and will play through it with FIXT installed. From the changelog this mod looks superb, and I commend you on making such a huge effort!

Anything I should be aware of with the current release?

EDIT:
I HATE the green styling on the AC/HP numbers, Special stats, dates, etc. Can I remove it somehow, or do I have to do a reinstall with Custom? (I chose Full.)
 
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Hey, Sduibek!

I would like to know what is the difference between "Purist" and "Half-Purist" installation options. Is there a list of some sort compiled or could you provide a few major - aka "better to know before than after" - bullet points?

Really appreciate your commitment, can't imagine playing Fallout today without some kind of unofficial update - and yours seems to be the best! Definitely gonna try it!
 
Hey, huge Fixt fan here! I was just wondering if it would be possible to make the Friendly Foe perk change an optional choice?
 
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Hello and welcome to the forums! :grin:
Thanks :smile:

Hmm. It's possible you installed without enabled that feature? It's only enabled for "Full" install or Custom where you manually select the features. Other than that, it does require relatively high stats, and higher stats for males than females. She's got standards you know :wink:
I definetly installed it, did it even twice. Was pretty sure it wasn't that hard, but maybe I should try again later in the game... maybe just getting old and it was the wish...

Hey, huge FIXT fan here! I was just wondering if it would be possible to make the Friendly Foe perk change an optional choice?
Should be optional by changing "RemoveFriendlyFoe" in ddraw.ini to 0.
 
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