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

@Sduibek Don't know if this was already asked ( or even if I already said it) but do you plan to restore/create Junktown's original endings?
 
@Gramblosh I've sent you a PM about Tandi.

@Magnus Thank you for the kind words :)

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.)
Why you hate the green UI numbers? Anyway it's in {Fallout Fixt}/DATA/ART/INTRFACE/ then delete NUMBERS.FRM and BIGNUM.FRM

Anything I should be aware of with the current release?
:shrug: Not that I can think of; should all be in the incremental changelogs.

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 back! Thank you :)

I don't have a list, no. I should probably do that though. A table with columns showing which version has which features.

The problem with such a table, is it would supply many spoilers.

Hey, huge Fixt fan here! I was just wondering if it would be possible to make the Friendly Foe perk change an optional choice?
Thanks! :D May I ask why you don't like it?

@Sduibek Don't know if this was already asked ( or even if I already said it) but do you plan to restore/create Junktown's original endings?
This is easy to do, would probably take less than an hour. However, there's no audio for it, so they'd be silent slides. I don't really like the idea of that. So it could be done, but most definitely would be optional.
 
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Mainly, I just like it as something that slightly differentiates Fallout from Fallout 2. It's not a huge deal, but it would be nice for that change to be optional.
 
@Sduibek Congrats on the new release! I added a few more fixes on the master branch and created a pull request for you. Also, I created a new "changes" branch on my fork of fixtlang. It has some commits that are usually specific per dialogue file. They aren't errors, but mostly modifications to sentences for better flow. Since they are on a fork of your project there should be a way to easily pull them in, if you like the changes.
 
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@Magnus Thank you for the kind words :)
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.)
Why you hate the green UI numbers? Anyway it's in {Fallout Fixt}/DATA/ART/INTRFACE/ then delete NUMBERS.FRM and BIGNUM.FRM
Thank you very much!

I hate them because they look digital, like something you'd find on a calculator from the 70s, and the Pip-Boy controls are all analog 50s style. They clash with the rest of the design, and the Month indicator on the worldmap, and the animation when they change is ugly. They're also hard to read (I have poor eyesight) and just an unnecessary change that doesn't accomplish anything.
 
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Mainly, I just like it as something that slightly differentiates Fallout from Fallout 2. It's not a huge deal, but it would be nice for that change to be optional.
Fair enough. Well as mentioned above you can disable it in ddraw.ini :)

@Sduibek Congrats on the new release! I added a few more fixes on the master branch and created a pull request for you. Also, I created a new "changes" branch on my fork of fixtlang. It has some commits that are usually specific per dialogue file. They aren't errors, but mostly modifications to sentences for better flow. Since they are on a fork of your project there should be a way to easily pull them in, if you like the changes.
Fantastic, thanks!
 
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I've sent you a PM about Tandi.

Thanks. According to that it should have worked (conditions met with 1 + 2a) and I guess I found the culprit. When I install Fixt using Wine the GVAR TANDI_SEX_ENABLED is 0 while it is 1 on my Windows installation. When installing 6.7.3 I copied stuff from Windows to Linux at some point trying to sort out another issue, so it wasn't really installed using Wine. I just verified that with 0.81 on Wine TANDI_SEX_ENABLED=0 on Windows TANDI_SEX_ENABLED=1. Don't know if other changes are affected obvious things like the NPC changes are working.

Totally unrelated to that: Crafty, those changes to Sfall are spectacular. Special thanks for that.
 
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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 back! Thank you :)

I don't have a list, no. I should probably do that though. A table with columns showing which version has which features.

The problem with such a table, is it would supply many spoilers.

Well, at least to have a general idea - what should I expect from "Half-Purist" option? How much does it alter the basic experience? The problem is - I'm not a big fan of features that are added just because they seem "cool" or such. I may as well rephrase my initial question to "what option should I choose to get something akin to killap's Restoration Project?"

Thank you for responding!
 
No idea which would be closer to F2RP, sorry. I don't recall what his specific philosophy is regarding features & changes.

If you want to be safe, should probably just play Purist mode. Can always play the game again later ;)
 
Hi, I just started playing the GoG 1.2 version and installed the custom pack of FIXT. It's been going alright so far but once I started shit-talking the Khan Raiders they responded with threats but never initiated combat, even Garl. I've got a feeling it's bugged and I don't wanna continue in case I have to start over. What's going on?
 
Hi, I just started playing the GoG 1.2 version and installed the custom pack of FIXT. It's been going alright so far but once I started shit-talking the Khan Raiders they responded with threats but never initiated combat, even Garl. I've got a feeling it's bugged and I don't wanna continue in case I have to start over. What's going on?

Hello and welcome to the forum,

I need more information. What exactly did they say and do? Also please report bug to bug reports wiki.
 
@Magnus Thank you for the kind words :)
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.)
Why you hate the green UI numbers? Anyway it's in {Fallout Fixt}/DATA/ART/INTRFACE/ then delete NUMBERS.FRM and BIGNUM.FRM
Thank you very much!

I hate them because they look digital, like something you'd find on a calculator from the 70s, and the Pip-Boy controls are all analog 50s style. They clash with the rest of the design, and the Month indicator on the worldmap, and the animation when they change is ugly. They're also hard to read (I have poor eyesight) and just an unnecessary change that doesn't accomplish anything.

@Magnus Interesting, I never thought of any of those. Fair enough. From my perspective, somewhat the opposite was/is true:

- I think the white numbers look ridiculous compared to green numbers, because everything else in the GUI is green/brown/grey.
- Form a typography standpoint, the original "small" numbers (AP, AC, PIP-Boy date) are actually pretty terrible. Overly thin, and the bottom-half is darker than the top half. I understand why they did this, but it could just as easily cause readability problems, just problems of a different kind and cause.
- Green goes nicely with the incredibly high amount of text that is green -- everything in PIP-Boy, message window, dialog, etc. Pretty much all text in the entire game is green besides the white/yellow/red so-called rollers.
- Technically, "Nixie" numbers are quite old. Look it up ;) 1955 and vacuum tubes: https://en.wikipedia.org/wiki/Nixie_tube

That being said, I could improve them. I did it in about an hour in Photoshop, the cut-paste and conversion from amber/orange nixie to green. So their alignment isn't perfect and there's some junk in the background "black" portion that should be cleaned up.

What would you think of if the original look/style/font of the rollers numbers were kept, just changed to green color? That might be interesting.
 
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Thanks.

Well, before even speaking to Garl I tried to annoy or threaten his two advisors in the same room and they always ended dialogue with something hostile. Some dialogue, like when asking the lady raider for a kiss and she reponds with "Kiss this!" could just be "roleplay" rather than a combat initate. However I expected a fight when I returned to the raider camp after threatening Garl into releasing Tandi, which he did. He just keeps saying "How dare you return to my sight? Kill him!" and nothing happens.

I'm not sure if you even can provoke the other raiders into attacking you, it's been pretty long since I played FO1, but I'm fairly sure Garl will go into combat at this point.

Also I'm not sure if this is intentional or not with the FIXT, which is why I'm holding off the bug-report.
 
Well I have an update on the situation. Since provoking them didn't work I started myself. Immidiately the game exits combat and re-enters it, giving Garl the first turn. The exact same thing happened in Vault 15, with the aggressive rats. They don't "see" me, I enter combat, the game exits combat, re-enters and gives the rat the first turn.

I tried the same thing in Shady Sands, I enter combat and the game exits combat for me, but this time since nobody is aggressive, the game doens't re-enter combat and give someone else the first turn. It feels very strange and I don't think it's the Jinxed trait I'm playing with. Like my sequence is in the negatives or something stupid
 
Well I have an update on the situation. Since provoking them didn't work I started myself. Immidiately the game exits combat and re-enters it, giving Garl the first turn. The exact same thing happened in Vault 15, with the aggressive rats. They don't "see" me, I enter combat, the game exits combat, re-enters and gives the rat the first turn.

I tried the same thing in Shady Sands, I enter combat and the game exits combat for me, but this time since nobody is aggressive, the game doens't re-enter combat and give someone else the first turn. It feels very strange and I don't think it's the Jinxed trait I'm playing with. Like my sequence is in the negatives or something stupid

Weird. I've never heard of this issue.

What install type did you use and did you select any options that may have modified A.I? Are you playing version 0.80 or 0.81? Were there any errors or issues during install?

Also please paste here the contents of your ddraw.ini
 
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I'm not saying I agree with @Magnus but I know where he's coming from with the eyesight issues. Forum creators and game designers don't tend to think of such problems, (not looking at you @Sduibek), so they'll lazily use FFFFFF for white not realising that FAFAFA would achieve what they want whilst helping those with vision issues. Even this forum has white and green on maximum colour saturation. (Would 78% really be so bad?) Fonts are personal choice and you can't satisfy everyone. I have Firefox set to Fundamental Brigade with size 16 fonts as a default. It would be nice if the FIXT installer said which fonts and sizes were available rather than ask a font question. Microsoft Sans Serif, Tahoma, and Arial would be good common fonts over FB, OldSansBlack, and some others. I can understand why people like Verdana but it's not for me. Again, it's all personal choice.

I quite like the 'Nixie' numbers as they're very similar to Fundamental Brigade Schwer, (which would be my numerical preference). I want text to be readable rather than set it a particular style or time period.

As ever, much encouragement to all mods and modders. Keep up the good work guys!
 
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Well I have an update on the situation. Since provoking them didn't work I started myself. Immidiately the game exits combat and re-enters it, giving Garl the first turn. The exact same thing happened in Vault 15, with the aggressive rats. They don't "see" me, I enter combat, the game exits combat, re-enters and gives the rat the first turn.

I tried the same thing in Shady Sands, I enter combat and the game exits combat for me, but this time since nobody is aggressive, the game doens't re-enter combat and give someone else the first turn. It feels very strange and I don't think it's the Jinxed trait I'm playing with. Like my sequence is in the negatives or something stupid

Weird. I've never heard of this issue.

What install type did you use and did you select any options that may have modified A.I? Are you playing version 0.80 or 0.81? Were there any errors or issues during install?

Also please paste here the contents of your ddraw.ini

I used the custom install with the latest version, 0.81 alpha i think?, with no modifications to the AI.

The issues seems to be gone after I reached Junktown, Killian, Gizmo, Skulz and Saul all responded to provocation and started combat as normal. It was just the vault 15/khan raiders that was weird so far.

As a sidenote, I was able to start the Saul "relationship miniquest" by talking to him about it first and the game acted like Trish had spoken to me about it. Kinda jarring speaking to him first, then her, then getting the exp for it. Can't remember the exact dialogue I went with though, but maybe you could look into that as well.


And as you wish, here's the ddraw.ini, I couldn't figure out how to "spoiler" it for others reading convenience though and making it an attached txt was appearantly too big to upload.



; Sfall configuration settings for Crafty's unofficial Sfall release v1.19

[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0

;Uncomment and point to a file to get alternate versions for some sfall messages
TranslationsINI=DATA/TEXT/ENGLISH/GAME/ddraw_en.ini

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
;Set to 0 to disable everything in this section
Enable=1

;The speeds corrisponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0=50
SpeedMulti1=100
SpeedMulti2=150
SpeedMulti3=200
SpeedMulti4=300
SpeedMulti5=500
SpeedMulti6=1000
SpeedMulti7=100
SpeedMulti8=100
SpeedMulti9=100

;The initial speed at game startup
SpeedMultiInitial=110


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Graphics]
;
; IT IS NOT RECOMMENDED TO CHANGE "MODE" FROM 0 (8 bit), USE F1_RES INSTEAD
; CHANGING MODE HERE MAY RESULT IN CRASHES IF USING F1_RES
;
;Set to 0 for 8 bit fullscreen
;Set to 1 for 8 bit windowed
;Set to 2 for 16 bit fullscreen
;Set to 3 for 16 bit windowed
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;Mode 1 requires your desktop color depth to be set to 32 bit
;Windowed modes incur a performance hit. (Modes 1 and 5 more so than mode 3)
;The 16 bit color modes cause movies to display incorrect colors, and slows down fades
;dx9 modes cause some corruption of movies, but not as bad as 16 bit color modes
;16 bit color modes only work in fallout 2
;dx9 modes work with fallout 1, but results in movies being completely corrupted
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;
; IT IS NOT RECOMMENDED TO CHANGE "MODE" FROM 0 (8 bit), USE F1_RES INSTEAD
; CHANGING MODE HERE MAY RESULT IN CRASHES IF USING F1_RES
;
Mode=0

;Refresh the screen every x frames. Set to 0 to disable frameskipping.
;If you don't want frameskipping on initially, but may want to enable it later, set this to 1
;This has no effect in fullscreen mode or in dx9 modes
;FrameSkip=0

;When fading the screen, multiply the time to fade by this value
;Value is a percentage, so a value of 100 leaves fade speed unchanged
;Only has an effect in 16 bit color mode
;FadeMulti=100

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If you want to use an upscaling filter other than the hardcoded once listed below, place a dx9 effect file called 'global.fx' in data\shaders
;If set to 0, use fallout's native resolution
GraphicsWidth=0
GraphicsHeight=0

;If using a dx9 mode, this changes the settings of the global shader
;Set to 0 to disable, 1 to use only if screen res > 640x480, 2 to use if screen res != 640x480 or 3 to use always
;GlobalShaderMode=0

;Set to something other than 0 to apply a software scaler in graphics modes 4 or 5
;0 - without scale filters
;1 - 2xSai
;2 - SuperEagle
;3 - Super2xSai
;4 - hq2x
;5 - AdvancedMame2x
;ScaleFilter=0

;Set to 1 for a linear texture filter, or 0 to disable
;TextureFilter=0

;Set to 1 to do the palette conversion on the gpu
;Set to 2 to do the palette conversion on the cpu
;Set to 0 to pick automatically
;GPU is faster, but requires v2.0 pixel shader support
GPUBlt=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;--FOR A LIST OF VALID KEYCODES, SEE THE BOTTOM OF THIS DOCUMENT--

;Set to 0 to disable everything in this section
;This will also disable any input related script extender functions and the keyboard commands used to control other sections!
;Enable=1

;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
UseScrollWheel=1

;The mouse Z position is dividied by this modifier to calculate the number of inventory
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
ScrollMod=0

;Adjusts mouse sensitivity to some percentage of normal.
;Negative values are valid, if you want your mouse axis reversed for some reason
MouseSensitivity=100

;DX scancode of a key to press when the middle mouse button is clicked
;The default of 0x30 toggles between your two weapons
;Set to 0 to disable
MiddleMouse=0x30

;Set to 1 to reverse the left and right mouse buttons
ReverseMouseButtons=0

;Set these to 1 if you want fallout to access the keyboard or mouse in background mode
BackgroundKeyboard=0
BackgroundMouse=0

;The modifier key you have to hold down to change any speed settings
;If set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
; DEFAULT = -1
SpeedModKey=0

;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
; DEFAULT = 0x00
SpeedToggleKey=0x00

;The keys corrisponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
; DEFAULTS:
;SpeedKey0=0x52
;SpeedKey1=0x4f
;SpeedKey2=0x50
;SpeedKey3=0x51
;SpeedKey4=0x4b
;SpeedKey5=0x4c
;SpeedKey6=0x4d
;SpeedKey7=0x47
;SpeedKey8=0x48
;SpeedKey9=0x49
SpeedKey0=0
SpeedKey1=0
SpeedKey2=0
SpeedKey3=0
SpeedKey4=0
SpeedKey5=0
SpeedKey6=0
SpeedKey7=0
SpeedKey8=0
SpeedKey9=0

;The modifier key you have to hold down to change any graphics settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
;GraphicsModKey=0

;Increase/decrease frame skip.
; DEFAULTS:
;IncreaseFrameSkip=0x51
;DecreaseFrameSkip=0x4f
;IncreaseFrameSkip=0
;DecreaseFrameSkip=0

;Toggle the global shader on or off
; DEFAULT:
;ToggleGlobalShader=0x52
;ToggleGlobalShader=0

;Changes the current scaling and texture filters
; DEFAULTS:
;CycleScaleFilter=0x53
;ToggleScaleFilter=0x4f
;ToggleTextureFilter=0x50
;CycleScaleFilter=0
;ToggleScaleFilter=0
;ToggleTextureFilter=0

;A key to hold down to move the window around when using graphics mode 5
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey=0

;A key (LShift) to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42
TurnHighlightContainers=1

;A key (w|W) to press to reload your currently equipped weapon or use item
;DEFAULT: 17
ReloadWeaponKey=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;To start a new game somewhere other than V13Ent.map, uncomment the next line and set it to the map you want to load
;StartingMap=

;To change the 'FALLOUT 1.2' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
;VersionString=Fallout %d.%d

;To use a config file other than fallout.cfg, uncomment the next line and add the name of your new file
;ConfigFile=

;To change the default player models, uncomment the next two lines.
;MaleDefaultModel=hmjmps
;FemaleDefaultModel=hfjmps

;To change the various ingame movies, modify the next 14 lines
Movie1=iplogo.mve
Movie2=mplogo.mve
Movie3=intro.mve
Movie4=vexpld.mve
Movie5=cathexp.mve
Movie6=ovrintro.mve
Movie7=boil3.mve
Movie8=ovrrun.mve
Movie9=walkm.mve
Movie10=walkw.mve
Movie11=dipedv.mve
Movie12=boil1.mve
Movie13=boil2.mve
Movie14=raekills.mve

;To change the starting year, month or day, uncomment the next 3 lines
;StartYear=2161
;StartMonth=11
;StartDay=4

;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapYLimit=400

;Change the colour of the font used on the main menu for the fallout/sfall version number
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x060000D7

;MainMenuCreditsOffsetX=0
;MainMenuCreditsOffsetY=0
;MainMenuOffsetX=0
;MainMenuOffsetY=0

;Prevents you from using 0 to escape from dialogue at any time.
DialogueFix=1

;Set to 1 for force fallout not to use multiple processor cores even if they are available
SingleCore=1

;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
;BodyHit_Head=-40
;BodyHit_Left_Arm=-30
;BodyHit_Right_Arm=-30
;BodyHit_Torso=0
;BodyHit_Right_Leg=-20
;BodyHit_Left_Leg=-20
;BodyHit_Eyes=-60
;BodyHit_Groin=-30
;BodyHit_Uncalled=0

;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=0

;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=1

;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
;Set to 1 (or some higher number if needed) to prevent 100% cpu use
ProcessorIdle=1

;Set to 1 to skip the 2 opening movies
SkipOpeningMovies=0

;Causes npc's who complete their combat turn with ap left over will try and find other ways to spend it.
;Only npcs with ap left equal to or greater than the value given here will be considered.
;Set to 0 to disable
NPCsTryToSpendExtraAP=0

;Remove window position rounding
RemoveWindowRounding=0

;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath=console.log

;Set to 1 to speed up the hp/ac counter animations
SpeedInterfaceCounterAnims=0

;Modify this value to change the players speed of rotation on the inventory and character screens
;Default is 166
SpeedInventoryPCRotation=166

;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first
;few days of game time
RemoveCriticalTimelimits=1

;Set to 1 to fix the issue with doors being able to dodge bullets.
DodgyDoorsFix=1

;Set to 1 to disable the pipboy alarm button
DisablePipboyAlarm=0

;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
CombatPanelAnimDelay=1000
;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
DialogPanelAnimDelay=33

;Automatically reload weapon at the end of combat
AutoReloadWeapon=0

;Changes the way weapon reloading works when you drop the ammo onto a gun picture in the inventory:
;-1 = vanilla behavior with a pop-up window to choose the amount of ammo to use
;0 = use all the ammo packs to reload
;1 and more = (reserves extra magazines) - if the amount of ammo mags is more than the reserve, all the mags are used minus the specified reserve amount. And if the amount of ammo mags in the inventory is less or equal to the reserve, then only one mag is used.
ReloadReserve=-1

;Stack together identical weapon without bullets
StackEmptyWeapons=1

;Enable view of free weight in an exchange window
FreeWeight=1

;Russian language encoding for character and savegame names.
;Ïîääåðæêà ðóññêîãî ÿçûêà ïðè ââîäå èìåíè èãðîêà è îïèñàíèÿ ê ñîõðàíÿåìîé èãðå.
;1251 (1C)
;XltTable=32,33,221,35,36,37,38,253,40,41,42,43,225,45,254,47,48,49,50,51,52,53,54,55,56,57,198,230,193,61,222,63,64,212,200,209,194,211,192,207,208,216,206,203,196,220,210,217,199,201,202,219,197,195,204,214,215,205,223,245,92,250,94,95,96,244,232,241,226,243,224,239,240,248,238,235,228,252,242,249,231,233,234,251,229,227,236,246,247,237,255,213,124,218
;866 (Fargus)
;XltTable=32,33,157,35,36,37,38,237,40,41,42,43,161,45,238,47,48,49,50,51,52,53,54,55,56,57,134,166,129,61,158,63,64,148,136,145,130,147,128,143,144,152,142,139,132,156,146,153,135,137,138,155,133,131,140,150,151,141,159,229,92,234,94,95,96,228,168,225,162,227,160,175,224,232,174,171,164,236,226,233,167,169,170,235,165,163,172,230,231,173,239,240,124,154

;Assigns a keyboard button to switch russian language encoding in-game.
;XltKey=4

;Turns off the effects of drug abuse to prevent skill books and perk gain exploits
DrugExploitFix=1

;Fix "Pressing A to enter combat before anything else happens, thus getting infinite free running"
FakeCombatFix=0

;To leave the music playing in dialogue mode with talking heads
EnableMusicInDialogue=0

;Maximum player level (1..99); Default is 21
MaxPCLevel=21

;To use more than one save slot for quick saving (F6) and without picking a slot beforehand. The number assigned is a number of save slots (1..10) to use for quick saving, cycling from the top one down and over to the earliest one.
AutoQuickSave=0

;To leave the sneak ability on for run-to-walk-to-use the item or scenery situation.
DontTurnOffSneakIfYouRun=0

;To set highlight color of NPCs outside of your line of sight
;1= animated red (FALLOUT DEFAULT)
;2= red
;4= gray
;8= animated green
;16 yellow
;32 pink
ColorLOS=1

;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
ControlCombat=0
;If you want to control only specific critters/party members, uncomment the ControlCombatPIDList line
;and set it to a comma delimited list of PIDs: 63=Tandy, 76=Ian, 122=Dogmeat, 210=Tycho, 302=Katja
;ControlCombatPIDList=63,76,122,210,302

;Remove "Friendly Foe" perk, but have the effect active
RemoveFriendlyFoe=1

;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix=1

[Debugging]
;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout.cfg
;-------
;[debug]
;mode=environment
;output_map_data_info=1
;show_load_info=1
;show_script_messages=1
;show_tile_num=1
;[sound]
;debug=1
;debug_sfxc=1
;-------
DebugMode=0

;Set to 1 to skip the executable file size check
SkipSizeCheck=1

;If you're testing changes to the falloutw.exe, you can override the crc that sfall looks for here
;Sduibek testing version: 0xf43d208c
;Public release version: 0xf0fd4d53
ExtraCRC=0xf0fd4d53

;These option control what output is saved in the sfall-log.txt, the debugging version is required
;Prints messages duing sfall initialization
Init=0



;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;KEYCODES - you can use these as reference when setting keyboard codes in this file
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

; ESCAPE 0x01
; 1 0x02
; 2 0x03
; 3 0x04
; 4 0x05
; 5 0x06
; 6 0x07
; 7 0x08
; 8 0x09
; 9 0x0A
; 0 0x0B
; MINUS 0x0C /* - on main keyboard */
; EQUALS 0x0D
; BACK 0x0E /* backspace */
; TAB 0x0F
; Q 0x10
; W 0x11
; E 0x12
; R 0x13
; T 0x14
; Y 0x15
; U 0x16
; I 0x17
; O 0x18
; P 0x19
; LBRACKET 0x1A
; RBRACKET 0x1B
; RETURN 0x1C /* Enter on main keyboard */
; LCONTROL 0x1D
; A 0x1E
; S 0x1F
; D 0x20
; F 0x21
; G 0x22
; H 0x23
; J 0x24
; K 0x25
; L 0x26
; SEMICOLON 0x27
; APOSTROPHE 0x28
; GRAVE 0x29 /* accent grave */
; LSHIFT 0x2A
; BACKSLASH 0x2B
; Z 0x2C
; X 0x2D
; C 0x2E
; V 0x2F
; B 0x30
; N 0x31
; M 0x32
; COMMA 0x33
; PERIOD 0x34 /* . on main keyboard */
; SLASH 0x35 /* / on main keyboard */
; RSHIFT 0x36
; MULTIPLY 0x37 /* * on numeric keypad */
; LMENU 0x38 /* left Alt */
; SPACE 0x39
; CAPITAL 0x3A
; F1 0x3B
; F2 0x3C
; F3 0x3D
; F4 0x3E
; F5 0x3F
; F6 0x40
; F7 0x41
; F8 0x42
; F9 0x43
; F10 0x44
; NUMLOCK 0x45
; SCROLL 0x46 /* Scroll Lock */
; NUMPAD7 0x47
; NUMPAD8 0x48
; NUMPAD9 0x49
; SUBTRACT 0x4A /* - on numeric keypad */
; NUMPAD4 0x4B
; NUMPAD5 0x4C
; NUMPAD6 0x4D
; ADD 0x4E /* + on numeric keypad */
; NUMPAD1 0x4F
; NUMPAD2 0x50
; NUMPAD3 0x51
; NUMPAD0 0x52
; DECIMAL 0x53 /* . on numeric keypad */
; F11 0x57
; F12 0x58
; F13 0x64 /* (NEC PC98) */
; F14 0x65 /* (NEC PC98) */
; F15 0x66 /* (NEC PC98) */
; KANA 0x70 /* (Japanese keyboard) */
; CONVERT 0x79 /* (Japanese keyboard) */
; NOCONVERT 0x7B /* (Japanese keyboard) */
; YEN 0x7D /* (Japanese keyboard) */
; NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */
; CIRCUMFLEX 0x90 /* (Japanese keyboard) */
; AT 0x91 /* (NEC PC98) */
; COLON 0x92 /* (NEC PC98) */
; UNDERLINE 0x93 /* (NEC PC98) */
; KANJI 0x94 /* (Japanese keyboard) */
; STOP 0x95 /* (NEC PC98) */
; AX 0x96 /* (Japan AX) */
; UNLABELED 0x97 /* (J3100) */
; NUMPADENTER 0x9C /* Enter on numeric keypad */
; RCONTROL 0x9D
; NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */
; DIVIDE 0xB5 /* / on numeric keypad */
; SYSRQ 0xB7
; RMENU 0xB8 /* right Alt */
; HOME 0xC7 /* Home on arrow keypad */
; UP 0xC8 /* UpArrow on arrow keypad */
; PRIOR 0xC9 /* PgUp on arrow keypad */
; LEFT 0xCB /* LeftArrow on arrow keypad */
; RIGHT 0xCD /* RightArrow on arrow keypad */
; END 0xCF /* End on arrow keypad */
; DOWN 0xD0 /* DownArrow on arrow keypad */
; NEXT 0xD1 /* PgDn on arrow keypad */
; INSERT 0xD2 /* Insert on arrow keypad */
; DELETE 0xD3 /* Delete on arrow keypad */
; LWIN 0xDB /* Left Windows key */
; RWIN 0xDC /* Right Windows key */
; APPS 0xDD /* AppMenu key */
 
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@Moldernado Thanks! Didn't see anything in the settings that jumps out at me, darn. I'm glad it's working for you now.


re: Fonts: Okay. I'll make the font not-default on all of the installs. (Currently it was only default on Full). This is the first complaint/request I've gotten regarding it, but I don't want to be causing issues for people, that's not cool. If anyone's curious, the reason I made it default in Full is that option is intended to add a maximal amount of "cool new stuff" :nod:

@lostabroad2 Well there's not really font size options for Fallout. The font question is simply a matter of tracking (space between letters) and the width of the letters themselves. (Which is communicated in the installer, as best I could.) European versions use, for the big yellow fonts on most interface text, letters than are thinner horizontally *and* closer together. Personally I think it looks totally shitty, I have no idea what they were thinking. I would prefer if the installer only used the U.S. version because it's far superior in my opinion.

Shitty non-U.S. versions font:
f1a.png


Proper U.S.-versions font:
2pzehvp.jpg
 
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I agreed to fight Garl in the ring and got smacked around a bit, but then I managed to knock him out with one good punch. He said something like "take the girl and get out of here", and then I was teleported back to the raiders map. I now had all of Garl's stuff in my inventory, including a metal armor, Desert Eagle, Spiked Knuckles, and Garl himself was nowhere to be seen, although his buddies talked about him as if he was still there.

Did I just become the new Garl? If this is in the vanilla game then I must have missed that. But if it's something from FIXT then congratulations on an absolutely legendary new feature. I'm going to have to go back to the Khans after I've finished banging Tandi and see if they have any new dialogue.

Other than the numbers (and the ammo meter, but I'll give that one a pass) I love what I've seen of the mod so far.
 
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