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

Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.

  1. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Editing stats and perks is easy with savegame editors, and some editors allow inventory modification, but followers and maps is probably not possible. You could copy over the maps but it would likely cause crashes.
     
  2. OhDannyBoy

    OhDannyBoy First time out of the vault

    1
    Oct 29, 2015
    Hello again Sduibek, I just wanted to add another idea regarding perks. I get the impression that the vast majority of players never choose the skill increase perks because, why bother? They just give you one lump sum (that is rather insignificant, usually just one level’s worth of skill points - might as well just choose Here And Now and be that much closer to a new perk while still getting the same amount) and offer no bonuses or incentives in its execution that might make it a sensible choice over a perk that, say, gives you a unique new ability.
    So how about instead of a lump sum, the perk is an annuity of sorts? By choosing Mr. Fixit, instead of 10% flat increase to both Science and Repair, it instead raises the skill 5% per level in perpetuity? I would think this solution is much more attractive and balanced - the skill perk would then give a constant, everlasting benefit much like a unique ability, and it would free up people to instead constantly level skills they don’t find that important enough to dump skill points into, but feel would be nice to have around. This is also helpful for very low intelligence players. The counterbalance is, of course, that the accumulated effect would take a very long time, (10+ levels, near the end of that character’s arc) to come to fruition - but by that end, the stat increase would be significant enough to have been worth it. And another tie in; Swift Learner can instead be modified to give an increase to skill perk rates (7 points per level instead of 5), instead of 5% to XP gained that is currently so worthless it can’t even serve a roleplaying purpose.
     
  3. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    I wouldn't mess with core game mechanics this way, purists gonna get your balls! Besides, there's already Tag! perk for this.
     
  4. Prisoner416

    Prisoner416 First time out of the vault

    24
    Nov 3, 2014
    IF IT ISN'T BROKE, DON'T FIX IT. Jeez.
     
  5. JenzAmaka

    JenzAmaka First time out of the vault

    2
    Nov 3, 2015
    Ugh. How can I run F1 well? Basic render seems to have best performance but colors are rainbowish. DX9 slows down to a crawl and so does Direct Draw 7. I can barely move camera or mouse in those modes. I'm running on W7 64bit.
    Really want to try FixT :(
     
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Fixt includes two utilities that can easily fix the rainbow colors issue :)
     
  7. JenzAmaka

    JenzAmaka First time out of the vault

    2
    Nov 3, 2015
    Ah, DirectDraw_Compatibility_Tool did the trick. Didn't noticed those tools.
     
  8. mickrov

    mickrov First time out of the vault

    3
    Nov 4, 2015
    Hey, I've recently gotten into playing Fallout one again and this mod/mod collection is a godsend. Thank you for making it it rules.

    One thing, however; I just got the .223 pistol and it doesn't make the fantastic and super loud boom noise I love. I get some people dislike it but I adore it. Is there a way to get it back? I can only find ways to get rid of it when I google.

    Thanks in advance for the help

    Edit: Never mind, I solved it by unpacking the MASTER.DAT file from a fresh installation and taking the sound file from there.
     
    Last edited: Nov 4, 2015
  9. BreakinBenny

    BreakinBenny First time out of the vault

    75
    Jun 18, 2015
    You can also just delete the WAE1XXX1.ACM from the "data\sound\sfx", and the gunshot was decreased in volume because it was the equivalent of ear rape.
     
  10. mickrov

    mickrov First time out of the vault

    3
    Nov 4, 2015
    Would that just replace it with the original? Now I feel dumb. Oh well, whatever.

    Like I said, though, I get why it was replaced, most people thought it was too loud (although I didn't, guess I never had Fallout on very high volume). Most people are not everyone however and people like different things. I liked the super loud boom, it gave the impression of a bigass bullet through a pistol. Made perfect sense to me all along. So I'd say it'd be a good idea to make it one of the options in the installer instead of just including it automatically, just like everything else is an option in the installer (including other sound effects). Obviously not a top priority but it would be nice for the fraction of the Fallout people who like loud pistol noises for their giant pistol shots.
     
  11. BreakinBenny

    BreakinBenny First time out of the vault

    75
    Jun 18, 2015
    I bet you hated the gunshot from Fallout 2 then, the 14mm pistol and .223 autoloader both use it.
     
  12. Perkyguy

    Perkyguy First time out of the vault

    72
    May 21, 2008
    Why is it impossible to recrut Ian if you fail the speech check?
    If you dont convince him to come with you for "piece of the action' he wont ever accept joining you afterward
     
  13. mickrov

    mickrov First time out of the vault

    3
    Nov 4, 2015
    You seem mad at my sound preferences. I honestly hadn't thought about the sound difference between 1 and 2 until now. Dunno if it'll bother me when I play Fallout 2 again next time.
     
  14. Adolf

    Adolf First time out of the vault

    24
    Nov 6, 2015
    Thank you so much.
     
  15. Perkyguy

    Perkyguy First time out of the vault

    72
    May 21, 2008
    There is something that really peeves me.
    I like doing no-death/ no-reload runs on games and fallout is no different.
    However having to start over because of bugs is the most irritating of all.
    In junktown there is this thing where if you talk to any of the skull gang members or they talk to you, they pick a fight with you and turn the whole town hostile.

    Cant you implement whatever script it is that flags the fights they pick with you as self defense and not turn the town hostile?
     
  16. BreakinBenny

    BreakinBenny First time out of the vault

    75
    Jun 18, 2015
    I'm just saying that with Fallout 2, Black Isle altered the WAE1XXX1.ACM to sound less loud and more unique. I don't mind and it gives me a sense of "PUNCH!" even with the revolver.
     
  17. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Could you add this to the bugs wiki please? Thank you :)
     
  18. Perkyguy

    Perkyguy First time out of the vault

    72
    May 21, 2008
    Could you give me a link there?

    Nvm, found it.
    Side note: there is really ALOT of other reports for the brotherhood crack assault team blocking the elevators.
    Hate to be this guy, but you really should look it over. It just cost me another no-reload run failure. (had to kill them to progress, turned the BOS bunker hostile when i went there)
     
    Last edited: Nov 7, 2015
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Looks like an unintended side effect of my enabling them to follow the player in the military base. Maybe that's why interplay disabled it.

    I can release a small patch for it but not sure when. I'm still getting up to speed at my new job so I'm basically just sleeping and working. I wish I could work on the mod, I miss it.

    Besides those two, did you encounter any other must-reload bugs?
     
  20. Erer08

    Erer08 First time out of the vault

    40
    May 26, 2014
    I added a couple of bug reports to The Hub, the 4 similar reports on the top are mine. Just saying.