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Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.
Could you be more specific?
All holodisk-related crashes should now be fixed.
"Discard when no longer needed" now properly applies to all holodisks.
Fixed crash upon returning to Military Base levels 1/2 if getting help from The Brotherhood.
Minor fixes to interface phrasing.
Centaurs in random encounters no longer called Floaters.
Replacements for premade characters are complete.
Your installer works fine with the current gog version of fallout 1 correct?
About the replace the default characters I am also one of those that always uses the custom character option so I wouldn't care if they are changed or not, but like it was said before there are people that would not like that so at the end of the day or you make it like it was suggested with options when installing or just make it the way you want to . By the way I don't think I ever posted here, but thank you for all your work on making Fixt happen, I don't think I will be able to play FO1 in the future without it again.
Used it with my GOG version of Fallout 1 two to three months ago and it worked fine .
It works fine for me, at least.
it's not going to bee as good deathclaws give 2k-3k xp per hour travelling around military base is not going to give me encounters that often and even if i try to power level on deathclaws to 99lvl it's going to take around 150 in game days and that is by killing 2-3 deathclaws evry hour on a regular basis (just to grind from 98-99 lvl it's going to take over 1,5 in game day) and it's nowhere to be done but the deathclaws in Boneyard there is just not enaugh xp/h to do it in time and economically enaugh to be left with any ammo. that's why i proposed to raise per deathclaw xp count to improove upon time limit and ammo consumption...
Use a critter editor and set it to whatever you want.
In the big scheme does it matter, level 99 is about 80 levels more than what's required to finish the game...if you want all the perks, 1000 hp, 20 APs, just use the editor and save your sanity...
He definitely want's to change the game to fix the bugs and glitches which i find very noble. So good job to you Sduibek !
Today I'm working on finally finishing the added/improved death animations and normalizing volume for combat sfx files. I've worked on this in the past but didn't finish either of the projects.
After that I'll get back to work on important stuff like installer customizations and in-game customizations.
Here's the list of completed stuff so far:
FIXED! Crashes giving holodisks to people (Cabbot, Rutger, Jon)
FIXED! Crash getting holodisk from dying mutant
FIXED! Error/mismatched holodisk Pipboy entries
FIXED! Empty holodisk records in PIP-Boy
FIXED! Centaurs and Ghouls in random encounters are no longer called Floaters.
FIXED! Crash leaving MB, from the Crack Assault Paladin(s)
(CHANGED: ^ they now leave upon arriving at Level 3 instead of accompanying you back up to Level 1. Necessary for the fix.)
FIXED! Can no longer get infinite Karma by using multiple explosives on Radscorpion Caves wall. (lolz)
CHANGED/FIXED: Discard after no longer needed now applies to all holodisks as intended in previous Fixt versions. There are 12 in total.
CHANGED: Lt no longer start with keycard because the computer tech already has it. (I added this item to him in previous Fixt versions but changed my mind, it wasn't a good idea)
lolz, I worked on Fixt for 16 hours yesterday.
Anyway I got sidetracked fixing a bunch of smaller bugs >_< Hopefully today I can finish the gfx & sfx for the death animations. I'm also going to finish a few more splash screens.
Then on to the customizations
I haven't played Fallout in 18 months so I don't remember the base formulae for the Vault Dweller. In Fallout 2 Barter was 0 + (4 * CH). I think Small Guns was 5 + (4 * AG). Fallout has smaller starting ranges, normally 2 * Primary Statistic. If it were possible to change these starting points/formulae it would probably be a good thing.
I wasn't suggesting anything too radical, although i'd love to see some radical changes in the AP calculations and the Trade calculations.
Ahhh got it!
These should be fairly easy to do once we're in the Fallout 2 engine
I did end up finishing the restored/improved death sfx & gfx.
Today is my day off, but I might not get any work done on Fixt. My next to-do is fixing the broken half of the Restored Endings Add-On, but today I got sidetracked updating my resume & cover letter for a potential promotion at work.
EDIT: Oh and to give people an idea what to expect, my plans after Fixt 0.90alpha patch & installer are released is to create a Let's Play of myself playing the mod
Out of sheer bloody-minded curiosity would it actually be possible to change the default calculation for Action Points? The default formula is:
INT (5 + ( AG * 0.5))
The game would be more interesting if the formula could be changed to:
INT (6.5 + (AG * 0.35))
I doubt anyone plays the game with AG 1 and 5 AP.
Good endings for The Hub & The Followers should now be working properly. Applies to the add-on and Fixt (on my computer, not the released versions).
Currently working on the "Play after being dipped" and "Play after V13 is dead" optional features. After that the next goal is the installer customizations & implementation of in-game customizations. When those are finished I can package everything for release
Sduibek, I completed the fixt 0.81alpha yesterday (before the restored good endings got updated to 2.0) and I'm eager to know if you fixed the wrong Military Base - Cathedral sequence in the ending (for example, I destroyed the Cathedral first then M.B. though visited M.B. first without entering it and Ron Perlman says: "You managed to destroy the Vats, then you killed the Master before he could realize his twisted plans. With the Master gone, his armies flee to the east in fear of retribution from the remaining normals.").
Also I couldn't find a way to finish the game if I start slaughter in vault13 after completing the game (since overseer just attacks, no way to speak with him), maybe you should add a rock (like the one in the start of RP which allows to check version) with functionality of finishing the game.
And just to be sure, the invasion endings are disabled by default, correct? (i.e. followers get invaded in 90 days, hub in 140 days). I've chosen the 1.1 version default 'only necropolis get invaded' option so I don't expect any city to be invaded if I spend time going to glow, improving my stats with bos operations ect..
There are also some fixes by teamx I have issues with:
1) The locker near the Lieutenant for some reason is not locked (it was in 1.1)
2) "You can't escape the Lieutenant's interrogation by pressing 'A' (should work correctly now: alert no longer goes on while you are in a cell)." - this one does not make sense because it's still rather easy to 'a'-run to him and grab some items in the locker nearby (not during interrogation though: first kill the mutants guarding the M.B entrance, enter it, 'a'-run thru the levels repairing the yellow forcefields where nessecary taking the elevators to the next levels) and it makes one viable speedrun route impossible although 'a'-running still works everywhere else. Could you check the original code and say if it was intended for player to not be able to run away from Lieutenant with 'a' when captured? If it was not considered by the devs as 'a'-running was not exploited back then, could you not exclude this 'fix' from the next version of Fixt?
Sduibek, I have a question about few cut quests: "Disarm Traps for the Facility" and "Find Children spy in the Followers" - are they restored in 0.90alpha?