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

Hi Folks
Does anybody know how to setup FIXT mod to be compatible with "ExaGear RPG" on Android?
I know for certain it runs Fallout and Fallout 2 full speed on modern devices, however I'm afraid since FIXT executable is not in root of game's folder, it's not going to work properly under ExaGear RPG.

P.S.
I myself tried Diablo 2 on ExaGear and so far it runs smooth.
 
Hi Sduibek,

Do you plan to write a sort of "changelog" with the new language changes/fixes, for the international translators ?
Or de you think "Winmerge" will be enough for us ?
 
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Just finished game with fixt 0.81alpha. Everything worked great and really liked fixt features. But gosh I forgot Fallout 1 world is so small. It takes little time to do every single marked and unmarked quest.
 
I apologize for the continued delays. March went by quickly for me due to my promotion at work. Exciting but rather exhausting!

@Kristijonas Yeah, it's definitely a lot smaller than Fallout 2.

@kirsan I would say go ahead and start with 0.81 ... 0.90 should be available as a patch as well as an installer.

Hi Sduibek,

Do you plan to write a sort of "changelog" with the new language changes/fixes, for the international translators ?
Or de you think "Winmerge" will be enough for us ?
Not sure about this. Currently it's on GitHub, so you can compare them using GitHub's features or me personally I use Beyond Compare on the files.

There's also https://github.com/Luffier/fallout-text-tools made by Luffier. Speaking of which, any suggestions @Luffier for @SenorGast ?
 
Really enjoying the this mod so far. Especially the minor changes in gameplay, that enhance the experience as whole. The restorations are also a nice addition. Good job, guys! :clap:
 
Should I wait for 0.90 before using this mod? I want to give Fallout 1 another go. Because if there are any meaningful changes I'm willing to wait for the next release.
 
Is there anyway to just get one part of the mod? I'm just interested in the Endgame Mod, but all links to the old one have been removed. I still like the old game even with the bugs and always just used the "Endgame mod" in the past, but I can't find it anymore.
 
Should I wait for 0.90 before using this mod? I want to give Fallout 1 another go. Because if there are any meaningful changes I'm willing to wait for the next release.
I wouldn't wait because I'm not sure when 0.90 will be released.

Question. Is the 0.90 version going to come with the option of opening this mod directly through steam?
Yes.

Is there anyway to just get one part of the mod? I'm just interested in the Endgame Mod, but all links to the old one have been removed. I still like the old game even with the bugs and always just used the "Endgame mod" in the past, but I can't find it anymore.
https://www.dropbox.com/s/0am1kv4hkuwgyer/EndGame mod by Cpt Corpse.zip?dl=0
 
Status update:
Been busy since March 21st 2016 which was the date of my promotion at work. Not much progress on Fixt between then and now.

(Shift changes didn't help: I was originally 1PM->10PM, then 8AM->5PM for training, back to 1PM->10PM for 5 weeks, now I'm 5AM->2PM.)

Further work will have to wait until June... I have to finish an Incomplete class by the end of May or it'll turn into an F.

The good news is that means starting June 2016 I'm free to spend all my free time working on Fixt. Woohoo!
 
So I'm currently on a severly cheated character trying to reach lvl 99 on deathclaw runs sitting at lvl 81 chewed through most of my MFC (left with 1179) burned through SEC and 5mm both JHP and AP currently chewing through .223FMJ willing to try 10mm with SMG too as crafty's sfall changed how bonus ranged damage works. Burst weapons are definetly a way to go crits for 1200 damage from half screen away are a standard with minigun = 1shoting a deathclaw every hit it's mind blowing..

Anyway i'm writing this post to inform that i've added a couple of bugs, hints and couple of new ideas to the bug wiki.

regards
gus
 
Thanks for the wiki additions! *fistbump*

btw what are the ranged damage changes? I must have missed that he changed those. :o
 
Moving data to a new computer. I assume I just move the fallout fixt folder from my steam folder for Fallout1 to the same folder once I download the game again on the new computer.

Is that correct? If not, let me know. dont want to lose save data
 
@Sduibek.. pretty simple actually
bonus ranged damage was always added +2 or +4 (if taken twice) to the end of total damage calculation..
so for an 10mSMG damage would be like 5-12 x10 bullets x crit per bullet +2 (or 4)= total damage

with crafty's sfall it now does +2 to both minimum and maximum weapon damage.
for example base damage of 10mm SMG is 5-12 dmg with 1x bonus ranged damage it now does 7-14 dmg and with 2x bonus ranged damage would be 9-16 dmg...

so by having a minigun (7-11) with 2x bonus ranged damage would yeald 11-15 dmg x40 bullets x critical strike calculated per bullet. that yealds tremendeus amount of damage.. so if you add "ignore damage threshold" perk to that weapon as sugested by someone in the bug wiki, player would be able to 1shot anyone in the brotherhood and maybe 1shot Master or Lieutenant. Heck i often 1shot a deathclaw with 10mm SMG (even 10mm AP ammo) if i'm close enaugh and make a lucky enaugh roll wich happens like 50% of the time ( mostly dependant on range as SMG has big bullet spread).

Just so You'd know 8x 5mm JHP bullets from minigun does te same job as 40 bullets= rips a deathclaw to a bloddy paste, so an assault rifle would do the job better since it consumes less ammo per burst (8bullets) and has now like 12-20 dmg with 2x BRD.
So adding a ignore damage threshold would yeald probably BIS weapon with just 3 perks (2xBRD and sniper) and if somebody decides to assault the brotherhood it would mean no difference if palladins wear power armor or basic combat armor it would be down to 40% DR as the threshold woudn't matter, so it basically sucks adding it to burst weapons. ignore damage threshold should be a perk given to AP ammo as far as i can see or maybe the 14mm pistol as it only uses ap ammo, but as for the rest a knockback/knockdown or accuary bonus (especially) for the SMG. Minigun also could be more accurate. it does not need to have ignore damage threshold perk.
Also in vanilla shotgun weapons were quite powerfull because of the ammo modifiers.. and now even combat shotgun is just crap. same in Fo2 vanilla game shotguns=bis pre-gauss for small guns and now they just suck. so eigther damage modifier needs to bee brought back OR the need to introduce different shotgun ammo to the game (anyone remember Fo:Tactics : Slugs: thick 'cough' grain;etc) since You do plan on adding restock to merchant's scripts it might be a good idea to start from there :D (yeah come to think of it vault13 security team does not need buckshot ammo in their lockers rather those fancy less than lethal riot controll: rubber bullets or "waxshot" grain. On the other hand gunrunners, jake from the hub and brotherhood should have like tungsten-slug-sabot bullets or steel needles buckshot kind of gauge12..

oh yeah as a side note: the ability to trade with brotherhood when you come in with a caravan should also be an option.
the basic principle is they trade weaponry, ammo and meds for food and water. Finally a way to get rid of those pesky mutated fruits, iguanas, those water flasks from v13 or nuka colas for a reasonable exchange rate.
 
is there anyway to run this mod via steam?

edit : I've figured I'd add the fallout fixit shortcut as a non steam game shortcut then run it and it works.
 
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Hiya Sduibek-kun,

Big fan, big fan, been lurking forever and a day, but wanted to ask a couple ? so, tada!
Anywho, I was wondering if you could give a rough break-down of stuff that'll be in the
new .90 release. More obvious adds, less small fixes and upkeep. Also, are you planning
to keep releasing versions up to and (well) past 1.0? And are there any bigger mods that
you'd like to add, but for one reason or another haven't been able to? Lastly, I remember
talk of merging the two games, or, at least, using the Fallout 2 engine for Fallout 1, is that
still happening? And do you intend that for .90 or later?

Sorry for the ? avalanche, just been curious for some time. Thanks, and keep up the good
work! Oh, oh, I read about killap waiting on some talking heads to be completed before
releasing a new version of the RP, are you able to use the same assets for Fallout 1?
 
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