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
    Hello everyone! :D

    First of all I don't have any updates on the progress of 0.90alpha, unfortunately. But I do at least have some updates on my multi-month absence:

    GOOD NEWS first - I finally finished that class for which I took an Incomplete, which had been hanging over me for almost a year. I felt guilt working on coding/design for Fallout Fixt when I knew I should be working on coding/design to finish that class so that I could get my degree.
    Well I got an 'A' for the class and am now just waiting on the processing folks to mail me the diploma. Woo!

    NEUTRAL/EXPLANATORY NEWS next - The promotion I earned at work late March 2016 is great, it's pretty much the perfect role for me and the company is fantastic. It has, however, had a learning curve and been quite hectic & stressful at times. This is part of my silence and lack of progress; I've been basically doing nothing but work+commute+TV+sleep for a few months.

    BAD/SADPANDA NEWS next next - My laptop died the same week that I finished the class I mentioned above. Irony? Not sure. Very frustrating though. It's either the motherboard, graphics card, or some part of the assembly that connects the gfx card to the screen.

    GREAT NEWS last - I just purchased a replacement laptop today (I don't want to get a brand new laptop just yet; I'd rather put that money into paying off my credit cards) and it should arrive by September 13th.

    I am going to do my best to release 0.90alpha as soon as possible. I don't expect any problems releasing it by the end of the calendar year. I can't be more specific than that as I'm not sure exactly how long the in-game customizations & playstyles will take to finish implementing.

    Thank you all for your support and patience; I apologize for the delays.

    @SenorGast Not sure if this is possible but I'll look into it.

    @Bittersteel Fallout Fixt is Windows-only with no plans for Mac support, unfortunately. This is because the extensions it uses such as Sfall/ddraw don't work on Mac systems, and also because I don't use Apple products so I'm not at all familiar with building Mac installers.

    @The Lone Poopyface Have you checked the Troubleshooting guide? It's just a text file but has plenty of helpful steps :) You can find it in my signature.

    @gustarballs1983 This is actually quite impressive. Well done! How did it feel to reach 99? Any idea how many hours it took? Also what exactly did you do, was it simply adding lots of Deathclaws to that map? Did you have to change any scripts?

    @Phil the Nuka-Cola Dude @Ed of Vault 13 Thank you both! I hope it was/is fun to play and didn't give you too many terrible bugs :)

    @Worxolas I probably will at some point as a 'joke easter egg' (which obviously won't appear in the Fixes Only version). Maybe as a Special Encounter. But it would be a very basic implementation.

    @Ceratisa Agreed! :D

    @ravenbober I did not. :) See above for updates re: my absence. <3

    @gustarballs1983 Yeah, I do tend to be rather awful at making my self-imposed deadlines for Fixt releases. Sigh, #regrets.
    I did indeed work on Fixt in June but wasn't able to even touch it during July or August.

    @danielje Thanks for your kind words!
    1. The level cap is removed (optionally) by the Sfall/ddraw plugin which was originally made by Timeslip and added features for F1 Engine by Crafty.
    2. This is a limitation of the engine in Fallout 1. The Perks do exist for your character, the engine just was designed to only display 7 no matter what.

    @X-01-Guardian Did you ever figure out the resolution to this? If not, please post it in the Bugs Wiki - link in my signature. Thanks! And apologies for the bug/issue :(

    @Baraz I'm glad you got it figured it! Could you please post this in the Bugs Wiki? Link in my signature.

    @Worxolas Correct, and this is actually already fixed in the files on my computer, just not in the version currently available (0.81alpha). So it'll be working just fine in 0.90alpha.
    Last edited: Sep 1, 2016
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  2. Adolf

    Adolf First time out of the vault

    Nov 6, 2015
    It's nice that you are all well. Very worried about you.
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  3. gustarballs1983

    gustarballs1983 Vault Senior Citizen

    Oct 28, 2009
    So much questions..
    How did I feel? as it was my first playthrough of Fixt 0.81a with crafty's sfall i was urging to get to know wether Mr.Handy in military base got his conversation panel after he joins Your party or is there at least any way to pass him some more ammo or any way to heal him and "push" him around when cornered by him but sadly not :(

    How many hours it took?
    in game i was just before finishing the deathclaw quest and after that assaulting master then necropolis quick trip to v13 end some quests there and military base last. back then it was like 120-130 in game days after power leveling was done so no place for invasions or water chip quest in my fixt settings :(. In real life a bit longer because i made a lot of long breaks, actually i started the playthrough back in December 2015 but i had no motivation to push further because no new Fixt version was on the horizon, to do more tests :p. If i'd remove the long breaks it would be around 7-12 full days of gaming (assuming one play'd at least 10-12 hours a day)...

    How exactly did You did it..

    Since i have almost no idea how to mod... besides maybe my hacked companion npc proto files wich i use at all of my playthroughs since i just can't stand them wasteing ammo at the cost of my character's backpain,
    "...I had to do the powerleveling the hard way.."
    That is Starting the quest from gunrunners to kill the deathclaws and kill only the ones on the surface.. go to blades map & rest 1 hour at the pipboy enter warehouse kill the respawned deathclaws on the surface but not the mother nor eggs (underground) rinse & repeat. bodies are gone since they vanish after 1hr sleep but the bloodstains do not. Hence the red floor on the warehouse map. As sometimes they wander to a different spot before i gun'em down (but most of the time they were gunned down on an area wich already was stained) number of deathclaw kills should be somwhere on the screenshot and it neared 5000 kills if i remembered right. the only thing I hacked in terms of equipment was multiplying hardned power armor and turbo plasma rifles for my party npcs, because as of now there is only possible to get 1 Hardned PA and 2x Turboplasma legally in the game without vad's editor. however i did not duplicate any ammo. but chewed through the most of it.. i was left with like 800 shotgun shells and +/- 1200 micro fusion cells.. evrything else i got in game (except maybe rocket launcher and flamethrower ammo) was used up on deathclawas.

    So there You have it no mods but plain old hardcore carnage.

    Best Regards
    Gus T.
    oh yeah i do hope You'll fix that mr.Handy to function like a proper companion and not like a following cornerblocker.
  4. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    After the next release I'm going to finally do a Let's Play of Fallout Fixt.

    I've been wanting to for a while, and between real life & working on Fixt, I haven't actually just sat down and played the game as an extended session in years.

    Any suggestions for a headset+mic combo with good recording audio quality that won't break the bank?
    • [Like] [Like] x 1
  5. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Replacement laptop arrived today :)
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  6. gustarballs1983

    gustarballs1983 Vault Senior Citizen

    Oct 28, 2009
    Good to know, I'll keep my fingers crossed for FIXT development from now on..

    on a side note..just do remember that you can always unmount the hdd from your old broken laptop and purchase 2,5"external usb drive enclosure, fit the drive inside to have an easy acces to your old data. If it's 2,5" and usb 3.0 You won't even require external power adapter, as usb juice is enaugh to power the 2,5" drive by itself. The electronics inside the adapter deals with the voltage conversion if needed. It's only a matter of enaugh amperage as some but not all usb 2.0 ports (especially on older motherboards) might burn out the mobo because of overload, as 2,5" external drives usually require more than the "standard usb 2.0 maximum of 500mA".

    Yay It's my 100 post:D
  7. Yan

    Yan First time out of the vault

    Sep 16, 2016
    Sorry if this have been answered but i can't find it anywhere.. i have win 10, i installed fallout 1 classic from GOG, and installed the FIXT full edition. And set my res to my laptop native 1366x768. and everything is so small, the text the characters. I cant find a solution anywhere.. and the ones i found do not help at all. Does anyone have a solution for this?
  8. NNSS345

    NNSS345 First time out of the vault

    Jan 31, 2016
    Enable scaling x2 in options->screen settings.
  9. Yan

    Yan First time out of the vault

    Sep 16, 2016
    i tried that in different combinations and it seems that its doing nothing
  10. NNSS345

    NNSS345 First time out of the vault

    Jan 31, 2016
    Have you tried changing the configuration in f1_res_Config.exe? Or changing the settings in ddraw.ini and f1_res.ini? Check the Troubleshooting Guide, maybe there is a solution for you. A reinstall may fix it too. If not you'll just have to wait for someone more informed. Or just play it on a lower resolution.
    Last edited: Sep 16, 2016
  11. Battlefieldisfun

    Battlefieldisfun First time out of the vault

    Aug 13, 2016
    Quick question, which is kind of related to Fixt:

    I know you can modify the ddraw.ini to change the speed of the game, resulting in more fluid animations. Is there any setting anywhere in the game that changes the time scale? It currently seems 1:1, with 1 minute real world time equaling 1 minute in-game time when not traveling or waiting. Is it possible to quicken this to one second equals one minute, or whatever the user may apply? The dynamic of the days was one of the few things that bothered me about the game - I hate how I can roll into Junktown, take out Morbid, save Killian, take out Gizmo, recruit Tycho, bust the Skulz.... all in the space of half an hour in-game. Video Game exposition is more concise and less nuanced than any real world negotiation/action, and I feel the time should reflect this succinctness. Well, sorry for ranting.

    Tl;dr is there any way to modify the time scale?

    And one more thing - is there any way to increase NPCs aiming for limbs, potentially breaking them? I feel crippling is underutilized in the base game, having gone through playthroughs without being crippled once, or at maximum maybe twice in 40+ hours. Making crippling more prevalent can give the Doctor skill a much needed boost in popularity. I see this in the ddraw:

    ;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts

    but does this effect where critters aim, or is this only defined to the player?

    EDIT: Oh, and one last thing:

    Will the implementation of the F2 engine also bring its Perk scroll menu? I use an editor to apply more perks when I level (I find the uses of some perks to be marginal by themselves, so I apply "packages" of similar perks that could ostensibly be rolled into one, such as Explorer, Scout, and Ranger for example, so I get a significant boost to World Map exploration... otherwise a single 3 levels combat perk easily trumps RP "flavor" perks that take three times as long to the point I feel the latter would be "worth it" versus the former). Thing is, by level 9 (sometimes) I can no longer see them - I assumed they were not applied. Not to mention a removed level cap would offer more perks than shown. Good to know that they are, but the scroll menu would be useful in reviewing my character to keep my role-playing on point.

    Thanks again for everything Sduibek, been a fan of your work for two years now. Your efforts are much appreciated.

    EDIT 3: Sigh, I guess this is no longer a quick question, lol. Another thing, the very first question that actually made me find this site and this mod: is vendor refreshment going to be a thing? I know it's possible to continue the game indefinetly ammo-wise (as Gustarballs has demonstrated) but it would be nice to have Barter/Charisma's usefulness go past rading out all the ammo they offer a single time and then they are useless for the rest of the game. A steady supply of ammo and stimpaks would be an excellent addition - is that possible, perhaps with the updated engine where the vendors do that?

    Thanks for being patient through my ramblings.
    Last edited: Sep 23, 2016
  12. gustarballs1983

    gustarballs1983 Vault Senior Citizen

    Oct 28, 2009
    The timescale is not a thing and i hope it never will be as there aare few timed quests (like skullz will assasinate Neal/Neil within 2 days and after certain time compression you wouldn't manage to run up to lars to report and attack them in time. time is as good as is to speed up time you've got pipboy clock.

    secondly as for called shots and non party NPC skill increase just increase the "Combat Difficulty" in the game's options this also increases a chance for the non party npc's to critically shot.
    the thing from ddraw.ini you pointed out about body parts is not how often any npc will make a called shot but rather how high accuary penalty (actually a skill penalty) is applied when aiming at that body part. I assumed it's game wide and not just the player. So for example if setting the "Combat Difficulty" to High/Rough and all =0 in that dddraw.ini section you would ensure not only in more called shots but those called shots would also have better chance to actually hit you (same chance as non targeted shots to the torso) but the other side of the coin would be that Player would also have same chance for targeted shots as for non targeted.

    Thirdly Yes after the engine conversion takes place perks will/should have more slots (with ddraw.dll it's increased up to the number of all perks in fallout 2, be it chosen at level up and those extra granted in game).

    Lastly I'm not sure wether Sduibek will actually implement shop restocking hovever He himself did propose this point at the bug wiki "new ideas" section.

    shops restocking wich seemes stupid concerning it's the wasteland so no sopermarkets and no factories around therfore from where would they restock hmm? well I personally think maybe ammo (because of gunrunners actually making it) and low tier weapons (brotherhood scavenges but it's low tier so it trades it for food and water to traders from Hub) but no restocking on anything higher than metal armor /14mm pistol. but absolutely no meds restocking since nobody makes them (well maybe except stimpacks if broc flower, xander root
    and empty hypo get introducet into Fo1)

    one thing i would like to see is Economy and Combat (EcCo) rebalance for Fo1 as turboplasma is seriously overpowered in this game i mean clearing a room full of super mutants all by yourself in one round is pretty hilarious. and additionally I would like to see Your party NPCs to be of a serious use At end game, because as of now they can only tickle the supermutants (even when heavily modified to use turboplasma) And my char 1 shots with turboplasma almost evrything in the game ( maybe besides deathclaws and the master. (they require more shots but are still killed within 1 round).

    So combat rebalance should take place there's no doubt about it. the YAAM should be a thing to for Fo1.

    Last edited: Sep 23, 2016
  13. Battlefieldisfun

    Battlefieldisfun First time out of the vault

    Aug 13, 2016
    I suppose,

    I always play on rough combat + hard difficulty and I still find crippling happens too rarely, but thanks for the feedback, I'll try it.


    Scavengers constantly trading and selling wares over time. I find it hard to believe that even in a scarce wasteland that a shot would have the same inventory with no new items after, say, a year in game time.

    Good point, but scavengers may still find more out in the wasteland and sell to shops - the 50~100 that exist in shops can't be the only stimpaks that still exist in all of California. Maybe prices could increase as the shops restock to represent them becoming scarcer. That would properly scale to level and income, now that I think of it.

    My current playthrough is my first Energy Weapons focused character, I can't wait to give this a shot :D
  14. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I'm currently on vacation, will respond to you in about a week :)
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  15. gustarballs1983

    gustarballs1983 Vault Senior Citizen

    Oct 28, 2009
    Have some outstanding time on those vacations. may you regain your strength to work on FIXT in the future.
  16. SorgFall

    SorgFall Still Mildly Glowing

    Jul 2, 2007
    The Let's play leads to nothing on YouTube. It appears the video had been deleted?
  17. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    The playlists were, since I'm in the process of deleting my old Google account. But those same videos can be found by searching Fallout Fixt on YouTube.
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  18. cdoublejj

    cdoublejj It Wandered In From the Wastes

    Apr 30, 2007
    so one of these "fixes" is the player doesn't start with a knife in inventory? i always used used the extra knife for money or trade. do you get another item instead?is what the starting items in reference to tagged skills means? is this what is meant by balance adjustments? also why no level past 21? i ask because i like some of the imbalances that made things easier but, what the hell do i know maybe this fix/mod makes worth while trade offs?

    EDIT: do the new larger death animations stick out like a sore thumb like every other mod with added graphics, ie aliasing or smooth or too high resolution etc etc? also can the ddraw speed settings be changed back to 100%?

    Also the rationale behind the 20 fps for animation for power Armour could be considered flawed. IF you ever operated heavy equipment from young age there is a difference between torq and speed. this is why bulldozers are slow but, can plow a whole house down. It's big and heavy and has TORQ or UMPH which does not equate to speed. kind of like torq vs horsepower. A better example would be a sledge hammer, it's slow swinging but,m when it hits it packs some power, aka momentum/kinetic energy. This is probably what the original creators were thinking if they chose to make PA slow but, i might it could have possibly been for performance/hardware reasons of the time.

    also so far this fix/mod is looking pretty interesting
    Last edited: Oct 3, 2016
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    @cdoublejj Leveling past 21 is disabled by default because there's really not much need for it in Fallout 1. And the Perk display gets messed up if you have more than 7 listed because it's not scrollable in this engine. Either way, the Level 21 cap removal is easy to enable by modifying ddraw.ini.

    re: starting items -- https://www.dropbox.com/s/3kd14bzwbn0li9z/Starting_Items.xls?dl=0

    Game speeds can be changed to whatever you want with ddraw.ini :) Larger death animations for the Super Mutants are a bit pixelated because it's the original blown up by about 20%, but it still is better than the originals; in the original game the burnt deaths for Super Mutants were the size of a human wearing Power Armor. So if/when you fried them, they'd shrink upon death. lol. It looked very strange.

    Good points about Power Armor. Originally I changed it because slow running (esp slower than everything else in the game) drives me crazy, but I also did so because it does say it's got servo-motors and whatnot. At this point I think the consistent experience is worth the potential realism tradeoff. It always bothered me that endgame armor made running slower the rest of the game.
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  20. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    @Battlefieldisfun Hey there! Good questions, and thanks for your kind words. I moved yours about time scale to a new thread, as I think that's an intriguing idea! http://nma-fallout.com/threads/changing-time-scale.207514/

    Increasing chance of critters to make targeted shots is actually quite easy. AI.txt is what you're looking for, the called_freq field - http://falloutmods.wikia.com/wiki/AI.TXT_File_Format .

    ^^^ One unintended side-effect of that is lots of critters have mediocre % in their combat skill(s), so if you raise Called Shots high enough for everyone, it might result in a lot more misses and moderately more critical misses, which could actually make combat easier in the long run for the player. So it'd be all about finding a nice balance between calling shots and not missing all the time.

    But you are correct, many critters are set called_freq so high that they effectively never do called shots, which is a shame.

    Regarding ddraw.ini setting for that, I've never changed it so i'm not sure if it's just for player or for all critters as well as player.

    F2 engine will bring Perk scroll yes, because that's part of the engine ;) Good point though, there's definitely some "not nearly as useful" Perks. Feel free to add feedback about Perks to the bug reports wiki! :D In my signature.

    Please also add the vendor refresh comment/request to the bug reports wiki. That's definitely something I'm interested in doing at some point!
    Last edited: Oct 5, 2016
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