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

I just noticed that SFall now allows users to change the accuracy penalties for both called AND uncalled attacks.

Would it bother purists if a penalty was applied to uncalled shots? I mean, why even bother with the Body option when normal attacks are just as accurate and fire faster?

EDIT : Since AI behavior is based on the uncalled shot success rate, I figure simply giving called body shots an accuracy bonus would work out better.
 
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Would it be possible to disable the Windows version check?
After installing Fallout, then trying to run Fixt 0.81a, I get to the language selection screen, select English, then when I hit OK I get "This program does not support the version of Windows your computer is running."

(I'm using Wine as Win98, if I try later versions of Windows, Fallout doesn't even install. :-( )
 
We're getting closer and closer to the end of 2016 btw, when can we expect 0.90? Maybe around christmas?
 
I have a question. Can I remove Sfall and Hi-Res patch from fixt, or are these mandatory stuff to play it?
 
Just picked up the game for a nostalgia trip and signed up a new account to grab Fixt! Any plans to restore any of the missing quests, like the Romeo and Juliette/Member of the Blades line? Wasteland Ghost was planning it back in the day but TeamX is dead :(

Late edit: Oh, I see the Agatha/Storyteller bug is Known

Romero and Julianna appear to be in the latest version. If you look at the Read Me file, it says the Update Patch v1.2.5 is included, and if you dig into the files you can find the Romero and Julianna scripts, so I think it's all in there.

Also, for anyone who is interested, I am a Mac user and I had a ton of success playing with FIXT a couple of years ago, whichever version was current at the time. I put down Fallout 1 & 2 for two years but I am back into it and have just installed FIXT 0.81. I'll be on the lookout for any features which don't seem to work. Running at 1440x900 on a 2009 Macbook Pro.

Edit: I guess it is possible that the files are included, but are somehow not active. I'll update this post when I get to Adytum and figure it out.
 
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FIXT is supposed to include a mod called "Cheat Boy", right? The documentation for that mod is from 2004 and presumes that you are installing it on its own. It also says you should have the cheat boy in your inventory when you start the game. But of course, starting a game in FIXT does not provide the cheat boy to new characters. Is there something that I need to do in order to activate this? Some of the features sound cool - e.g. it would be nice to resurrect Dogmeat if he dies in a huge battle rather than reload a save and try again.
 
FIXT is supposed to include a mod called "Cheat Boy", right? The documentation for that mod is from 2004 and presumes that you are installing it on its own. It also says you should have the cheat boy in your inventory when you start the game. But of course, starting a game in FIXT does not provide the cheat boy to new characters. Is there something that I need to do in order to activate this? Some of the features sound cool - e.g. it would be nice to resurrect Dogmeat if he dies in a huge battle rather than reload a save and try again.

I pray no Fallout game ever ships with a "Cheat Boy" for easy play...and if the dog dies, just replay, that's the tradition. The game is meant to hurt, that's what made it great.
 
I've noticed, a lot of the action descriptions (e.g. [Agatha sighs], [Gizmo snorts]) have been replaced with onomatopoeia (*sigh*, *snort*). It's giving a lot of the dialogue a weirdly sarcastic tone. Is there a build without this?

Also the ghoul dialogues seem to have been replaced with generic Zombie noises.

Just noticed this post.

Anyone can confirm this? Such stuff really shouldn't be changed from the original, imo.
 
Cool I found a thread about Fixt as I had some questions about the time limits that I figured out myself but then leads to more questions. Sorry if this is already covered just point me in that direction. Tell me what page its on as I cant read the whole thread.

When you first install Fixt you have to pick the custom option in order to change time limits. This was my first mistake as I picked the full option.

I read in one of the read me files that you can go back to the computer terminal for the door to Vault 13 and change some options so as not to have to restart the game but it doesnt work for me.

So I saved my game saves and reinstalled Fixt and I dont think it works unless I start a new game with a new character? Bummer as I was almost done doing a Brotherhood run with my character, got the Alien Blaster, met the fortune teller and Patrick The Celt, which eats up a lot of time at the beginning. Now I need a couple surgeries and will only have about 79 days left to complete the water quest. Is this enough for a first time player? The character FAQ I found led me down this path.

Another read me says to rename a file and your old saves will work but doesnt say what to rename it.

I wonder can I save my character now with all his inventory into a new game?

<EDIT> I found the Falche character editor... It does nothing when I point it to my Fallout fixt saved games. It simply will not import any of them for me to even begin. Im assuming this was the answer to my question but it doesnt work for me.

<EDIT> I found a straightforward guide for the water chip quest, and also an even quicker water chip quest guide just in case. So my 79 days should be plenty for my current character. Another option is to pay the water merchants Downtown 2000 caps and get an extra 100 days. This would be ideal as then I could take my time and enjoy the game without a guide. Sorry for the long post.
 
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The water chip is just half the story...the time limit isn't a big deal unless you run around and grind for experience.
 
OK I completed my Brotherhood run, gambled for money, got a couple surgeries, met Patrick The Celt, The Fortune Teller, and found the Alien Blaster, all before level 2!

I thought The Fortune Teller was suppose to give me 2 points of Luck if I chose the right dialog options? I couldnt get it to work so only got the one point. Mustve been patched?

Oh well anyway, then I backed up this game save so I can just start a new game from here from now on if I want.

Then I went straight to the source of the water chip and fixed the ghouls water pump and got the water chip for Vault 13. Plenty of time. Now I can continue the game without time restrictions and with a fantastic starting character.
 
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Maybe the only annoying bug I've had using Fallout Fixt, the Delta experiments log doesn't display correctly (15 pages of error is all that can be seen):

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For reference, here is the correct text:

The Military has deemed it necessary for us to research further in depth the effects of wave technology upon living organisms. We have taken light and sound as the basis of our studies. By manipulating the amplitude of the light waves and magnifying the frequency, we have been able to get lasers which will cut through a few feet of steel. Unfortunately, the power to do such a task has not been fully developed. We have other scientists looking into this.​
 
hi i play this mod with combatcontrol enabled from sfall (so i can control other party members), by the read me from updated sfall from crafty i know that perks and traits are fixed and not transferable from choosen one to other members, but how about tagged skills? is it transferable or not?
 
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