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

as far as i can remember crafty made sure they are totally separate creatures. You might get tag on the same skills but it shouldn't bloster those skills (at least not too much) they are still very crappy when it comes to handling weapons without additional moding to their skills.
 
Hi, I've been trying to get this working in Dosbox but everytime I start a new game I get the gameover video of the mutants invading vault 13 and then it kicks me back out to the main menu.
Anyone have any ideas what's going on?
Cheers.
 
Well it's to play on an android tablet which is why I wanted to use dosbox, I had read that it was possible but that must have been for an older version.
I managed to get it working by running win95 with dosbox.
 
Speaking of compatibility with other versions, do you think you could release an unpacked copy (no exe compression) of your mod for use with the old Omni Group PPC Mac build of the game. I've tried various tools and none of them can open your exe files.
 
Question for the people using this (or @Sduibek if he is still around) I just saw on da Dex that if you tag energy weapons/big guns, you will start with one of those. Is this correct? I assumed that that fixes only install only would install intentional fixes to the game and not altering the content.
 
- There is several containers in the Lost Hills bunker that says error when you click on them, especially on the 2nd floor. They are locked as lockpicking them allow to open them, but it says error instead of locked. There are several other errors at other locations too. I think there are some on the Deathclaw cave. (the one that can be reached from the Hub)

- If i get help from the brotherhood to storm Mariposa. Three paladins help me outside the building, but only two of them are still with me when inside. (The one with the Laser Gatling is missing, even if he was close to me when i entered.)

- Wasn't able to get Vree autopsy and help from the brotherhood to swarm the Cathedral this time, but i will try again a bit later. Maybe i missed something.

- The Pip-boy entry about the power armor has no title. You click on a blank space to display its content.



About mutants invasion :
- The whole downtown of Boneyard is spared with the npc ignoring the treat, while all the neighbouring areas are full of super-mutants and dead bodies.
- There is also a lone guy at the hub entrance. He is still alive and his dialogs is totally the same as before. The super-mutants ignore him too.
- Same at Shady Sands. Razlo is still alive and him and the mutants ignore each other.
- Some dead body sprites seem standing, but they are dead.
- Seems that there is a dead body for everyone. Was there someone left to dip in the vats ? Some dead bodies should be missing.
- The super-mutants of Adytum mention their leader. I think it is Ulthern. That guy is nowhere to be found. (on the other hand, Orfeo, the leader of a group of Children of the Cathedral, is found)
- The super-mutants totally ignore your purple robe. They don't attack you at Boneyard and attack you on sight everywhere else, no matter what you wear.
- Most of the super-mutants invaders outside Boneyard have no weapon and fall easily.
- There are some super-mutants invaders on top of the already existing crew at Watershed, which prevent you from interacting with Harry's crew or the peacefull children of the Cathedral stationed there.
- The dates seems to be different than expected. Played with X2 setting and each invasion seems to happen one or two months later than they are supposed to.


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Not sure it about the bug part, but the choice about keep playing or not comes are the worst possible moment imo. You were just talking with the overseer and are still in the cave, digesting what he just said, and there is that fourth wall question right there lessening the impact of the game last conversation. Plus, i think it conflict with the ending in which you kill the overseer. I have bloody mess, my character is holstering his weapon to grab a 10 mm pistol (i haven't one in my inventory), and then the choice to keep playing after the credit appear when i was probably supposed to kill the overseer. Which is kind of a bug imo.

Better have that choice out of the game. During the installation or On the game setting or After the credits, or at worst just make the game continue after the credits anyway. Better having to manually quit the game after i have seen the credit, that having that question right in the middle of the game last scene, breaking the momentum.
 
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I'm having an issue where
after taking out the Regulators in Adytum with the help of the Blades, the Blades are hostile when returning to their territory.
It's listed as a bug here, but I'm wondering if supplying a save file or something might help out getting it resolved. In case it will, I'm attaching a zipped save game right before the battle.
 

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First time playing Fallout 1 ever? Interesting. Well I hope you enjoy yourself; this is an awesome game! :)

I've uploaded a new version that fixes the bug(s) you encountered:

Beta 0.995

NEW IN THIS VERSION:
-- Overturned Truck now also spawns bottles of Nuka-Cola based on player's Luck
I searched this thread for "Truck" and got only this post.
My issue is that the crate has ONLY bottles of Nuka (33 for luck 9) and no caps! Is this as intended?
I installed the "Fallout_Fixt_0.81alpha_FIXES_ONLY" version of the mod.
 
Does this mod bring Heather back into the game, thus being able to complete the Find Children spy in the Followers quest, so you can get the positive ending for the Followers of the Apocalypse?
 
I installed the Fixes Only patch but the game crashes quite a lot.
crash4djqk.png

I don't know what causes this, has this happened to anyone else?
 
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Current version of FIXT has a quest in which you can identify and confront the spy, but the execution is extremely underwhelming...
Oh right, sweet! So that means you can get the good ending for the Followers right?
Also out of curiosity does this mod also bring the good ending for the Hub back as well?
 
Don't remember which were the endings that were blocked, but the endings i got were good. People were happy and hopefull.
 
Does it bring back the positive ending for the hub yes or no?
Yes, it does. Just be sure you keep Harold alive and don't do any quests for Decker. You also have to do the quest with the deathclaw in the cave iirc, but I'm not sure about that one.
 
Yes, it does. Just be sure you keep Harold alive and don't do any quests for Decker. You also have to do the quest with the deathclaw in the cave iirc, but I'm not sure about that one.
Alright awesome. Also just for confirmation does this also bring back the followers positive ending after you complete Find Children spy in the Followers quest (which I hear has been restored thanks to this mod)?
 
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