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

Yeah, it does. The quest isn't done the greatest way but if you do kill the spy you get the good ending.
 
Hi all..

Please can anybody on here tell me how to change the customizable settings of the game other than using the settings within f1_res.ini or ddraw.ini files? (e.g. in game timers, smoking Ian, etc)

I have read the Fallout Fixt Changelog and it states that the Vault 13 Door Computer now has an option available from the beginning of the game which allows in-game customization of various game settings. However, I am unable to figure this out in game, how do I get this to work? I don't want to keep uninstalling/reinstalling the game.

Any help would be appreciated, thanks.
 
I thought most settings were chosen during the installation.

Yes, I did this when installing the game.. But what if I'd like to change these settings post intall, how do I do that, do I have to uninstall and then reinstall and choose again?

Not in 0.81 alpha as far as I can see, bet he updated the changelog to 0.9 before vanishing into thin air

Thanks, this would explain why I can't access the Vault 13 Door Computer. Hope this is possible and will be implemented in the next version!
 
There might be a way to edit some text files and replace some 1 by 0 and some 0 by 1, but we need Sduibek confirmation and he didn't logged in for a while.
 
Question unrelated-but-somewhat-related-to-Fixt: I have recently installed the standalone addon by Sduibek that restores the good endings for the Followers and the Hub. However, according to the readme.txt file, a requirement for each ending is that the times for mutant invasion haven't passed. Does this mean the mutant endings for the two are implemented? Or will passing these deadlines cause the endings to be the bad ones instead? I assume the latter, but I would prefer if someone could give me an answer, as I don't want to play a whole game only to test this...
 
Good news: I'm not dead or MIA! :dance: :boy: :postviper: :aiee:

Long story short as for most recent timeline: my laptop(s) died TWICE (July 2016 and Jan 2017). [Don't worry, did not lose any Fixt data.] My decision to go back to PC desktop after that meant it took forever to build one, since I hadn't built a desktop PC in over a decade.

As for prior to that, if you might have seen or recall I started a new job back in Oct 2015 and have been in "lightning round gogogo!" status at work pretty much nonstop since then. Which is awesome for me; 2 promotions in 1.5 years. But not-awesome for Fixt because it means while I've worked on Fixt for Fallout1 engine periodically in the interim, no public releases were made. And almost no progress on engine conversion.

Plans are still the same: release 0.90beta on Fallout1 engine which will be crash fixes and bug/issue fixes obviously, but also more installer customization options, robust in-game customization options, and 'major' implementations such as continuing play after Vault 13 dead / continuing play regardless of ending. *After that, all work forward will be on Fallout2-engine version.

No ETA on release dates at this time. That said, I now have a new working desktop PC and can relax a bit at work because this new role is salary and a slower pace. So hopefully I can finally begin working on Fixt again within the next week or so.
 
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Good news: I'm not dead or MIA! :dance: :boy: :postviper: :aiee:

Bad news: I failed to hit any of my target deadlines as usual! I can't believe it's been almost 2 years since last Fixt release; laaaaaaaame. :seriouslyno:

Long story short as for most recent timeline: my laptop(s) died TWICE (July 2016 and Jan 2017). [Don't worry, did not lose any Fixt data.] My decision to go back to PC desktop after that meant it took forever to build one, since I hadn't done so in over a decade.

As for prior to that, if you might have seen or recall I started a new job back in Oct 2015 and have been in "lightning round gogogo!" status at work pretty much nonstop since then.

Which is awesome for me; 2 promotions in 1.5 years. But not-awesome for Fixt because it means while I've worked on Fixt for Fallout1 engine periodically in the interim, no public releases were made. And almost no progress on engine conversion.

Plans are still the same: release 0.90beta on Fallout1 engine which will be crash fixes and bug/issue fixes obviously, but also more installer customization options, robust in-game customization options, and 'major' implementations such as continuing play after Vault 13 dead / continuing play regardless of ending. *After that, all work forward will be on Fallout2-engine version.

No ETA on release dates at this time. That said, I now have a new working desktop PC and can relax a bit at work because this new role is salary and a slower pace. So hopefully I can finally begin working on Fixt again within the next week or so.

Good to know you're okay. I had almost given up hope! You're keeping one of the best games ever made alive & your work is heartily appreciated.

I've noticed a few issues. If they've already been pointed out to you I apologize.

1.) Opting to restore Agatha to Shady Sands in the setup program does not work. Using F12Se to change the variable does work.

2.) Killian's tables being consolidated when you bartered with him is also not working, but does work if you manually change the variable.

Suggestions/Questions
1.) An option in the setup program to allow for exploits such as breaking into The Brotherhood Of Steel with the electronic lockpicks or getting two Luck bonus' from Chuck in Adytum.

2.) I noticed a Wild Wasteland variable which I'm assuming is not implemented. What are you planning to do with this?

3.) There's also a bunch of variables regarding The Mysterious Stranger, do these work?
 
Sduibek... what are the odds??

You post yesterday and I see this today:

ouuKgD3.jpg


Well, believe it or not, that's actually 3.5 years old. And my first thought was, did he actually do it? :D
*gotta download fixt need to check credits*
:hatersgonnahate:

No, seriously. As I said 3.5 years ago, I'm watching you. Not personally but the coincidence of the universe has its ways :wiggle:
 
What about the lost hills, the wiki seems to have a lot of info on it but, no developer commentary. assuming they didn't cut it for not matching up with the style of the game does any one have plans to restore it?
 
What exactly do you mean? The Lost Hills bunker is the BoS location.
 
I don't think it's explicitly stated in the game that it's the Lost Hills is it? I know I've certainly seen references to the Lost Hills but I can't remember if they it's where the Brotherhood is in game.

Anywho, I came by cause I ran into an odd crash involving Smitty. I tried talking to him so I could get my Turbo Plasma Rifle and right after I give it to him the game crashes. Looked around but hadn't found anyone else reporting this. I'll upload the save file, but here's the crash message:

"The instruction at 00490987 references memory at 00000056. The memory could not be read from."

I'm using Full Custom, as well, but insofar as I know not options that are said to be unstable. Also using the most recent Fixt on the GOG version. Windows 7, as well. (trying to be as informative as I can, in case any of this helps) If I've forgotten something, please let me know.

I can continue the without getting the weapon, I already have the Alien Blaster after all. I just wanted to bring this Sduibek's attention in case it's happened before or is simply something that could be easily fixed or explained.

Gotta say though, FIXT has really enhanced the overall feel of the game. I like a lot of the little additions and changes he's made; don't think I could ever go back to vanilla Fallout 1 after these.
 

Attachments

I'm not sure what's causing this issue i had similar problem as well. All i needed to do is take off the armor You are wearing , also make sure that plasma rifle is loaded with micro fusion cell. Save after that and try aproching Smitty agin
 
That's quite bizarre, but it did the trick! I'm not entirely sure this is an issue with Fixt, it could very well just be a lesser known bug in the main game. But at least now I have a reasonably powerful weapon with better range than the Alien Blaster, which will be useful for the Military Base. Thanks again.
 
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