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

I'm sorry to ask this if it's in a faq somewhere, but I don't seem to find any concrete info on this.
Is it possible to play Fallout Fixt after completing the main quest?
The answer would be really appreciated, thanks.
 
Where can I find version 6.7.3? The full custom package here only installs 6.7.2 (I'm going with the purist option, if that matters).
 
Where can I find version 6.7.3? The full custom package here only installs 6.7.2 (I'm going with the purist option, if that matters).
on the first page in first post of this thread there is a link to alpha 0.81 as this is the newest version of FIXT. 6.7.2/6.7.3 are way outdated. At some point Sduibek ( creator of the mod) decided to switch naming from X.Y.Z to 0.XY to indicate people it's still work in progress however there was no new release in almost 2 years (last one is from 2015) as for now he seemes to be too busy with his real life problems to make a new release.

Here you can find the latest version: http://www.nma-fallout.com/threads/fallout-fixt-0-81alpha-july-5th-2015.194562/

EDIT:
Just on a side note I've been tweaking with f2wedit on Fallout Fixt decided to add in shotgun duplet mode (simultaneus 2 barrel shot) same as in EcCo for Fo2. also switched 14mm pistol weapon perk from accurate to penetrate (wich seemes more natural) so theese two weapons are more usefull early on.

Also @Sduibek can you post a full list of items You've added via scripts to appear in Vault 15?

I've found the 9mm uzi, 9mm ammo, granade and a statuette on level 2 in addition to a hunting rifle and two 15x .223FMJ. on lvl 3 You've added tons of 9mm ammo ( i think You added this via some script one has to wander all over for it to actually appear on the flor).
most of this stuff isn't listed even in Per's guide.

Actually it would be a good thing to have a Sduibek's Fallout FIXT let's play/ walkthrough of that area. I've read somwhere that there was sepose to be a key hidden after examining one of the chairs. I'll look it up on my next playthrough. Seriously though I'm counting on You.. seriously.
 
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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.
@RyanFialcowitz Thanks man! :grin:
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.
I'll take a look!
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.
Love it! I think the Purist Only folks (especially at RPGCodex) will certainly appreciate this.
2.) I noticed a Wild Wasteland variable which I'm assuming is not implemented. What are you planning to do with this?
Secret things.
3.) There's also a bunch of variables regarding The Mysterious Stranger, do these work?
They do not work. Thanks for the reminder, I gotta make sure this is implemented in next release. lol
*gotta download fixt need to check credits*
@Schezza You will be disappointed LOL. Sorry about that. But I just added you today so you'll be in the next release's credits. :monocle: I appreciate your RNG-based mysterious stalking!
I don't think it's explicitly stated in the game that it's the Lost Hills is it?
I believe it is stated as such. Perhaps only in dialog and/or holodisks, I do not recall for sure. If that ends up being some kind of spoiler or something in Fixt though, just let me know. And thanks for your kind words about Fixt in general! :salute:

@Hiroshi Mishima @gustarballs1983 Thanks for the bug report and fix for it! Not sure what's happening there but I'll check it out.
I'm sorry to ask this if it's in a faq somewhere, but I don't seem to find any concrete info on this. Is it possible to play Fallout Fixt after completing the main quest?
@azat11 Yes. I'll double-check that it's in the changelog / mod info / readme. Also, the next version will have an expanded version of this feature :cool:
Is this compatible with the Steam version of Fallout?
@FreedomStalker Short answer: Yes.
Long answer: I changed Fixt to install in a subfolder of your Fallout folder to make it easy to uninstall, without touching your original Fallout installation. Unfortunately this of course means if/when you play through Steam, it'll use the Fallout.exe from the Fallout folder rather than the one for Fixt. But you can change that in the Fallout folder's fallout.cfg settings if you want, and/or add Fallout Fixt as its own entry in Steam. If you want Steam to log your Fixt hours as Fallout hours, you'll need to run it through Steam rather than through the Fixt subfolder.

^ For now, you can either change the fallout.cfg to point to the Fallout Fixt exe and run Fallout through Steam normally, or, you can add Fallout Fixt as its own "non-Steam game" entry in Steam. Next release will have implementations to avoid these annoyances.
Can you post a full list of items You've added via scripts to appear in Vault 15?
Yes. I think you found them all already though, nice job. The hunting rifle & some of that ammo is from vanilla. I don't remember adding a grenade lol but I'll check. They don't all spawn in every game, that's part of the fun. :wiggle:
Actually it would be a good thing to have a Sduibek's Fallout Fixt let's play/ walkthrough of that area.
Already planning it once the next release comes out.
Seriously though I'm counting on You.. seriously.
:ok:
 
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Hello @Sduibek..

Will You update Crafty's sfall for Fo1 in FIXT as well? I realise the naming is kind of mind boggling because sfall curently used inFIXT is 1.19 however based on crafty's changelog and 1.19 release date, Crafty did make some releases after FIXT 0.81a release. (to over a year later).

You can view changes in changelog by Dobrovik mostly (as not all is translated to english)
the main reason i switched to 1.7.6 is that there are savegame pages now (per each 10 saves) and you can sell used geiger counter and stealthboys. other stuff came in as well. however it's not FIXT redy/friendly, requires some heavy configuring for it to even run Fo1. Also the bug with idle party npc's (with ControlCombat=2) is gone mostly during Boneyard deathclaw xp runs.

EDIT: my mistake played last night frag granade was from raider base behind the toilet along with guns and bullets and a fruit next to the main building wall. but i'm pretty sure these are vanilla.
 
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Hi, Sduibek nice to see you back in action!

I just want to remind you of a bug with in game Delta experiment logs, that don't display properly (15 pages of error). The issue was described by Practicat on forum page 171, he even provided the correct text.

Kind regards
 
- 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.

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.
@naossano If you haven't already please add these to http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports :notworthy: Great stuff, I appreciate all these reports.

@gustarballs1983 Part of my checklist for each release is making sure it has the newest f1_res and ddraw. So yes, assuming the most recent version of Crafty's ddraw/Sfall doesn't break anything, it'll be included. Based on your message, are you saying you have a modified version of it that works well/better with Fixt? If so please provide it to me. :clap:

@Practicat @Pagan Delta disk errors in PIP-Boy is fixed in next release :) Thanks for reporting!
 
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@Sduibek

I downloaded it from Dobrovik's archive under sfall for Fo1 ( the one with most recent upload date) 1.7.6 if i remember correctly. Besides there is a changelog separately for download so You may check there.

As for bugs i encountered with previous sfall, it's kind of wierd as i always play with CombatControl=2 setting and in two cases companions refused to fight (during fight with decker and deathclaws in boneyard) simply their turn was ommited. It happend only on my main rig. On my x86 tablet with win 8.1 it works fine with the old sfall.
however ability to sell used geigers and stealthboys is neat (as vanilla code prevented this).

Just be advised that in order to make it work You'd need to tweak some checksum and crc check settings to bypas those. It checks for different versions as default, oh yeah semicollons by those settings must be removed as well:p ( i kind of fell for that one)
 
Hi again. I have a new question.
I chose in custom installation so that companions would be able to use any weapons. I equipped them with plasma rifles, and it seems they can't use those, because that's the only weapon in their inventory, and I instruct them to use their best weapon, but instead they just pick up shotguns and sledgehammers off slain enemies. This all is happening while killing the regulators.
Does this mean companions CAN NOT use energy weapons at all ???

Maybe someone can clarify this for me. Thanks.
 
Hi again. I have a new question.
I chose in custom installation so that companions would be able to use any weapons. I equipped them with plasma rifles, and it seems they can't use those, because that's the only weapon in their inventory, and I instruct them to use their best weapon, but instead they just pick up shotguns and sledgehammers off slain enemies. This all is happening while killing the regulators.
Does this mean companions CAN NOT use energy weapons at all ???

Maybe someone can clarify this for me. Thanks.

My guess would be that since the vanilla game didn't allow Ian or Tycho to use energy weapons neither of them have it tagged and thus the skill is probably lower then the other combat skills. Thus, they're going with the weapons they know how to use well. Katja does have it tagged apparently so you might have better luck with her.

Would it be possible with Fixt to implement some way of seeing your companions character sheets in game?
 
My guess would be that since the vanilla game didn't allow Ian or Tycho to use energy weapons neither of them have it tagged and thus the skill is probably lower then the other combat skills. Thus, they're going with the weapons they know how to use well. Katja does have it tagged apparently so you might have better luck with her.

Thanks. Seems so.
I'll try Katja, haven't reached her yet.
UPD: It turns out companions can't use even the .223 unique pistol, which they totally should be able to. That's just saying that "use any weapons" feature of FIXT does not work properly.

I have a question regarding the quest to kill the regulators.
If I go and let Zimmerman listen to the regulator transmissions he gets killed on the spot. If I intervene at that point and kill the regulator that kills him, he then continues to attack the regulators. But after that fight is done and combat ended (all regulators killed or not) – he simply attacks me out of the blue.
Is this due to some hardcoded values of him being "allied" to the regulators? Can this be fixed?
 
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Hi again. I have a new question.
I chose in custom installation so that companions would be able to use any weapons. I equipped them with plasma rifles, and it seems they can't use those, because that's the only weapon in their inventory, and I instruct them to use their best weapon, but instead they just pick up shotguns and sledgehammers off slain enemies. This all is happening while killing the regulators.
Does this mean companions CAN NOT use energy weapons at all ???

Maybe someone can clarify this for me. Thanks.
@azat11 @RyanFialcowitz Based on how the engine works, I'm thinking it might just be due to their Energy Weapons skill being too low. AI will ignore weapons when their skill in that weapon has too low of a To-Hit% in combat to be useful. Regarding the 223 rifle though maybe just the graphics file is missing due to a mistake on my part, because they def should have sufficient skill in Small Guns.

I like the idea of being able to see their exact weapon skills. I don't think even the Fo2 engine displays those explicitly; I could add an option to display them in the dialog.

The stuff with Jon Z is scripted; he's supposed to die depending on what route you take.

Please add all of these to: http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports :)
 
First off thanks for making this wonderful mod, secondly i haven't been able to find Neil or do the "find the children spy in the followers" quest properly. NPCs keep on suggesting that Neil is at the base, but he's never there. Some help would be appreciated and if Neil was never in the fallout fixt 0.81 version to begin with, then do you have plans to add him back in along with the train the followers in the ways of war quest?
Edit: I forgot to update this comment, sorry, I found the answer after going through this blog
 
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First off thanks for making this wonderful mod, secondly i haven't been able to find Neil or do the "find the children spy in the followers" quest properly. NPCs keep on suggesting that Neil is at the base, but he's never there. Some help would be appreciated and if Neil was never in the fallout fixt 0.81 version to begin with, then do you have plans to add him back in along with the train the followers in the ways of war quest?
If you Google-search for the quest you can find the info you seek ;)
you wanna find Heather; if she's not around, it's because I made a mistake in 0.81 release :(
 
@Sduibek Can I edit those companion skills and maybe even add missing ones somehow? I suppose that's not gonna be easy. Still, maybe there is some simple way to do that, an editor perhaps.
 
@Sduibek Can I edit those companion skills and maybe even add missing ones somehow? I suppose that's not gonna be easy. Still, maybe there is some simple way to do that, an editor perhaps.
To have those skills from the start, you have to edit the actual .PRO files in DATA/PROTO/CRITTERS, or use a savegame editor as you mentioned.

However, it will be easy to add an option in the next release to change and/or raise companion skills. Remind me which ones you would personally change besides Energy Weapons? According to the equation at http://fallout.wikia.com/wiki/Energy_Weapons , this skill for companions by default would be roughly 15-17%. lol. I have just confirmed this in their .PRO files as well.

Edit: Here is what the NPC Mod currently gives them. I have not changed these values from the TeamX NPC Mod values. First +num is NPC Level 2, next +num is NPC Level 3. Also, while checking this I noticed TeamX changed some of their SPECIAL stats and starting skill values, and it's not mentioned in their readme. Huh. So I'll fix that in the next release.

TYCHO- Receives on reaching level 2 / 3 respectively: +20/+15 Small Guns, +5/+5 Unarmed, +10/+15 Melee Weapons
KATJA- Receives on reaching level 2 / 3 respectively: +5/+5 Small Guns, +5/+5 Unarmed, +10/+10 Melee Weapons, +20/+15 Throwing
IAN- Receives on reaching level 2 / 3 respectively: +20/+15 Small Guns, +10/+10 Unarmed, +5/+5 Melee Weapons
 
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Remind me which ones you would personally change besides Energy Weapons?

I prefer companions using ranged weapons, so I'd probably decrease Melee, Unarmed and Throwing (Katja has Energy Weapons tagged (only 56% according to Fallout wiki), but still does not use them, preferring these skills instead), and increase the only three relevant for me skills in companions – Small Guns, Big Guns and Energy Weapons.

Can I edit these somehow in a savegame, I mean can these be changed in the middle of a playthrough? Is there an editor for this?
I'd want to change them right now in my playthrough, otherwise companions are made irrelevant cause they can't deal enough damage and only get themselves overexposed and killed, whereas I can sneakily pick off enemies alone without a problem.
 
Oh crap I forgot about Big Guns; good point. According to the data files, they start with less than 20% in Big Guns & Energy Weapons.

I can make a quick script to bump the skills up. That would actually be neat; I can release it as an Add-on like I did with the Restored Endings Add-on :) [http://www.moddb.com/games/fallout/addons/restore-good-endings-for-the-hub-and-followers]

Let me know what % you think is fair. Choose wisely; if you go too low or too high, the entire Internet will hold it against you! :evil::razz:

Also remember if you have the NPC Mod they can level up twice. So presumably the skills could start just a bit higher to begin with, then get a decent bump each levelup.
 
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