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

@Sduibek
well played yesterday for the whole day and not a single crash. Dealt with raiders Been through Junktown and in the hub done Irwin farm so far. Unfortuneatly today was too hot and too sunny for me to play. I'll try and see what I can do tommorow.
As for the crashes during Adytum takeover with the blades it has got something to do with adytowners or blades turning aginst you or each other after fight with the regulators end. For example blade with laser rifle accidentally shoots and kills adytown kid or citizen, or You do the same or You kill that dog with red outline (it's non hostile non team btw) the game get's crazy and crashes, because such situations were not thought by the developer i guess.

The best way to prevent accidental killing neutral critters in game would be an sfall option to outline for example in blue instead of red all non hostile creatures that are not on player's team (hostiles would still be outlined in red) but such stuff is up to Crafty and I don't think He'll ever hear theese beggings. Then only the prolem left would be two different teams in player team shooting/killing on of the other during fight.
 
There's an option to enable "friendly fire" perk in Crafty's sfall, I believe. I think it's even enabled by default in Fixt, no?
 
There's an option to enable "friendly fire" perk in Crafty's sfall, I believe. I think it's even enabled by default in Fixt, no?
@burn
You are probably mistaking Crafty's Fo2 sfall with Crafty's Fo1 sfall.
I have not found this feature in Crafty's sfall for Fallout 1 (using 1.7.6).
Or perhaps You thought about "friendly foe" function to have the perk effect always up and perk itself gone from the perk list. It's easy to confuse.
 
@burn
not exactly.. You see Vanilla Fo1 had evrything outlined in red even team members until You chose a perk "Friendly Foe", wich enables Fo2 style behaviour (team members and allies are outlined in green).
what i propose here is that we should have another color enabled by sfall scripting for non team, non ally but at the same time non hostile npc/critters, to be outlined in blue colour instead of red, to make them different from enemies, wich currently are outlined in red too.

This way we can for example prevent people from shooting the non hostile (red outlined) dog, during assault on adytum together with the blades. Most folks just think that this dog is a regulator dog and shoot it, while this dog is true neutral. and killing this dog causes the game to crash at the end of the fight. Similar thing happens during situations described in my post somwhere above.
 
Looking at code for DOG2 script I am not sure why it's crashing but please add to bug reports wiki if you haven't already :D
 
@Sduibek
As I mentioned earlier the crash bugs during adytum fights are related to one thing. Game getting crazy if something else than a regulator dies from a diffrent party *and* is not killed by regulators. As i mentioned above: You kill any of adytowners or blades during that fight it crashes, if blade kills adytowner it crashes and if You kill any neutral critter (wich by an accident are outlined the same as regulators -in red-) the game crashes too. Neutral critters are chuck the fortune teller, children (wich you obviously dont want to kill;D) and that dog.
So I'm not suprised there's nothing in that script thad causes crashes because it's likely a map script error *or* engine bug. I'ts just the case of game not knowing what to do when killing a non hostile critter on that map during Player & blades assault, because it was not sepose to happen. Devs at interplay did not see that coming.

As for the bug wiki crash during adytum invasion is there reported by multiple people I'm just hinting as of why it happens. Most folks just thinks that this dog is a regulator dog, because it's outlined in red, to make things worse it sometimes moves around during it's turn (like some cows do in Fo2) making an impression that it'll attack the player. So it's outlined red it moves around regulators and it moves in combat, so most simple minded players just shoot the poor dog and the game crashes.

TL:DR
It's not related to that dog but rather how game handles victim of "friendly fire" on that map.
and i do mean "Friendly Fire" not "Friendly foe" perk.
 
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Cool, thanks. Based on the scripts I am thinking it has to do with either what party numbers the game adds these folks to (for example the script DOG2 is party# 21), or, the code it's running on their death(s).

It might be doing something weird like trying to assign a party# to a dead person or something like that.

It could also be an error spawning Razor http://fallout.wikia.com/wiki/Razor_(character) after the fight, that's possible as well.

Last thing I can think of as a potential crash-cause is related to the Regulators holodisk.
 
Cool, thanks. Based on the scripts I am thinking it has to do with either what party numbers the game adds these folks to (for example the script DOG2 is party# 21), or, the code it's running on their death(s).

It might be doing something weird like trying to assign a party# to a dead person or something like that.

It could also be an error spawning Razor http://fallout.wikia.com/wiki/Razor_(character) after the fight, that's possible as well.

Last thing I can think of as a potential crash-cause is related to the Regulators holodisk.
@Sduibek
I'm telling You it's not razor nor holodisk related. I finished all of my playthroughs with the option to give blades weapons from gunrunners, talking to razor that I'll try to aproch zimmerman with the disk, and then blades assault and I always done it correctly & razor always thanking me afterwards. Only crashes I had after finishing the fight were if conditions described above were met (dog killed, adytowner killed, or adytowner killed by blade after a accidentally "oops adytowner was hit instead of regulator." in such case when blade uses laser rifle than adytowner is usually r.i.p in one shot.

(just in case i do get weapons from gunrunners as it only requires 2x7 super stimpacks
to kill two locker guards and you can happily loot the lockers with the rest of them don't mind.)

In both Fo1 and Fo2 in all instances besides adytum it usually means that the whole team of the person You've acidentally hit/killed turns aginst you but it does not happen in case of adytum assault together with blades. It just crashes. So if I were You I'd look for clues in this direction first (as i said most crashes related to that fight is because people kill that dog as it's outlined in red and it's near regulators so people think it's a regulator dog while this dog is probably on a separate team, as it's non hostile non party team [ergo not outlined in green])
I actually have seen a guy on You tube doing a playthrough and assaulting adytum solo (without blades) and killing that dog and wondering why to fu*k did razor attacked him afterwards (he probably killed other red outlined npc's on that map like chuck the fortune teller and a kid IIRC).

This is why, I think that we should have blue outline for neutral critters in sfall, changing back to red if attacked. The best method for this to work would be based on aggro level if set to hostile than make npc/critter red outlined, and agro level bellow attack point blue outlined critter. Player party and allies should remain green as is.
 
@burn
not exactly.. You see Vanilla Fo1 had evrything outlined in red even team members until You chose a perk "Friendly Foe", wich enables Fo2 style behaviour (team members and allies are outlined in green).
what i propose here is that we should have another color enabled by sfall scripting for non team, non ally but at the same time non hostile npc/critters, to be outlined in blue colour instead of red, to make them different from enemies, wich currently are outlined in red too.
So you mean that friendly foe in FO1 does not outline non-hostiles in yellow like FO2 does. I'll have to refresh my memory on that, and if so, I'll bug Crafty. Rr maybe it's better just wait until Fixt is moved to FO2 engine, anyway.
 
@burn
You seriously have to refresh Your memory on this. For Fallout 2 yellow outlined NPC's are not neutral but out of visual range (like behind or wall or something). Recently via sfall option the same case is for Fo1 too. However non-hostile, non-player-party non-player-team & in-visual-range are outlined the same as hostiles/enemies (animated red), wich i think might be misleading. At least for those young kiddies with ADHD and attention problems trying their hands on older fallouts. It might ruin their experience while playing the game and potentially ruin game reputation amongst younger generations. Just my 3 cents.

EDIT: I'm not talking about myself ofcourse, however the above is a thing to consider.

EDIT2: this option should hit Sfall for Fo2 too, because as of now Fo1 with sfall functions pretty similar to fo2. A non-hostile non-party non-allie & within visual range are outlined same way as enemies in fo2 *as well*
 
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@burn What's going on with Crafty these days anyhow? I hope they are doing well. Their work on sfall/ddraw for Fo1 is simply amazing. :notworthy:
 
@Sduibek
How's the progress on FIXT 0.90 coming? Are You working on Fixt or did the nasty Real Life got you busy. Anyway How's Life treating you lately.
Did You had a chance to test teamx's FixIt mod wether it works in Fallout 1 engine? Or maybe an upgraded version by Phobos2077? Those extra Hardned Power Armors and Turbo Plasma Rifles could come in handy, for my 3cent addition to teamX's NPC mod.
 
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Progress on Fixt goes. Building the in-game customizations "dialog" tree is super boring but I'm looking forward to the end result.

Life outside of Fixt is going OK. Thanks for asking :)

tbh I don't have plans for FixIt until we've moved to FO2 engine, but adding option to get more HPA & TPR for hirelings won't be hard.
 
Progress on Fixt goes. Building the in-game customizations "dialog" tree is super boring but I'm looking forward to the end result.

Life outside of Fixt is going OK. Thanks for asking :)

tbh I don't have plans for FixIt until we've moved to FO2 engine, but adding option to get more HPA & TPR for hirelings won't be hard.

It's a pitty that Fo1 engine ain't going to get FixIt, but i would sure apreciate any method of gearing my party up for Cathedral and MB besides cheating obviously.

Anyway thanks for the info.

EDIT: W8 did somebody edited my prevous post without my knowledge?.. it says it's been edited by moderator?!
 
Crafty is lurking somewhere there, as usual.
Why doing the customizations in-game, anyway?
lol fair enough, thanks.

Customizations in-game is so the installer list of customizations doesn't get insanely huge, also, some folks will want to change their mind about certain things between plays and having to completely reinstall Fixt for that is kinda lame.
 
Customizations in-game is so the installer list of customizations doesn't get insanely huge, also, some folks will want to change their mind about certain things between plays and having to completely reinstall Fixt for that is kinda lame.
You can use an ini file.
 
You can use an ini file.
Not if he wants to add options that that can be toggeled in the middle of a running game, that gets ugly REAL fast with savegames. Because if you would go with that approach you would need to upgrade files/pointers/etc all manually instead of letting a script do that.
An approach like fe. the debug menu for things that DO work ingame will work fine and is convenient ^^
 
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