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

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 ^^
What is a dialog if not a script, you think?
 
Hello everyone, new member here. I recently just started playing Fallout 1/2 for the first time (played Fallout 1 years ago with Fixt but only made it as far as solving the Water Chip issue before my piece of garbage PC passed away).

Well, I have an issue with Fixt and the Game Help section said to come here if it's mod related. Honestly I don't know if this is really a bug or what the hell it is. The mod runs great even on my android device using Exagear RPG but the issue lies in a dialogue option Fixt adds to a character in the LA Boneyard. I checked the vanilla version and indeed confirmed it was a dialogue line that Fixt adds. And it must be Fixt because I'm not using any other alterations to the directory.

When I select this dialogue option Fixt adds; "Is there something else I should know?" with a female character named Christine next to her husband in the first room of the Blades compound an exchange that would make No-bark Noonan blush takes place (It sounds like Cold War Era spy code to me).

Again, I'm new, if posting pictures like this is FORBIDDEN (in my best Dr. Mobius voice) please let me know and I'll take them down.

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I have the nagging feeling that this is just too weirdly specific to be a bug but nevertheless I'd like to remove it. Sadly I lack the proper program to open up the dialogue files in the Fixt folder and honestly there's just too many as well.

If someone could point me to the program necessary to open dialogue files or just tell me which file adds this so I can take it out I'd appreciate it.

Mandatory Technical Jargon: I'm running Fallout on the Exagear RPG App for Android and running Fallout 1 GOG version with the latest Fixt (Full Custom) downloaded from this thread.

Thanks in advance for whatever aid this wary soul is given and I hope to spend some quality time here with fellow classic Fallout lovers.
 
Interesting, I checked with the vanilla version and nothing showed up (weird). But it's there in the wiki so I won't argue it. Thanks for setting me straight on this and telling where to go to "fix" it.

I knew it had to be something deliberate. My suspicion was true.

UPDATE: Was able to "fix" it succesfully. I was originally unable to open the dialogue files because it tried opening them by default in Microsoft Outlook. Went to properties and changed it to Notepad and BAM! I'm in business.
Thanks man and I appreciate you telling me where to find the file especially.

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New question related to Fixt to justify this edit...

How do I activate Lorri's "seduction" dialogue? I was hasitant to activate this option the previous two times I installed Fixt in case it contained anything lore-breaky or lewd but I had an issue after finishing Fallout 1 for the first time (can't remember what it was) and had to reinstall a third time so I decided to mess around with extra stuff. But her so called "new dialogue" doesn't show up. Is there some kind of trigger? Is it just a broken addition that was left unfinished and the mod author never bothered to remove it from the installation?

Again, I'm running the latest Full Custom version of Fixt.
 
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New question related to Fixt to justify this edit...

How do I activate Lorri's "seduction" dialogue? I was hasitant to activate this option the previous two times I installed Fixt in case it contained anything lore-breaky or lewd but I had an issue after finishing Fallout 1 for the first time (can't remember what it was) and had to reinstall a third time so I decided to mess around with extra stuff. But her so called "new dialogue" doesn't show up. Is there some kind of trigger? Is it just a broken addition that was left unfinished and the mod author never bothered to remove it from the installation?

Again, I'm running the latest Full Custom version of Fixt.

I Know it's annoying as hell that cheaters and/or characters with 10 charisma chosen during creation can't get the option to have sex with Lorri as this option is available after two conditions are met:
-Lorri has charisma operations enabled in the installer + must upgrade charisma from 9 to 10 as only at charisma 10 she wil be lustfull for you (after that the option to have sex with her is normally available from the dialog)

now I don't know wether it's a bug or not that a cha 10 character can't screw her without performing the operation but it *is* annoying as hell.

anyway @Sduibek

I've played some more today and found out that sfall 1.7.6 for Fo1 by crafty does not change the colour of npc floating thext. as evryone in the hub floats in red. (and I remember at least Lorenzo's guards were floating normal colour) polcie officers and beth float all in red coloured text, wich i remember You've fixed the case and it worked back in the old sfall version. Since the start and up to brotherhood of the steel i had only one crash wich is good (it happened twice in a row straight after loading game when traveling from Junktown to Hub but third time and anytime afterwards it was fine so i have no idea what caused this)
 
It's not a kinda, it's literally a script. And it does not matter which way are you setting variables, in-game or ini, the underlying mechanics will work the same way.
I suppose you're talking generally about such a case, because the Fallout Engine internally has exactly ONE place where it reads and sets variables from at intializing: vault13.gam.
Which then gets binary intergrated into the savegame file. Afterwards it never reads the initial file again and uses the processed file from the savegame.
So when you change anything in the initial file it wouldn't change anything in your savegame at all since it's not set there also, that's why you would need an active script to change it in the live savegame context.

If you would write a custom sfall plugin for that you could ofc save your initial options whereever you want, but would still need a mediator script to integrate/change the options in the live enviroment.
You could ofc simply make a direct memory hook and directly overwrite so that you would not need an extra script, but then don't come crying about broken savegames when something goes wrong^^ There is a reason some things are better left handled through the engine itself.

That said, I REALLY wish someone would make a solid open source rewrite of the engine with a modern editor and internal handlings (or something "simpler" like a basic import to other engines, fife comes to mind), and no, I don't count fonline as such :^

Edit: Fucking touchscreen keyboards
 
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No, I'm talking about an ini file, which is read by a script. An approach like that is used by many mods.
Although, coming to think of it, I'm not sure if it's available in sfall1, or only sfall2... And sfall1 doesn't have any docs nor sources.

As for an open source rewrite, there's falltergeist in progress, you can contribute if you want.
 
Hey guys, ANOTHER new member here, haha. This was mentioned awhile ago, although I'm not sure it was every fixed (or finished), and I looked through the changelogs and I don't recall it is in there (unless I carelessly missed it). This isn't even a BIG problem, but still one that slightly bothers me, nonetheless, as I am a bit of a completionist. ANYWAY, the bug or problem or whatever is that I am unable to watch Thomas the trainer in the BOS Bunker, well, train his recruits which will end in me getting a small boost to unarmed/melee as well as some XP. I'm not sure if this was a Vanilla flaw or a FIXT bug, but I'm guessing I'm not able to receive the training because I immediately went to the lower levels of the bunker upon FIRST entering the whole bunker itself, rather than receiving the training first. Now that I think about it, this is probably my fault, but I was wondering if there was a way to maybe "reset" Thomas's script for the training or maybe try resetting the map for the First level of the bunker? Much appreciated:nod:
 
Are you certain that the script stopped? You do know that you have to stand there like 2 minutes for things to even start and like 5 minutes for everything to be completed. F1 may be old, but I doubt that the script stopped. Trying to Talk to Thomas and/or examing some of them, might be a way to restart it.

As for resetting areas, I did that in FO2. Pretty sure there's area saves in F1 as well, but since it could potentially fuck up your quests/save I wouldn't really recommend it. But, again, I do trust the F1 engine. If you've just talked to some dudes and started 1-2 quests, nothing should get broken. You do need the original though.

But first, examine/talk matress, Thomas & other dudes and afk 5 minutes there ^^


@Sduibek
Gonna play a round soon. Is there something new that requires testing? ^^

Btw, why did we never get a 16:9 resolution @ 600 to fill the left and right blanks?
It seems that 1368:768 is the first option. Although that's not 16:9 as well and should be slightly distorted. Closest one to 600 should be a slightly distorted 1072x600. What's wrong with just picking a nice number dividable through 8 instead of just another widely known gaming resolution? :P

If a number dividable through 4 is good enough, you could use 1088x612, that's 16:9? :P

Just asking. I like the original size of the screen, although it could be broader. But not wider. Selecting a higher resolution also affects your mouse speed and I hate anything that screws with my mouse speed.
 
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Alright, I'll give it a shot. I'll play it safe first and just wait by Thomas for awhile and wait to see if he'll start it. Thanks for the help!

Edit: Waiting around for him to start the session did not work, I even left to grab a bite and came back, no messages in the message box. I may try that area save method you mentioned, of course I'll back up all my original files before replacing anything. I think the cause of this may be that I had to go stand in front of the mat IMMEDIETELY upon entering the BOS bunker for the FIRST time, so I probably just need a save file where the player has just entered the bunker for the first time. Hopefully this works, haha.
 
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So I'm posting a follow-up on the bug I encountered where Overseer Jacoren would not initiate his ending dialogue where he justifies kicking you out (spoiler fools!).

I'm posting it here in case it may be Fixt related. I originally brought the issue up in page 46 of the Restoration Project's official thread.

So I was right, it was the speed of the game, or more especifically, the speed at which the Overseer walked towards you. I don't know if this was a Fixt issue having to do with the non-optional ENDGAME mod but after uninstalling Fallout 1 and Fixt and reinstalling everything again the dialogue initiates and the Overseer walks towards me at intended speed.

Before he either started walking out of the vault from farther away than he should initially spawn or he walked slightly slower and this created a soft lock that prevented the game to end and the only option was to force close the game which I don't like doing.

The issue happened to me while playing the game on Android (ExaGear) initially and very rarely the dialogue initiated. ExaGear does not run Sfall so game speed is the default 100 value. I moved the save to the PC and in 110 speed (FIXT default) it worked every time. I moved the speed down to 100 in ddraw.ini and it soft locked the very first time like it did in ExGear.

Again, I think this was a bad installation of either the game or FIXT and I can't test it no longer because I have not been able to recreate the issue as now on ExaGear with speed at default the dialogue has triggered as it should in the last seven or so speedruns I've done.

So in the future if anyone has this issue know that it is the Overseer's walking speed that causes the issue. You will know if his speed is messed if the Vault Door closes right under his sprite and he takes a few seconds longer to appear on screen from inside the Vault as well.
 
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@Mr. Deathclaw

apparently I cannot seem to get the training to work as well.

Admittedly last time I played F1 was 2014-2015, definitely not version 0.81. So either it's a newly introduced bug or it's bugged because I'm a bad boy and have smoking enabled - which should be default if memory serves.

Yeah it still works in 6.7.3. even with smoking enabled. 0.81 is fucked up somehow, or I managed to bug out my game. Which I doubt. The fault always lies with the latest dev :P
 
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@Sduibek

Great to hear your work on Fixt 0.90 is progressing well.

I was hoping it would be the one last version with the original FO1 engine, though...before hitting the big 1.0 with the new FO2 engine.

Keep up the good work!
 
Is there something new that requires testing? ^^
Various things, lol. I will be in touch as it gets closer to release time so I can have some folks test stuff before release. :) Right now the big one I could use testing on is the newest version of Sfall/ddraw -- I'd like to make sure it's as stable as the version that came with Fixt v.81 and doesn't introduce new bugs. Another one is trying to narrow down what causes those worldmap crashes.

The resolution stuff is out of my hands, Mash would be the one for that, but he's been MIA for a while now :(

@Schezza @Mr. Deathclaw @Pwener Thanks for the testing of bugs! Can you each add the details you've provided about your respective bugs to http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports please, that would be awesome. Especially if it's confirmed to work in a previous version like @Schezza mentioned.
 
The resolution stuff is out of my hands, Mash would be the one for that, but he's been MIA for a while now :(

This might be crazy conspiracy stuff, but Mash might not be walking amongst the living any more. I know he was moving to Tasmania/Australia a few years back, and I had his email contact and true name - but my email account has been lost with his details. Anyway after doing a Google search someone with his name came back, but that person had been killed in a car crash in Tasmania. I hope this isn't true, and I hope someone knows how to get into contact with him and alleviate my fears.
 
Btw, you "scared" me when you've decided to put Fixt in its own folder. Looks and "functions" (not much use being able to open the original Fallout, is there? :P) cleaner now, just looks a bit weirder :P

oh btw, was it always that Fallout doesnt have an uuh active window, not accessible through alt tab? Having it in the task bar, doesn't help either. Doubt it, since this is my first time that I had to create a WinActive Fallout script in my ahk :o What's worse, I set it to ctrl F4. Hope I don't get used to it and my brain screws up so hard that I press alt f4 at another game hahaha.

You just had to mention worldmap crashes. You've just ruined my day. Had twice of those and I was like "oh shit, this shit is still here? Think that was the reason I stopped playing F1 last time."
Only fixable by going to the menu and loading the game anew. Weirdest shit ever. I strongly suspect you'll only ever find out the origin if you record the game. And even then it might not be enough ^^

But maybe since Quickloading and probably normal loading doesn't work as well, maybe it starts with a condition happening when you quickload before leaving the map? Is there even any technical difference between normal- and quickloading?

Wiki Bug created. I would have liked to post the link here and ask people to try it out first, but as I've said, I trust in my and Fallout's engine and the blame will always be put on the latest dev :P Sorry mate ^^

*rant start*
Also, dropbox sucks. Registration mail doesn't go through like always ^^ but main thing that disappointed me was that right click doesn't work. Jesus, it's year 2017! Also error when resending the share mail. Two big fails... For some reason I can share stuff now. But you cannot share entire folders with everyone. Also you cannot share comments with everyone - not much point to it then... It's a comment, not a chat! Dropbox sucks big.

I've spent 3 minutes and found 3 things that don't work like they are crystal-clearly supposed to. And that with a 500m company. Maybe I'm just a little spoiled brat, but every single Dev out there does so many stupid little things. And nobody seems to notice that with just a little editing, you could make it so much better. *rant end*

Btw, do you remember ever fixing a price difference between clicking trading and asking someone to trade? It was a vanilla? bug, don't remember which npc. Maybe only one where you get a discount? Even after all those years, I'm still paranoid enough to double check those values :D And sadly, this round I'm doing atm - not even resetting the area helped - this son of a bitch, Jacob, in the Hub, wouldn't sell me his "brotherhood hammer". I only had one chance to buy it and I didn't take it, because I failed to predict the possibility that I had to use 2nd my last resort and get it as a quest reward. ^^

What's wrong in the first place is, he has it equipped. And once you click Trading (not talk?), he unequipps it after you close the dialogue. And then, somehow, some way, if you either talk or click, you can somehow buy his hammer. First and last chance I had, I asked him some questions about himself first. I tried to duplicate this but it was impossible. It was like a global value in my exe file was edited and I can no longer buy that hammer, no matter what I do. Hilarious shit ^^

It doesn't really need addressing, I'm just asking if you've ever dived down into these sort of trading bugs...
 
@Sduibek - Nova said that just replacing the ini file should update sfall? Nothing else?

Then explain to me:
Code:
;Set to 1 to speed up the hp/ac counter animations, set to 2 to update hp/ac counter instantly
SpeedInterfaceCounterAnims=0 (2 is a new option/description?)
How can it be that Crafty can add another option here? He must have edited another file for that somewhere, or he went over the source code again and was like, hey, there's another option available?!?


Anyway, I compared 0.81a - sfall v1.19 with Crafty's sfall1 v1.7.27

You probably did that already and I can shoot myself now, for making myself tired and eyehurting. But, at least I remembered to always check the config files for sweet options before doing a new playthrough ^^
In any case, I urge everyone to do that before playing F1 or F2!

There's some nice stuff to try out:
  • TRY HP/AC COUNTER
  • RELOAD WPN KEY
  • RELOAD WPN CHANGE Reloadreserve + AutoReloadWeapon=0
  • DISPLAY KARMA CHANGES - gosh, theres a reload wpn change, or a display karma changes? damn. this is "useful" for killing the ghouls in Necropolis.
  • CONTROL CRITTER ROFLZ
  • ;Russian language encoding for character names and savegame descriptions. (for science)
  • AutoQuickSave=0 - runs all 10 slots through (for science)
  • [Debugging] (for science)

Anyway, Crafty only changed some things and added some new things, so when you say "I could use testing on the newest version of Sfall/ddraw" - you do realize, that in order to test his changes, you actually would have to go through the list like I did and manually check, edit, change and test everything? :P

Basically, everything where I didn't comment something, is completely new. Except maybe if I asked a question. In any case, I didn't include the [titles] which could be important. So, if I were to update my sfall, I'd have to search which category everything belongs to, again. Not to mention the new options that weren't turned on by default. If there was only a list comparer as good as Wikipedias???..... someone know something? Also, he's moved like 3-4 things around.

Anyway, ignoring all the new comments(options) that Crafty added, the only FIX CHANGES (compared to my custom installation!) are as follows:
;Set to 1 to speed up the hp/ac counter animations, set to 2 to update hp/ac counter instantly
SpeedInterfaceCounterAnims=0 (2 is a new option/description?)

;The initial speed at game startup
SpeedMultiInitial=100 (was 110)

;The speed of flow of time in the game (higher - faster; valid range: 1..10; Default is 1)
TimeScale=1

;The modifier key you have to hold down to change any speed settings
;If set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
SpeedModKey=-1 (was 0)

10 speed slots changes, Numpad 0-6, whatever.

;A key (LShift) to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42
TurnHighlightContainers=0 (was 1 - very nice, I used that in F1 for the first time and actually found a never seen before hidden alien in the Crater :D )

;Time limit in years. Must be between -3 and 13
;Set to -1 to remove the time limit, and automatically reset the date back to 2161 each time you would have reached it
;Set to -3 (or -2) to remove the time limit, automatically reset the date and override fallouts function to return the correct year
TimeLimit=-3 (isn't that in your custom install somewhere?)

;Prevents you from using 0 to escape from dialogue at any time.
DialogueFix=0 (was 1)

;Choose the damage formula used to calculate combat damage.
;0 - Fallout 1 default
;3 - Fallout 2 default (checks for all ammo stats; require modified pro-files/use AmmoFile with a configured ini-file)
;5 - Haenlomal's Yet Another Ammo Mod (require modified pro-files/use AmmoFile with a configured ini-file)
DamageFormula=0

;Set to 1 to prevent you from saving in combat except at the start of your turn
;Set to 2 to block all saving in combat
SaveInCombatFix=0 (doh, haven't saved in combat in quite a while, but I haven't gotten to the dangerous parts yet, Followers vs Mutants, where you have to sniff out the dangerous ones ^^ - this is new as well, despite me commenting on it!)

;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=0 (was 1)

;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
;Set to 1 (or some higher number if needed, max 100) to prevent 100% cpu use
ProcessorIdle=10 (was 1)

;Set to 1 if using the hero appearance mod
EnableHeroAppearanceMod=0

;Set to 1 to add additional pages of save slots
ExtraSaveSlots=1

;Set to 1 to speed up the hp/ac counter animations, set to 2 to update hp/ac counter instantly
SpeedInterfaceCounterAnims=0 (2 is a new option/description?)

;Modify the maximum number of animations allowed to run on a map. (Default is 21, and the maximum is 127)
AnimationsAtOnceLimit=127

;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first
;few days of game time
RemoveCriticalTimelimits=0 (was 1)

;Prevents you from using super stims on a critter who is at full health.
SuperStimExploitFix=0 (what exloit is this? as far as I know super stims only kill in F2? I suppose it's a "don't uselessly use resources "exploit"?" - but you can waste stims as well?...)

;Turns off the effects of drug abuse to prevent skill, books and perk gain exploits
DrugExploitFix=0 (was 1 - yet I had no problem getting my stats down to 1?? bug?? However, I couldn't get perks with stat points from drugs. First time for everything, huh? :P)

;To set highlight color of NPCs not in your line of sight
;0=disable, 2=red, 4=gray, 16=yellow, 32=pink
;ColorLOS=16 (was 1 -> ;1= animated red (FALLOUT DEFAULT) -> apparently he forgot to include this)

;To set highlight color of NPCs not in your line of sight
;Set to 1 to remove "Friendly Foe" perk, but have the effect active
RemoveFriendlyFoe=0 (was 1)

;Set to 1 to enable sale of earlier used Geiger Counter/Stealth Boy
CanSellUsedGeiger=0 (OMGZ, HYPEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE - ofc this is new as well! Scanner???)

;Controls the speed of animation of time in pipboy (lower - faster; valid range: 0..127)
PipboyTimeAnimDelay=50

;Set to 1 to displaying reply numbers instead of dots in dialogue options
NumbersInDialogue=0 (wut? - whatever this is, this is new as well. wait, do we only have dots? In any case, numbers would remind me of like Baldur's Gate. And the answers right now are beautiful. Dots are beautiful. Simple is beautiful.)

;Set to 1 for additional checks on a blindness and direct visibility in the engine function is_within_perception_.
CanSeeAndHearFix=0

;Disable internal credits
NoCredits=0


IGNORABLE:

;Set to 1 to disable weapon animation (put away/take out) when searching containers and doing other stuff
InstantWeaponEquip=0 (is in your customs; but yeah, if you haven't compared yet, you should probably know that it's active by default now. Or not. There's really no point in someone other than you comparing the lists :D)

;Russian language encoding for character names and savegame descriptions.
;1251 (1C)
XltTable=32,33,221,35,36,37,38,253,40,41,42,43,225,45,254,47,48,49,50,51,52,53,54,55,56,57,198,230,193,61,222,63,64,212,200,209,194,211,192,207,208,216,206,203,196,220,210,217,199,201,202,219,197,195,204,214,215,205,223,245,92,250,94,95,96,244,232,241,226,243,224,239,240,248,238,235,228,252,242,249,231,233,234,251,229,227,236,246,247,237,255,213,124,218
;866 (Fargus)
;XltTable=32,33,157,35,36,37,38,237,40,41,42,43,161,45,238,47,48,49,50,51,52,53,54,55,56,57,134,166,129,61,158,63,64,148,136,145,130,147,128,143,144,152,142,139,132,156,146,153,135,137,138,155,133,131,140,150,151,141,159,229,92,234,94,95,96,228,168,225,162,227,160,175,224,232,174,171,164,236,226,233,167,169,170,235,165,163,172,230,231,173,239,240,124,154

;Assigns a keyboard button to switch russian language encoding in-game
;4 = Scroll Lock, 2 = Caps Lock, 1 = Num Lock
XltKey=4



AND THESE ARE ONLY FROM YOU:

;Set to 1 to fix the issue with doors being able to dodge bullets.
DodgyDoorsFix=1

;Set to 1 to skip the executable file size check
SkipSizeCheck=1

;If you're testing changes to the falloutw.exe, you can override the crc that sfall looks for here
;Sduibek testing version: 0xf43d208c
;Public release version: 0xf0fd4d53
ExtraCRC=0xf0fd4d53

;These option control what output is saved in the sfall-log.txt, the debugging version is required
;Prints messages duing sfall initialization
Init=0

+ Keycodes​
 
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