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

@.Pixote. That is very sad news if true :(

@Schezza Thanks for all that info! I'm not aware of a way to fix the barter pricemod discrepancy between dialog vs Barter button in FO1, probably can be fixed in FO2 engine though. Other bugs please add to bugs wiki. :)

You are mentioning Dropbox I assume because you tried to share a savegame with me? ( https://www.dropbox.com/request/G3k5A5dL65ZMD0jKNjoC )
That is strange, the way I shared that folder it should be pretty much hands-free and not require registration. You should be able to just drop your savegame(s) in there and that's that.
 
@Sduibek
Added some comments on old unfixable bugs as sfall 1.7.6 does resolve them also in ideas section added the freedom issue about opening some doors and lockers as fo1 only allows lockpick for that Fo2 allowed shooting the lock busting them with a penetrating kick and using crowbar from backpack to force the door to open... unfortuneatly no such option in fo1.

Those are pesky ones especially in doc morbid's basement locker and doors behind wich is the BoS initiate in the Hub only lockpick works wich is annoying

@Schezza
If You did not recive response to Pm You sent me write here this forum has a pesky habbit of eating up my sent pm's and never delivering them. I used to have this issue with Sduibek back in 2010 at least out of like a zillion PM's to Him only one reached Him and i got a response after like 1 year. However it did reach Him and that's why I'm listed as Brainstorming in credits :p yay :D
 
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@Schezza
...reached Him and i got a response after like 1 year. However it did reach Him and that's why I'm listed as Brainstorming in credits :p yay :D
aren't you a lucky guy. It will have taken me approximately five years to get listed. But not like I did much to deserve it. Also, nobody will ever give a shit about who is on that list. That's just how the world works ^^

Anyway, I found that version here

And despite knowing his name, I cannot seem to find a reliable source without google translate, where is 1.7.6?

ddraw.dll.. the "new" one for 1.7.27 is 100 kb smaller than 0.81a. So, how the hell can I replace that without seriously damaging something else? :P

And to view dlls you need a special program, which I don't just download for fun. So I have no idea what will be missing, but 100 kb, that's pretty game breaking I'd say.
 
aren't you a lucky guy. It will have taken me approximately five years to get listed. But not like I did much to deserve it. Also, nobody will ever give a shit about who is on that list. That's just how the world works ^^

Anyway, I found that version here

And despite knowing his name, I cannot seem to find a reliable source without google translate, where is 1.7.6?

ddraw.dll.. the "new" one for 1.7.27 is 100 kb smaller than 0.81a. So, how the hell can I replace that without seriously damaging something else? :P

And to view dlls you need a special program, which I don't just download for fun. So I have no idea what will be missing, but 100 kb, that's pretty game breaking I'd say.

That was not to express my hapieness from beeing in credits but my anger from forum engine eating up my private messages in the past. It delayed some messages by 1/2 to 1 year back in 2010 and 2011. but it's not an issue now i sepose. Anyway I compared ddraw.ini from what You've provided and v1.7.6.

Your version is definetly newer version i got 1.7.6 from dobrovik's archive : here

Crafty removed some crc checks and version checksum swapping from the .ini so probably that's why new .dll version is slimmer in size.

As for the difference between 1.7.6 vs 1.7.27:
________________________________________________________
;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

;Allows you to edit the ammo data for DamageFormula, point at an ini file containing the replacement ammo data
;AmmoFile=AmmoF2default.ini
AmmoFile=AmmoF2balance.ini
;AmmoFile=AmmoYAAM.ini
_________________________________________________________

so AP ammo fix and YAAM support.
I'll test today wether v1.7.27 works or not
above all else:

@Sduibek
it seemes that @Schezza found even newer version of Crafty's Sfall for Fo1
1.7.27 it's changelog hasn't been updated, however .ini file indicates some new functions like ammo modifier support and ammo mods support (YAAM). crc check and checksums swapping have been removed from .ini (and probably from .dll too so it's smaller) [it seemes it's a fresh piece of code properties say it's from 24.08.2017 from aroud midnight GMT 0].
 
Crafty rewrote his sfall1/2 builds in pure ASM early this year, that's why their file size that small and support Win98.
 
Ok.. So i tried YAAM for Fo1 sfall v1.7.27

The modifiers do get taken under account YAAM style but the ammofile does not replace pro-files seemes the pro-files only get to be used i ran a quickie to raiders and did some tests there 10mm pistol was a havoc with JHP ammo scoring 60-70 damage each shot. deagle did massive damage with jhp ammo and absolutely zero damage with FMJ no damage criticals to the eyes one by one were observed that's because JHP has DR modifier of 25 and FMJ has a DR modifier of -25. However YAAM treats DR modifier as DT modifier and reduces DR by 10% for every point of threshold that excedes oponent's armor. so the mechanic is working as intended but pro-files have wrong values -25 DR modifier turns in +25 to damage threshold for the enemy.This way no wonder i do no damage.
Somebody would need to tweak those numbers
 
Ok.. So i tried YAAM for Fo1 sfall v1.7.27

The modifiers do get taken under account YAAM style but the ammofile does not replace pro-files seemes the pro-files only get to be used
Probably a silly question, but you copied AmmoYAAM.ini from config_files\ to the directory of Fallout and enabled it in ddraw.ini? :-p

Btw, there is no advantage in using YAMM (or Glovz's Damage Fix for F2) in comparison with the original F2 damage formula (it's excellent) with good ammo data. The problem is that the ammo data (especially for AP) in the original pro-files is incorrect.

Might have to prove that F2 damage formula with the good ammo data in pro-files (or via AmmoFile) works fine, but too lazy to describe it even in russian (and no one is interested).

In general, I advise to use F2 damage formula with good ammo data (AmmoF2balance.ini, for both F1 and F2).
Of course, talking about pure F1 or F2 (can be with RP). With mods/conversions (F2WR/Olympus2207/etc), which change or use their pro-files of the ammo it doesn't work (using AmmoF2balance.ini, but you can create your ini version).
 
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Probably a silly question, but you copied AmmoYAAM.ini from config_files\ to the directory of Fallout and enabled it in ddraw.ini? :-p

Btw, there is no advantage in using YAMM (or Glovz's Damage Fix for F2) in comparison with the original F2 damage formula (it's excellent) with good ammo data. The problem is that the ammo data (especially for AP) in the original pro-files is incorrect.

Might have to prove that F2 damage formula with the good ammo data in pro-files (or via AmmoFile) works fine, but too lazy to describe it even in russian (and no one is interested).

In general, I advise to use F2 damage formula with good ammo data (AmmoF2balance.ini, for both F1 and F2).
Of course, talking about pure F1 or F2 (can be with RP). With mods/conversions (F2WR/Olympus2207/etc), which change or use their pro-files of the ammo it doesn't work (using AmmoF2balance.ini, but you can create your ini version).
@Crafty
Yes I have AmmoFile.ini both in copied folder inside fixt directory and file only in Fixt's root directory.

However when playing this way, I did tons of damage with jhp ammo and none damage with criticals to eyes one by one using FMJ ammo 10mm AP ammo worked because previously I've set it to work the same way as 10mm JHP ammo (for testing purposes) within pro-files. BTW damage formula was set, and semicollon that is before AmmoFile.ini for coresponding formulae was removed.

I have no idea why but it seemes that YAAM in Your Sfall 1.7.27 reads only pro-files but not the ini.
That is not a big issue since I've already plowed through them and edited them properly using Cubik's tool F1wEdit or something like that.

Anyway a eternal Thank You to You Crafty for doing this work.

Also Could ou tell me wether this version of Sfall wil work in ExaGearRPG on Android?

Exagear is software Binary translator arm<=>x86 + windows API emulation, in order to run windows programs on Android. However it does not support command line, so there is no way to tell ExaGearRPG to use additional .dll file for the Fallout1w.exe . Do You have an idea how to overcome this?
 
.. original F2 damage formula (it's excellent) with good ammo data ..
This is how F 1.5 Resurrection rolls, custom proto files for ammo on top of original damage formula. Many unsuspecting dudes got shocked how brutally effective a solid burst of 14mm armor piercing bullets could be against power armor in Res..
 
I have no idea why but it seemes that YAAM in Your Sfall 1.7.27 reads only pro-files but not the ini.
It's weird, I compiled the version with the test messages in sfall1-log.txt:
Code:
pid=111, ac_adjust=0, dr_adjust=-20, dam_mult=1, dam_div=1
0,44 Магнум об. (pid=111), ac_adjust=0
The first line confirms that the used ini with ammo, and the second is that these data are processed in DamageFormula (3 or 5).

Anyway a eternal Thank You to You Crafty for doing this work.
You are welcome :)

Also Could ou tell me wether this version of Sfall wil work in ExaGearRPG on Android?
.....
Do You have an idea how to overcome this?
It works with Win98 after you edit the .exe file - look in Windows98.txt from the archive. Perhaps this will help in this matter.
 
It's weird, I compiled the version with the test messages in sfall1-log.txt:
Code:
pid=111, ac_adjust=0, dr_adjust=-20, dam_mult=1, dam_div=1
0,44 Магнум об. (pid=111), ac_adjust=0
The first line confirms that the used ini with ammo, and the second is that these data are processed in DamageFormula (3 or 5).

You are welcome :)

It works with Win98 after you edit the .exe file - look in Windows98.txt from the archive. Perhaps this will help in this matter.

@Crafty

If that is the case than weird, i remembr AmmoFile.ini for .44 magnum FMJ had dr_adjust of 4 or 5 for Yaam.

it can't be -20 or no damge will be done based on the formulae. it treats dr_adjust as dt_reduction so a positive number reduces damage threshold (and negative adds to damage threshold) [at least for YAAM] dr_adjust of -20 would add 20 damage threshold on to what critter already has per bullet. rendering damage threshold of APAmk.II providing that enemy wears leather armor wich has 2 DT on normal damage. the total DT would yeald 22 and .223 FMJ from hunting rifle nor .44 magnum FMJ from deagle could do any damage aginst it. However using Fo2 native formulae could work in this case.

As for Win98 support I was aware of it at the time of writing previous post. The question is wether it will work in ExaGearRPG. I sepose I'd have to check it out by myself. Is there any Hex editor preferred for the job? AFAIR Hex editors won't show ddraw.dll nowhere, only everything in hexadecimals. Or did You mean ASM? Sorry but if You ment ASM than I'm not *that* experienced to perform such stunts.

Best Regards
 
If that is the case than weird, i remembr AmmoFile.ini for .44 magnum FMJ had dr_adjust of 4 or 5 for Yaam.
This is just an example of how the strings will look like (with values from the AmmoFile that was used at the time of copying).
For AmmoYAAM.ini it should look like:
Code:
pid=14, ac_adjust=0, dr_adjust=0, dam_mult=3, dam_div=2
pid=29, ac_adjust=0, dr_adjust=0, dam_mult=3, dam_div=2
pid=30, ac_adjust=0, dr_adjust=4, dam_mult=1, dam_div=1
pid=31, ac_adjust=0, dr_adjust=0, dam_mult=3, dam_div=2
pid=32, ac_adjust=-20, dr_adjust=0, dam_mult=3, dam_div=4
pid=33, ac_adjust=0, dr_adjust=8, dam_mult=1, dam_div=1
pid=34, ac_adjust=-20, dr_adjust=5, dam_mult=1, dam_div=1
pid=35, ac_adjust=0, dr_adjust=0, dam_mult=3, dam_div=2
pid=36, ac_adjust=0, dr_adjust=4, dam_mult=1, dam_div=1
pid=37, ac_adjust=-15, dr_adjust=20, dam_mult=1, dam_div=1
pid=38, ac_adjust=0, dr_adjust=0, dam_mult=1, dam_div=1
pid=39, ac_adjust=0, dr_adjust=0, dam_mult=1, dam_div=1
pid=95, ac_adjust=-10, dr_adjust=0, dam_mult=1, dam_div=1
pid=111, ac_adjust=0, dr_adjust=5, dam_mult=1, dam_div=1
pid=121, ac_adjust=0, dr_adjust=2, dam_mult=3, dam_div=2
pid=163, ac_adjust=0, dr_adjust=0, dam_mult=1, dam_div=1

Is there any Hex editor preferred for the job?
Any, i prefer hiew.

AFAIR Hex editors won't show ddraw.dll nowhere, only everything in hexadecimals.
000DF780: 72 2E 00 00 44 44 52 41 57 2E 44 4C 4C 00 00 00 r. DDRAW.DLL

replace on

000DF780: 72 2E 00 00 53 46 41 4C 4C 2E 44 4C 4C 00 00 00 r. SFALL.DLL
 
Here's a minor fix that can be done on something that bugs me which can be included in a future update.

So there's this thing in the Gun Runner's compound where the guard guarding the bridge (after letting us go through) goes off to "patrol" the area and his pathing is always set; as in the same always (and resets which causes the eventual death).

Funny thing is, his pathing makes him walk over the toxic goo and this can eventually kill him.

Pretty dumb if you ask me.

Just putting it here in case @Sduibek notices and saves this poor nameless guard from toxic death.

It's pretty frustrating to be in the map and get a notice from nowhere that "Gun Runner Guard has taken 5 damage from toxic goo" over and over again.
 
There's a bug report for it already:
The guard at the Gun Runners' moat will leave his post as soon as the map loads and go up and right before crossing the toxic slime and....
If you try to aquire some goodies, that map is certainly a pain in the ass ^^
But it's managable, as I've done so many times before. His buggy behavior starts whenever you enter that area or are in the area and load anew. But at least it's fixable by talking to him. He disappears into the Abyss of the Northeast, but at least he regenerates hp as time passes, so normally he shouldn't die. Except you're mean and you talk to him right after he passed the ooze. :lmao:

What's a lot more annoying are my companions that try to run through the ooze. But their AI can be updated as well by simply quicksaving. :whistle:
(Good luck fixing that - well, you could just simply make a script that updates AI movements every 3 seconds, but not really worth the time. And I hate things that run all the time with almost no gain. Good thing I don't know how many millions of lines are processed by the computer by simply playing a game :lalala:)

PS: Does anyone remember the good old times when you've met a swam of Mantis and you actually pissed your pants and got the hell out of there? Or when you thought, hey! caravans are good for things/xp, let's reload this shit until I get an encounter. :D
 
There's a bug report for it already:
The guard at the Gun Runners' moat will leave his post as soon as the map loads and go up and right before crossing the toxic slime and....

Well it's not a "bug" per se, it's just bad pathing. Wouldn't an easier fix would just be to add another bridge where he crosses the goop? Isn't this possible with a map editor?

It isn't a challenge to get them to let you in so it wouldn't be cheating for there to be another bridge.
 
Ofc it's a bug..

@Sduibek I've tried that 1.2! vanilla? Fallout in the base directory. And when entering or reloading that map, the guard teleports back to his spot. You've probably edited his behavior, so we wouldn't have to talk to him each time?
 
Either way, adding a bridge would fix the issue without having to temper with the guard's pathing script. Easy and no headache.
 
Got some Good and bad news People.

@Crafty
Unfortuneatly I have to inform that i did hex edit Falloutw.exe replacing ddraw.dll with sfall.dll and spent whole nigt waiting For Fo1 to upload to my smartphone via usb cabel but results are not promising sfall still does not work with ExaGearRPG edited exe crashes with error that it requires windows 95 direct X 3.0a or NT 4.0 HRpatch does not work with any version of the exe neither.

@Sduibek
Good news is that thanks to Mr.Stalin i was able to edit protos of party NPC's. It's not some clumsy cheat like the last time where i've sett everything to the max. This time I've taken under account their intelligence and possible triats (Tycho and Katja seem to have gifted triats based on how many special points they have [katja also seemes skilled]) and calculated how much skill points they would earn per level x4 times and edited their skills acordingly. took under account their tagged skills while spending skill points, so a tagged skill if spent upon earned 2 skill % per point spent. Simulated perks gained (Tycho and Ian gain 2x "bonus criticals" plus 1x "better criticals" IAN has finesse triat (10% base bonus crit so at final level he has 25%crit chance), and katja gains only two perks as she has skilled triat skilled)

and now the best: IAN's and Katja's skillpoints were spent on the base what was their original vanilla proto-files so ian has bonus to big guns and katja has multiple bonuses to various skills (no point in doing that for Tycho as his original proto sucked) tycho gained 2 points in intelligence to match special for gifted triat (previously he had too many special but not enaugh to be gifted).

HP also got a boost. Similar to skill points it's based on their endurance and hp/lvl formulae x4 to simulate bump by four levels (since each of them gets only one level per players 4).

If anybody's interested in this add-on to Fixt mod please says so I'll upload the files somwhere so that You can download them.

@Sduibek
as always If You're interested in this improoved version of my NPC add-on leave a note.
 
Unfortuneatly I have to inform that i did hex edit Falloutw.exe replacing ddraw.dll with sfall.dll and spent whole nigt waiting For Fo1 to upload to my smartphone via usb cabel but results are not promising sfall still does not work with ExaGearRPG edited exe crashes with error that it requires windows 95 direct X 3.0a or NT 4.0 HRpatch does not work with any version of the exe neither.
Doing something wrong, I run it without problems on the tablet, a clean F1 without HRP, but with sfall.dll.
Made a screenshot through the phone (can't remember how to do it via the tablet, and not sure that this model can), so the quality is terrible.
 
@Crafty
Ok I got it to work. The code edit is at a different offset.. however when i type 000DF780 in hiew it directs me towards it. My mistake was that i forgot to rename ddraw.dll to sfall.dll . Later i also found out that ddraw.ini must have to remain as ddraw.ini (not sfall.ini) or one gets black screen on start. Easy to miss if one lacks sleep for over 25 hours.
Anyways thank You Crafty.

@Sduibek
OK people. I Confirm that Sfall 1.7.27 For Fo1 by Crafty works in ExaGearRPG after hex edits to exe and renaming ddraw.dll to sfall.dll .

Although I find ExaGear RPG to be very shitty regarding mouse control it constantly desynchs and scrolling is a pain in the butt. but above all else it works.
 
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