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

Where do I get Sfall 1.8 that I have seen mentioned, the link on crafty's profile links to a dropbox site with version 1.7, or is this the latest version?

Furthermore, I can just copy and paste it into the Fallout Fixt directory and overwrite correct?
 
Where do I get Sfall 1.8 that I have seen mentioned, the link on crafty's profile links to a dropbox site with version 1.7, or is this the latest version?

Furthermore, I can just copy and paste it into the Fallout Fixt directory and overwrite correct?
the one in crafty's profile is Sfall1[dot]7z as in Sfall1 (a.k.a sfall for fallout 1) and the file extension is .7z (as in 7-zip file most popular freeware/opensource/whateva file compresser/decompresser on the contrary to win-rar wich is perhaps a common disbelief commercial software). If You look closely at the russian changelog latest version is v1.8 although english changelog did not get translated since like v1.4. And yes You should be fine by copying both files as long as you configure it properly. I don't remember the details about Crafty's Sfalls and what is to change in them. Just be sure to set everything you've set in basic FIXT ddraw.ini to also reflect the changes in Crafty's ddraw.ini from sfall1 v 1.8 .
 
Killing Bob, the used car salesman, disables the Tell Me About button for the children & citizens of Shady Sands. Other N.P.C.'s seem to work normally although I didn't test many.

Also, if anyone is interested I extracted The Hero Appearance Mod from Killap's Restoration Project and edited the descriptions to make sense for the first game. Seems to be working rather well.

Edit
Bartering with Vinnie initiates the steal the urn quest and locks the player out of the joining the Skulz dialog.

Further Edit
Examing Stapleton crashes the game- could be because I removed her scripts as her changes were not optionally.

Even Further Edit
HUBWATER.INT seems to be causing a crash/freeze when re-entering from the downtown map. It didn't crash the first time. The only way I can get there now is by selecting it on the initial map.
 
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Hi everyone! I'll reply to the recent posts soon.

Just wanted to let you all know I'm actively working on the mod again. I hope to have some files ready for testing by the end of the year. I'm excited for folks to be able to see the bug fixes, new features, and in-game customization available with release v1.0.0 :dance:

- Some of you have reported detections by virustotal or other antivirus software. They are false positives - Fixt does not contain any type of malware (obviously). But either way, this should no longer be an issue in the next release.
 
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Hi everyone! I'll reply to the recent posts soon.

Just wanted to let you all know I'm actively working on the mod again. I hope to have some files ready for testing by the end of the year. I'm excited for folks to be able to see the bug fixes, new features, and in-game customization available with release v1.0.0 :dance:

- Some of you have reported detections by virustotal or other antivirus software. They are false positives - Fixt does not contain any type of malware (obviously). But either way, this should no longer be an issue in the next release.

Question for the GOG-savvy among you: how does GOG's hour-tracking functionality work? Is it similar to Steam? I want to make sure folks using the GOG Fallout can get their hours counted while playing Fallout Fixt.

Thanks!

That's great news! I was really thinking that something bad happened to you. Glad that you are ok!
 
Thanks @Hubal !

Wow the added features and fixes in ddraw (Sfall) since my last Fixt release are really cool! It's gonna be great to have this be part of the next Fixt release.
 
I checked on Drobovic's database and the Fallout mods wikia.

They mention two other mods that seemingly have the same goal as FIXT.

The Update Mod restores cut content. The Restoration Mod seems to be a continuation of the Update mod. And the FIXT is said to integrate some, but not ALL the content of Restoration Mod. But it seems that everything mentioned in Update Mod and Restoration Mod are in the FIXT.

What is the situation now. Does FIXT makes the other two obsoletes ? Or do they have contents that the FIXT does not have ? Wondering if there is any point to advertize the other two...

Here are the wikia links :

http://falloutmods.wikia.com/wiki/Fallout_Update_Mod
http://falloutmods.wikia.com/wiki/Fallout_Restoration_Mod
http://falloutmods.wikia.com/wiki/Fallout_Fixt

Since you walked this land again, i would take the opportunity to ask this again.
I am a lazy ass and i want to know if it is ok to NOT include them here.
 
Since you walked this land again, i would take the opportunity to ask this again.
I am a lazy ass and i want to know if it is ok to NOT include them here.
Hi @naossano !

They are almost fully included in Fallout Fixt: my mod has the invasions, restored endings for Hub/Followers/BoS, caravan improvements, encounters, alcohol addiction.

As far as I recall, the only thing I didn't include is about 20 of the new / restored NPCs the Update Mod added. I intended to but got involved doing other things. Most of them don't really serve much purpose, so it didn't get a high priority from me.
 
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Welcome back Sduibek!!
I was about to put a bounty on modding some files for Fallout 1 as a FIXT 0,81a addon (since i've lost hope of seeing never version up until now). So please take care of some issues like gambling too easy to get rich ( inspire yourself with Fo2's RP 2.3.3 for gambling mechanic), Vendor restock. Gun runners should have plenty of ammo since they make all of it for the region, BoS sells peashooters to caravans so it should be plentifull, and Vance actually makes drugs/medicine so this stuff should restock too. maybe no combat armor restock. Edit Miles and Smitty so that they can make their "miracles" on plasma rifle and power armor multiple times (Miles is a chemist so after he gets chemistry journals he can make any kind of chemical known in the world including whatever he needs to harden PA).
As You're at it, cap lowest vendor prices at 100% item value to prevent shoplifting (in most cases this helps. Killian is a separate matter since he can be shoplifted the traditional way by looting his tables while party members are in his line of sight between player and him, wich seems logic).

and Yeah it's good to have You back working on fixt. btw I also subscribed to your YT channel. Hope to see a proper walkthrough showing all those new goodies added. Besides If you manage to fix Fallout's economy by fixing gambling and shoplifting with high barter, it would be really cool to trade that deathclaw meat (from drop meat mod) for gun ammo while climbing your way to lvl 99.

EDIT:
Yeah almost forgot you mention Crafty's Sfall1 v1.7.6 it's been changed to v1.8 still same fixes included (or so it seems) but official version is now v1.8 as i remember. Still no word in english changelog since like 1.4. and Notepad++ required to view russian text in non russian systems.
 
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YOU GUYS I FIGURED OUT THE SOURCE OF THE WORLDMAP CRASHES!!!! AHHHH. Took me about 10 hours of testing / debugging and the fix won't be much fun but I finally figured it out. Thank jebus. This one has been bothering me for a long long time.

Long story short, I discovered it turns out Fo1 engine in very specific circumstances related to random encounter map generation, doesn't like having map_update_proc routine anywhere within the player's script file, even if it's empty and not being called. After I removed map_update_proc, I can no longer reproduce this crash. So odd.
 
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Thanks @gustarballs1983 @SenorGast !

Appreciate the feedback and requests as always, @gustarballs1983. :) Keep em coming. Please do add them to the Fallout Fixt Bug Reports wiki page as that's the best way for me to keep track of requests (if you haven't already; i think the Miles ones are already on there).

Yeah almost forgot you mention Crafty's Sfall1 v1.7.6 it's been changed to v1.8 still same fixes included (or so it seems) but official version is now v1.8 as i remember. Still no word in english changelog since like 1.4. and Notepad++ required to view russian text in non russian systems.
I feel like i've asked you this before so forgive if you already shared the link, but do you know where I can find v1.8? Drobovik's fallout database has 1.7.6 as the newest.

Also I noticed if I enable the fix for 13-year time limit with his version of Sfall, it screws up the start date of the game to 2162 instead of 2161. :(
 
@Sduibek

Both of your questions are simple to answer with a little sniffing around. It's over a year i discovered the time wrap bug in 1.7.6 and it was fixed in later releases(at least it is in the one i have (dobrovik's files aren't up to date it seemes) it's been discussed few pages back in this thread AFAIR when i bugged crafty about sfall1 features (he even aded combat looks so when you have awareness you don't need to use binoculars in combat- this function is tagged to aiming/targeting cursor so it is now possible to view details of mobs behind walls a'la fallout 2) the timewrap issue fix crosses out some bugs from wiki about instant invasions since the time was force forwarded by a lot my char changed age back than from 34 to like 46 (it was reflected on char sheet) so most other changes like invasions (wich were time passing related event) got triggered too. This is now fixed. As for where I get new sfall versions the answer is yet more simpler.. from the source... baby... from the source..
(not the source code ofcourse i mean crafty's page on russian forums). some members of nma comunity have posted this and it's also in crafty's signature under each of his posts.
Basicaly files are stored on dropbox AFAIR. Here's the link to the russian forum thread:
http://fforum.kochegarov.com/index.php?showtopic=29288

then click on:
Версия для Fallout 1.
"Версия для" means "Version for" there's also one for bis mapper but it works for Fo2
i think.

EDIT:
Oh yeah for the time wrap issue after the fix was not to use timelmit 13 but -3 for reset date and overwrite date values so that it is seen to the engine as if there was continuation. as for how it works You must bug crafty or someone who knows *how* it works because i don't.

EDIT#2:
attach I'll look into the russian changelogs and figure out the differences between 1.7.6 and 1.8 but don't count on me doing it fast. I can *somewhat* read and understand russian, but it ain't my main language and the place when i got it taught i recived an equivalent of D- score barely to pass.
 
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Awesome .Thanks very much! :aiee:

I did end up figuring out the time wrap stuff with a little testing - The values you end up having to use are bizarre, but ultimately with the Start Date lines uncommented, once I figured out the correct values you can eventually get the start date correct even with the ideal 13yr crash fix in place (TimeLimit=-3 / TimeLimit=-2).

You have to use:

Code:
StartYear=2148
StartMonth=3
StartDay=22

So with the above that means the 13yr limit is removed, date won't reset back to 2161 when you hit 13yr, and start date is still the morning of Dec 5 2161. Woo!

And no worries about translations we have automated tools (and/or @Drobovik) for that :D

EDIT: Hmmm this is weird, v1.8 file size is less than half the size of v1.7.6 - that doesn't seem right. There's some pretty great new additions since 1.7.6 though.

I'll have to play around with it to test for function and stability. Thanks again!
 
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no worries it's the correct file size is smaller because it was created by assembler which allowed better compression rato. somebody else pointed that out few pages back and at least this is more or less what Crafty responded. Having a hard time in home.. christmas fever and stuff so I'm rather pressed for the time. I'll have to delay that translation for a bit.
 
There is a known issue with assault Paladins in the Military Base. When they spawn outside of any elevator, they block the way out.
I've made a simple solution to that. I've changed the script so that every time when you try to talk to them, they move.
Awesoooooome thank you very much! @Declen

Does this mod bring back Agatha? The storyteller in Shady Sands?
It should but there's a bug. Will be fixed in next release. @Kryalis

Another question,
I just completed a complete play through with Fixt installed and I didn't come across any of the special encounters like the spaceship.
What happened?
Did you have high Luck, like at least 9? Even in vanilla game it's extremely rare to encounter them with Luck less than 9. I did not change the chance for special encounters because it's hard-coded. @Maxell

By any chance does this remove the condition where if you have the bloody mess trait, it'll automatically change the ending to where you kill the overseer?
Because that always made me hesitate on getting the trait as I don't want that ending, and it's pretty stupid if you ask me.
I did not change this functionality, but it's a fair request. I can make this an optional customization. @Kryalis

I am getting some npcs stuck in the rocky cliffs in some random encounters... anybody else also having this problem?
Known bug; planning to fix. @mandala

Okay, I'm bumping this bug I ran across. Maybe now with Sduibek back he can give a guess as to what script is causing it - maybe I can fix it myself.
Hey there! Sorry for the silence. If I remember correctly I added this locked because medic always referenced a locker but one did not actually exist. I'll look into it. @Pwener

Say... I'm playing 1.5 Resurrection and [snip]
tbh since this thread is about Fixt explicitly, I'd start a new thread for this. Hope that helps! @Schezza

1 - I've noticed that if you leave Vault 13 and then return to it, you can actually access all the other floors and afterwards your code will open the vault door normally. Is this part of your mod? Should this be possible?
2 - Is this the latest version of sfall? If so does this version fix the bug that causes corpses to block burst bullets?
3 - Did you alter something about the how the mouse works? It feels kinda sluggish now.
4 - Is there any way for me to alter how many sounds are played at once so that I can reload my gun and get the combat ending sound simultaneously? Right now the latter always gets cut off.
1. Pretty sure vanilla was the same way re: reaching the other floors. In vanilla game you couldn't open the door via the computer until 24 in-game hours had passed though, in some installs of Fixt this might be changed. I'll look into it.
2. It's not the latest because Fixt install is from mid-2015. Not sure if this version fixes that bug. You can find sfall1 v1.8 at: https://www.dropbox.com/s/hbh2nv90wbxl37z/sfall1.7z?dl=1
3. No. Check settings in f1_res and ddraw
4. ddraw.ini if you use the most recent version (1.8) @Daniel "Dan" Acerbi Rocha

Just added some savegames to the bug report page concerning the military base and [snip]
Thanks so much for the report / details / savegame @Bob Morane , i'll get this fixed in the next release!

In the Fallout wiki it's written that the endings for the super mutants are flipped:
http://fallout.wikia.com/wiki/Fallout_endings#Super_mutants - Is this still true for Fallout Fixt??

EDIT: Also, is there any difference/consequence in doing these things in a different order, or is it just a difference in an ending slide?
1. Not fixed yet; will fix. :) 2. Just ending slides different. @azat11

I swear the mouse movement after you apply the patch feels sluggish (exactly like it does with vsync on on many other games) but only in-game (not on the menus/options/character creation).
If it does, can it be disabled?
EDIT - FINALLY FIXED IT!
Disabling the variable FLICKERING_SCREEN_FIX in f1_res.ini did the trick.
Thanks! I'll look into this and add to troubleshooting guide. Will also considering setting flicker fix to 0 by default. Unfortunately that means some people will get flickering :P I don't think defaulting it to either 0 or 1 is the perfect solution for anyone tbh. Windows systems just differ far too widely for a once-fize-fits-all fix. @Daniel "Dan" Acerbi Rocha

VirusTotal said this had malware???
It does not. That's a false positive; will be fixed in next release. @Fizzycswag

Just to reiterate from my earlier answer, DO NOT install these on top of Fixt under any circumstances. It will cause many issues. I'll make sure to make this info clearer in my documentation. And rest assured any portions of these which aren't currently implemented, will be eventually :) @naossano

1. Inventory button kept turning into a black square, and trying to save resulted in a corrupted save file.
2. Followers sometimes disappear, and some of my save files had images where you could see a follower, but they were not there when loading.
3. Dynamite and C4 somtimes cause the game to crash with an uncaught memory exception, likely a NULL pointer dereference.
4. Background music repeat is bugged which causes looping at the wrong offset.
1 should be fixed with ddraw. I've never heard of 2; your Fixt install might be corrupt or have issues, or maybe UAC is interfering if you installed to Program Files. 3 is known bug from vanilla game, resolved in most recent version of ddraw (see post #1 of this thread). 4 is a known bug from vanilla on modern systems. No known fix at this time. <3 @Systolic Motivator

Hi) Is there anywhere manual installation version of this mod for people who wanna play on android?
Not at this time - Fallout Fixt is a fairly complex install with many moving parts. Manual install would be a large undertaking for (to the best of my knowledge) a very small % of players. Which isn't meant to sound rude, just means it's not high priority at this time. @Jeanette

Where do I get Sfall 1.8 that I have seen mentioned, the link on crafty's profile links to a dropbox site with version 1.7, or is this the latest version? Furthermore, I can just copy and paste it into the Fallout Fixt directory and overwrite correct?
I've added it to post #1 of this thread :)
I think it should be OK to just add to Fixt directory but I haven't tested much because I'm working on next release of Fixt (which will include sfall 1 v1.8 most recent) @johnmilk

Killing Bob, the used car salesman, disables the Tell Me About button for the children & citizens of Shady Sands. Other N.P.C.'s seem to work normally although I didn't test many.

Also, if anyone is interested I extracted The Hero Appearance Mod from Killap's Restoration Project and edited the descriptions to make sense for the first game. Seems to be working rather well.

Bartering with Vinnie initiates the steal the urn quest and locks the player out of the joining the Skulz dialog.

Examing Stapleton crashes the game- could be because I removed her scripts as her changes were not optionally. HUBWATER.INT seems to be causing a crash/freeze when re-entering from the downtown map. It didn't crash the first time. The only way I can get there now is by selecting it on the initial map.
Nice to see you again, Ryan! :waves: I've never heard of killing Bob disabling Tell Me About for anyone. That is very strange; i'll look into it.

Yes please provide your files for Appearance Mod!!!!! awesome awesome I will include in next release.

Vinnie/Urn bug shouldn't be a thing. Will investigate.

Crashes with Stapleton/HubDowntown is probably from you deleting her script. What changes weren't optional that you didn't like? @RyanFialcowitz

I have an issue, I am using 0.81 Alpha - Full Version, running Windows 10, 64 bit and I have no savegame file yet because my issue is on the main menu.
Sorry for all the trouble! This sounds like a big pain. i've never heard the same kind of reports though - i suspect something with your system setup is causing issues. If you've already tried various changes to f1_res.ini and ddraw.ini without success, i'd also trying disabling/removing each of them one at a time entirely. One of them might be causing some kind of conflict on your computer. @TheWickedGamer
 
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