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

Regarding stealing: yeah there's some stuff that just can't be fixed in Fallout1 engine without being a coder ninja like Crafty. Won't be an issue once moved into Fallout2 engine :)
@gustarballs1983

Thanks for the bug reports! Appreciate it and will address them.
 
What time frame you have in mind of the move af F1 to the engine of F2? sounds like quite the ambitious task, if possible
 
What time frame you have in mind of the move af F1 to the engine of F2? sounds like quite the ambitious task, if possible
IIRC it's been going for more than 10 years. Judging by Sduibek's signature it's 75% complete.... I have no idea who or how many are working on it at the moment...
My estimate is, anything from 3-4 years, at least, to, infinity at most >_>.
 
IIRC it's been going for more than 10 years. Judging by Sduibek's signature it's 75% complete.... I have no idea who or how many are working on it at the moment...
My estimate is, anything from 3-4 years, at least, to, infinity at most >_>.
Sounds about right :lol:
 
@Sduibek

1 Mr.Handy missing attack animations for flamer and big energy weapons (although he has animations for holding not only minigun but also a big gun, he just only can't fire flamer plasma and laser rifle. (maybe an big gun machinegun/sniper rifle was meant to be in F1 because animations are there).
Can You please drill a hole in Pixote's stomach to get those missing animations?

The flamer animation for Mr Handy - http://www.mediafire.com/file/e9hnz1979tqf1s1/Mr+Handy+Flame+Attack.FRM
 
Should there be a chance to become a ghoul after dipping? (if player has enabled the option for gameplay to continue after being dipped)

Or should it always be Super Mutant?

If yes to the first question, what should the parameters/conditions be to qualify as ghoul instead of super mutant?

Implementing ghoul option would be easy for me so it'll be useful to know what you guys think.
Story-wise the level of radiation seems most important. The Lt. talks about prime normals and pure-strain humans (meaning people not exposed to wild-FEV, but may actually mean people not radiated).

So I would go by level of radiation. Which means the radiation absorbed during travels and the consequent level of mutation would decide how the dipping process turns out.

The problem is that the game doesn't really count rem, nor does it add any. The Glow being the only exception. But even then it's not permanent.

There could be an approximate build up based on days spend in the wasteland (100 days/150 days/250days).
Perhaps combined with a total of rem received (or a certain barrier crossed). Making the Glow visit possibly the most important element.

So, using a timer may make sense, but, imo, it's a stiff mechanic, as the player would have to prolong the game if wanting a certain result.

Easier could be to go by the character's Rad-Resistance (as it indirectly reflects how much radiation the player must have absorbed during the journey). And as some armour has Rad-Resistance, which shouldn't count, that probably means to base it on EN (EN 1-4 (aka 2% to 8% resistance) could become a “Ghoul” aka “mutant”, 5-8 a super-mutant and 9-10 an improved super-mutant, aka a “nightkin” which may use the model in black leather. The last could be intelligent similar to the Lt. Traits like Fast Metabolism and perks like Rad-Resistance could be factored in, too. Last, there may also be a luck factor as the process of dipping is crude and the FEV mutated.

For example: Fast metabolism EN=0. Rad-Resistance EN+2 per perk level. LK roll: passed EN*1,5. Failed EN/1,5. Total EN 1-4 Ghoul (weak mutant) or even death. 5-8 a dumb super-mutant, 9+ an improved super-mutant, aka nightkin. I guess death is not an option as the player always survives the dipping according to the video. However, doesn't the video also suggest that the player is always a super-mutant?
EDIT: As pointed out "nightkin" is a rank that would need to be assigned to the player when turning out to be an intelligent/improved super-mutant after the dipping, it's not a state of being.
EDIT II: If the player visited the Glow it may subtract from EN, too (-1 or -2), to represent the high dose of radiation. A concern may be that -2 may be too much of a bump, causing a poor outcome too often, especially as the Glow visit is standard.
Please, note the adjustments suggested in a following post (i.e. EN 1-3 is a FEV Mutant (not 1-4) and a passed LK roll is EN*1,3 (not 1,5)). Both balances the outcomes a bit better.

Traits like Small Frame and Bruiser (i.e. body frame) having an effect did sound good at first, but make no sense really, as the FEV transforms the body.

P.S. The voice record for joining the unity is only played when joining the Lieutenant, not when joining the master (i.e. I only get the video, but no narrator voice on me being a happy mutant afterwards). Is there a difference? Like being turned into a super mutant at the military base, and at the cathedral into a psyker? At least the dip sequences are both the same, suggesting both dips take place at the Military Base (?).

Notes: I did read a bit through the bible (strg+f) and here are a few points I assembled for my own understanding, while studying the topic: http://www.filedropper.com/fevdipsandsalsamutationsinfo1
 
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Thanks for the animation, @.Pixote. !

Isn't that a Dude101's project ?
Fo1-to-Fo2 engine? Not that I'm aware of. It was originally by Jordan. The confusion might be because the thread for it (see my sig) was posted by Dude101 and I ended up edited the OP of the thread as information became available of its status once I picked it up.

But it's basically my project now even though I haven't worked on it in a while. That said, it definitely includes important and vital contributions from various excellent folks of this community.

However, doesn't the video also suggest that the player is always a super-mutant?
Thanks for the detailed reply and info, @Muttie ! And oh it does, that's a very good point. lol. In that case probably best to have dipping not make the player a ghoul in any circumstance. Breaking with the cutscene would be a bit silly in a playable-after-dipped feature.

P.S. The voice record for joining the unity is only played when joining the Lieutenant, not when joining the master (i.e. I only get the video, but no narrator voice on me being a happy mutant afterwards). Is there a difference? Like being turned into a super mutant at the military base, and at the cathedral into a psyker?
Can you clarify what exactly you're referring to? In the vanilla game, there's no narrator whatsoever if you get dipped. It plays two cutscenes and goes to the main menu. If you're referring to the audio in this video, that's a restoration done by me because I noticed the audio existed but wasn't used in the game.


suggesting both dips take place at the Military Base (?).
Yes of course, there's no FEV vats at the Cathedral. I always assume they hauled off the Vault Dweller from master's vault to MB to dip, I don't see why anything else would be the case.
 
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snip, that's a very good point. lol. In that case probably best to have dipping not make the player a ghoul in any circumstance. Breaking with the cutscene would be a bit silly in a playable-after-dipped feature.
Pity. I liked the idea actually. And now I tricked myself out of it (…), lol.

Anyway, I did look at my formula in more detail and the numbers may look a bit better if adjusted to “Ghoul is total EN of 1-3” not “1-4”. And a passed LK test may multiply EN with 1.3, so “EN*1,3” instead of “EN*1,5”, but make sure that 3*1,3 doesn't become 4, i.e. no period just 3*1,3=3,9 summed down to 3=mutant (that looks like a ghoul)).
This changes:
- EN 6 failing the LK roll would still become a Super-Mutant. Before, a failed LK roll needed EN 8 to still make a normal super-mutant, which was probably too high.
And
- It now would need EN 7 and a passed LK roll to make “nightkin”, before EN 6 was enough, which was probably too easy.
I think it should be spread a bit better, now. But feel free to ignore it.
EDIT: fixed typo, changed LK to EN

Can you clarify what exactly you're referring to? In the vanilla game, there's no narrator whatsoever if you get dipped. It plays two cutscenes and goes to the main menu. If you're referring to the audio in this video, that's a restoration done by me because I noticed the audio existed but wasn't used in the game.
Yes, that narration after the two cutscenes, it only plays when joining the Lt. When joining the master it's only “dipping” followed by the “attack” video, but there is no narration of “you're happy, but there is the tiniest doubt in your mind” etc.

Yes of course, there's no FEV vats at the Cathedral. I always assume they hauled off the Vault Dweller from master's vault to MB to dip, I don't see why anything else would be the case.
Just speculating, as they seemed to create the psykers at the cathedral (...just saying ;-)). Anyway, background work is fascinating. It also occurred to me that there is actually no known case where the FEV improved the intelligence of a Homo Sapiens. It does that with animals before and after the war (V13 deathclaws), but never human beings. They are only stable (Harold, Talius, Lt) or they develop super-natural powers (master, psyker), but there is no “FEV braniac”, as far as I know. Perhaps the FEV will never improve the intelligence of a human being (aka creatures with a more complex brain than an animal). At least I don't think it ever happened, neither before, nor after the war. May be very well impossible.

P.S. I tried to update the bug report page but it wouldn't let me. What I wanted to do was to correct an error I made. I'll try again later to update it, but I post it here for now, just in case, it causes confusion and wastes time.
New 0.81alpha/German Uncut/Full/Win7 I just tested the save (Slot08RazorDisk) again and I would receive the Regulator Transmission immediately, but the Brotherhood Disk from the Glow would disappear from my inventory (!?). At first, I thought this is in relation to Razor, but as it turns out the Glow disk is discarded the moment I look at it (binoculars). Even clicking on it once is enough to trigger the discard. This save is after gaining access to the BoS, so the issue is only about denying the XP and pipboy file. I already uploaded the save to dropbox, but here is another version on filezipper, just in case: http://www.filedropper.com/slot08razordisk
 
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- Talius and Harold are not ghouls, but unique beings (especially Harold\Bob). There was an issue between Cain and Taylor about if you could become ghoul with Fev or not. It was settled by Avellone in the Fallout Bibles.

- You don't comes from the vats as a nightkin. It is some rank\job within the Unity hierarchy, not a species. It would be as if you were born firefighter. Those who changed color skin got that condition (and schyzophrenia) through decades of stealthboy overuse.

- The key to be dipped and remain smart is the level of radiation. The less exposed you are, the more likely you are to not become dumb. The vault dweller is assured to not become a dumb dumb (unless he already is dumb in the first place). Also, it becomes a major plot point in the end of the first game, as both Lou and Grey want the location of your vault, so they could gather pure subjects.

- Marcus and Lou both consider themselves smarter after they became super-mutants. Same for the first pure human that the master converted (who might be or might not be Lou)

- Before Bethesda got their hands on the IP, Mariposa was the only source of super-mutants in the Fallout universe.
 
Pity. I liked the idea actually. And now I tricked myself out of it (…), lol.
Yeah I do too - i'll figure out a way to make ghoul playable though ;) A couple people mentioned visiting the glow without enough rad protection could result in becoming ghoulified, I think that's a neat idea.

Yes, that narration after the two cutscenes, it only plays when joining the Lt. When joining the master it's only “dipping” followed by the “attack” video, but there is no narration of “you're happy, but there is the tiniest doubt in your mind” etc.
Well just to reiterate what I said before, I don't think that audio was ever used in the vanilla game. That's why I was excited to restore it / use it.

See here: (through Master)
And here: (through Lieutenant)

Both play 2 cutscenes, no Ron Perlman audio. I added that. :)

P.S. I tried to update the bug report page but it wouldn't let me. What I wanted to do was to correct an error I made. I'll try again later to update it, but I post it here for now, just in case, it causes confusion and wastes time.
New 0.81alpha/German Uncut/Full/Win7 I just tested the save (Slot08RazorDisk) again and I would receive the Regulator Transmission immediately, but the Brotherhood Disk from the Glow would disappear from my inventory (!?). At first, I thought this is in relation to Razor, but as it turns out the Glow disk is discarded the moment I look at it (binoculars). Even clicking on it once is enough to trigger the discard. This save is after gaining access to the BoS, so the issue is only about denying the XP and pipboy file. I already uploaded the save to dropbox, but here is another version on filezipper, just in case: http://www.filedropper.com/slot08razordisk
Strange that you couldn't edit the wiki! Sorry about that. I appreciate this report, I'll check it out.
 
@.Pixote.

:aiee: YAAY..
Thank You.

Btw can anyone confirm that Mr.Handy can shoot (turbo)plasma or laser rifle? as far as I can remember he can only hold them but not shoot due to atack animations missing. or am i wrong?
 
THESE FILES ARE FOR TESTING ONLY - THIS IS NOT TO BE CONSIDERED A PATCH OR RELEASE

With any luck however, it should be more stable than the previous release (since these files fix several bugs and crashes). :clap::cool:

It also includes Sfall1 (ddraw) v1.7.6 by Crafty! Lots of new stuff with it, check out ddraw.ini :)

https://drive.google.com/open?id=1EznLws1nHJ2dee3dTeqpOdwZwXgLLpc2

1) Back up your current Fallout Fixt installation.
2) Drop these into your Fallout Fixt folder.
3) Say yes when asked to overwrite.

New features:
- Can now perform in-game customizations via the Vault 13 door control computer!
-- Console message and float message display upon game start, to remind players about in-game customization.
- Can re-watch the endgame slideshow via the Vault 13 door control computer, if you've already beaten the game with that character.
- Customization options allowing play to continue after/if: Vault 13 runs out of water, Vault 13 is invaded, player dipped.
-- If player chooses to continue play after being dipped, the following applies:
--- Weapons are limited to Big Guns / Energy Weapons / Thrown / Melee, just like other Super Mutants.
--- Armor cannot be worn, and stats are modified due to dipping process.
--- Supports "running" (walk animation sped up) because walking at Super Mutant speed is just painful after a while.

New OPTIONAL customizations:
- There is now a No Knockback version of the Sledgehammer and Super Sledge. You can swap out the versions via Vault 13 Door Computer.
- Smitty can now hotwire multiple Plasma Rifles for you.
- Miles can now harden multiple Power Armors for you.
- Can now choose to have hirelings level up or not, independent of whether Fixes Only mode is enabled.
- Can choose whether hirelings level up every [1 to 8] player levels. (default in NPC Mod was every 4 player levels)
- Can have hirelings level up based on current player level rather than relative player level - as if you'd hired them at player level 1.

Other new features:
- All quest-related holodisks are now automatically discarded when no longer needed. (Many of them already were in vanilla Fallout, but my most recent release broke it by accident)
- Console message now displays when automatically dropping explosives at your feet from active hand slot.
- Katja now has a unique Combat AI entry just for her, like Ian and Tycho always have.
- Hover description for the Vault Dweller will display player's title after their name. (Titles are from official game manual)
- During endgame sequence with the Overseer, items are unequipped first so that the player appears in their Vault suit (to match the ending cutscene).
- When killing the Overseer, instead of a wimpy 10mm Pistol firing animation and sound effect, 14mm Pistol is now used.
- Updated items received at game start. Breakdown here: https://docs.google.com/spreadsheets/d/1RnVz7Mfct14Xw3P4l8LNZHX2NpBQd_4z8c1r75-o3R0/edit?usp=sharing
- Map load message now displays on "Ruins" maps post-destruction for Military Base and Children's Cathedral, like with other maps in the game.
- Message when hirelings gain a level is more clear (and indicates that level 3 is max level for them).

Comprehensive version confirmation to assist with troubleshooting:
- Versions listed at bottom-right of main menu screen confirms Sfall1(ddraw) and executable OK.
- Info at bottom-left/bottom-middle of the starting screen confirms text and dialog OK, installer customizations OK.
- Results of performing an Examine(Binoculars) on the Vault Dweller confirms scripts OK, global variables OK.

Crashes fixed:
- When giving quest holodisks to people.
- When getting quest holodisks.
- When leaving Military Base if you recruited the Brotherhood's Crack Assault Paladins.
- When setting destruct sequences on the Vats Control Computer.
- When exiting or entering certain worldmap encounters in specific circumstances.

Text fixes:
- "Error"/mismatched/empty holodisk PIP-Boy entries.
- Centaurs and Ghouls in random encounters are no longer ever called Floaters.
- Clarifed that Bonus HtH Attacks/Damage also applies to melee weapons, in the title and description of these Perks.
- Berserker karma status changes are now notified via the message box, as its Karma entry was broken and interfered with the display of other karmas.
- "You earn 10000 experience" messages for The Vats and The Master are more clear now, and always display.
- Weapons with special perks (Penetrate, Knockback, etc) now have these effects mentioned in the item descriptions.
- Vault 15's door is no longer called "Wall" on its hover name.
- Some fixes for messages received when examining and using the Vault 15 elevator shafts.
- No longer will any Super Mutants have a "human female" description when examining.

Bug fixes: (these bugs all existed in Vanilla Fallout)
- Can no longer get infinite Karma by using explosives repeatedly on Radscorpion Caves wall.
- Ian, Tycho, Katja now always use their respective Combat AI settings.
- Slideshows for The Vats / The Master no longer have their order of completion reversed.
- Some minor fixes in the code used to determine whether or not you kill the Overseer during endgame sequence.
- All messages that were supposed to display while exploring Vault 15, do actually display now.
- During endgame sequence with the Overseer:
-- Animations and audio/video are now in sync, and they last an appropriate amount of time.
-- Party members are hidden while player interacts with him. (this was necessary to prevent some issues)
-- It's no longer possible to run away and otherwise interfere with or break the interaction.
-- If you kill him you're no longer left with a free phantom 10mm Pistol.
-- Death sound effect now actually plays if/when he dies.
-- Once dead, his body is no longer obscured by the Vault door platform art afterward.

Fixt feature fixes:
- Invasions are now checked properly for the Restored Good Endings addon.
- Fixed WAB1XXX2 at 2.5x volume to replace WAE1XXX1 (14mm & .223)
- Lieutenant no longer starts with Vats Control Computer keycard in his inventory. (He wasn't supposed to)
- Better tracking of "every 5 seconds" updates in MilBase and for Master, incl during combat.
- Flares giving light while held in hands should now be glitch-free! [Note that the Fallout1 engine destroys lit flares when moving to a new map. This is an engine bug.]
- When the Brotherhood Crack Assault Paladins leave the Military Base via a screen fade, time won't pass due to it (because that triggers the explosion).
- Fortune Finder and its associated customization once again work properly.
- Initiating dialog with Crack Assault Paladins in Military Base will cause them to move, so they can't block you anymore.

Fixt feature changes:
- Crack Assault Paladins in Military Base now leave upon arriving at Level 3. (Necessary for the crash fix)
- If you selected Fixes Only or Purist, items at game start will now be identical to vanilla game.
- For other install types, items on start are now better balanced and based on difficulty level chosen. More info at: https://docs.google.com/spreadsheets/d/1RnVz7Mfct14Xw3P4l8LNZHX2NpBQd_4z8c1r75-o3R0/edit?usp=sharing

Fixt features removed:
- Player is no longer given any kind of warning or special message upon loading saves from old Fixt versions. (not really needed anymore, just ruins immersion)
- No more 'darkness' msg on game start (was a restoration but realized it was totally unnecessary)
- Removed the "angry" step aside option for NPCs and Dogmeat - left the normal ones intact obviously.
- No longer find extra items in Vault 15 that weren't included in the vanilla game. I realized this restoration was silly and unneccesary and didn't serve much purpose.
 
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Time for some testing then..

:sad: that's a pitty.. Miles/Smitty changes did not make it into this neigther sfall 1,8 did but anyways I'll monitor for any crashes bugs i find.

EDIT:
Did some minor tweaks to how items are managed and will be using sfall 1,8 in my playthrough mainly because 1,7,6 does not have combat_looks=1 option to have awareness description under targeting cursor during combat (vanilla Fo1 has only binocular description wich is kind of tricky when mob is hidden behind a wall from isometric view but in line of sight of the character)
also v1,8 has awareness for party NPC when using combatcontrol=2.

Tweaks to item stats:
returned armor resistances and thresholds back to vanilla (mainly laser one) ; //Sduibek You've already gave penetrate to gatling laser so having 60% laser resist in best armor in the game would kind of been pointless to wear armor at all since it would most of the time kill you anyway and if master shoots you and couple of rounds in burst score armor bypasing critical wich is DT/5 *and* DR/5 You're 1 shotted. instead I decided to return armor values to normal but keep penetrate instead of Weapon_Long_Range on gatling laser.

Returned ammo stats to vanilla (they won't matter anyway in 1,8 since 1,8 uses .ini config files for ammo stats and it only causes confusion to have AP ammo with -90% AC and positive DR% modifier in some cases [for AP] within base files.)

Added weapon perks to weapons that had none melee unarmed
bladed=penetrate
blunt=accurate.
Rock=accurate

for ranged:
Deagle got penetrate (this iconic pistol deserves it :D )
10mm pistol got accurate (little help from the start to pass all those rats with gifted and lower PE past shady sands you won't be using it anyway, besides Ian won't shoot your back that often).
10mm SMG left untouched
Granades normal/plasma/molotov got penetrate (barely any use in game so let's make them feel right when smeone uses them aginst You).
Plasma Pistol got penetrate
Laser Pistol Sduibek gave penetrate i left it untouched.
most weapons already had long range or accurate this is mostly left untouched with the exception of gatling laser wich Sduibek changed to penetrate I left it untouched ( let's face it it was doing enaugh damage in our hands but far too low in the hands of enemies in vanilla)

I would consider a change similar to Gatling to be done to Minigun as PA was completely absorbing Minigun damage because of high DT on armor and low weapon damage. Penetrate perk would correct this issue. (BoS assault would no longer be a cakewalk). Although still possible with HPA and 3xtoughness or HPA and Psycho. with penetrate or not for Player it would still be 1 burst to 1shot an enemy. it would only benefit enemies to do so (wich has a point) *or* edit BoS critters in PA to reflect PA resistances and not some gibbers they have now.

Everybody knows that in order to fix beeing OP in this game is to change sniper perk to only work with targeted shots, then if you choose sniper and use fast shot it would be of no benefit and burst weapons wouldn't be op critting on every bullet since there is no targeted shots for burst mode. Burst weapons wuld make a use of unused 3x More Criticals high Luck and possibly finesse triat. if on avarage ~ 1/3 of bullets crits it would still cause enaugh mayham to be considered powerfull but not OP, and Sniper perk would bring single shot weapons on par (well at least with YAAM formula wich is available since 1,8 as a damage formula of choice).
 
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Hmm I think some of the item changes you mentioned I did not intend to make or had made just to test and forgot to switch back .Whoops. I'll audit the items before next release.
 
@Sduibek
I thought that armor laser defence changes were ment to be, since they are present in 0.81a as well, hence why fight with Master is so damn hard in comparsion to vanilla.

Just to be clear not all changes I mentioned above were made in the game files already. Some of them are my proposal to achive balance. I just don't know how to tweak sniper perk myself to get rid of it's ludicrusness, however my proposal seems to be a fair change to balance sniper weapons and nerf fast shot and burst weapons.
 
Well just to reiterate what I said before, I don't think that audio was ever used in the vanilla game. That's why I was excited to restore it / use it.
snip
Both play 2 cutscenes, no Ron Perlman audio. I added that. :)

Strange that you couldn't edit the wiki! Sorry about that. I appreciate this report, I'll check it out.

Sorry, for the confusion. What I meant was that my 0.81alpha Fixt version only plays the added Ron Perlman audio when I join Lou. When I join the master the restored audio does not play after the two videos. Which is a shame as it's really good. And probably should play in both scenarios.

And I figured out the issue on the wiki. The problem (copy & paste, plus text-format issue) was on my end. Go figure :)
 
Sorry, for the confusion. What I meant was that my 0.81alpha Fixt version only plays the added Ron Perlman audio when I join Lou. When I join the master the restored audio does not play after the two videos. Which is a shame as it's really good. And probably should play in both scenarios.
Oh gotcha! And weird, I'll have to fix that :)
 
Got sad news 9mm Uzi was (accidentally/on purpose) cut out by You from 255 present items now in Vault 15 instead of uzi castrated version of super sledge is spawned ( the one without knockback) along with 100 bullets of 9mm ball.

Besides that I encountered only a small glitch info message box with sneak or NPC name duing their turn vanished until save and reloading game. Currently in Hub and it occoured twice one in raider base and once in junktown. No crashes whatsoever. Playing with sfall 1,8 instead 1,7,6 You've provided.

Economy still sucks although gambling is significantly less rewarding (or is it just my bad luck:/) still possible to shoplift Also noticed more digits in item quantity is visible vanilla had five digits i now have reached six digit caps sum and it is visible correctly in inventory.
 
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OK Bugs so far:
1. First Aid Kit from Overseer does not stack. Other items as well, mainly ammo.
2. Super Sledge in Vault 15? Why there is a 9mm ammo for?
 
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