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

Testing files updated! Download link at: http://www.nma-fallout.com/threads/...rked-on-dec-2018.194562/page-188#post-4307860

New in this version of test files:
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.

New features:
- 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).

Text fixes:
- 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 in protective clothing" description when examining.

Bug fixes:
- All messages that were supposed to display while exploring Vault 15, do actually display now.

Fixt features removed:
- 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.
 
In the runner up version the one from 25 dec there's a glitch with Adytum fight.
I took the holodisk and aproached zimmerman while giving blades weapons from gun runners.
Unfortuneatly during the fight neighter adytowners nor regulators seemed to care there is a war going on in the town. Regulators opened fire only aginst those that attacked but no one else dumbing down the fight. After the fight finished Razor did not show up in Adytum,however her dialog on downtown map (where she stayed) was updated to thank the player. so i guess it's ok.
the last issue is probably related to that zimmerman/razor glitch. Someone tried in the bug wiki when modding the game to save zimmerman after regulators were dead razor attacked zimmerman when she arrived on the adytum map.
 
@gustarballs1983

Zimmerman dies via scripted event if you give him the holodisk. He cannot be saved - this is by design and I did not change it from the vanilla game. That being said I'll see if there's way to add an option to save him in a way which fits with the game. Looks like a few people provided different ways to do this which is great!

I'll look into the other issue during the fight. If you can provide savegames that would be very helpful :)

As long as issues are posted on bugs wiki there's no need to also report them here as I do check the bugs wiki.
 
@gustarballs1983

I'll look into the other issue during the fight. If you can provide savegames that would be very helpful :)

As long as issues are posted on bugs wiki there's no need to also report them here as I do check the bugs wiki.

Unfortuneatly i already overwritten that save. :(

I know You check the Bug wiki.. Both save zimmerman and that it was impossible to achive are both in the wiki..

EDIT: how come only my posts get moderated and others who don't contribute to the thread are treated lightly?!

EDIT#2
Are Armor "laser resistances" sepose to be modified from those vanilla ones?
Hardned Power Armor has like 65% instead of 90%

EDIT#3
Seemes in latest test release You've removed penetrate from laser weapons.
Does it mean laser resistance changes to all armors are here to stay?
 
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Hey guys, how you doin'? This is my first comment.

I think I have a problem.

See, I've installed this mod, but when I see the root directory, I see something that shouldn't be ok. The most of the mod files are located in a created folder called "Fallout Fixt." I've installed Restoration Project on Fallout 2, and the files overwrote all the vanilla's.

Why's not the same with this one? How can I overwrite vanilla's? When I try it and run it, I see a popup saying something about a missing file or to run the disc of the game and doesn't let me in. What's wrong there?

I just wanna merge the mod files with the mere vanilla, like FO2's mod :(
 
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Hey guys, how you doin'? This is my first comment.

I think I have a problem.

See, I've installed this mod, but when I see the root directory, I see something that shouldn't be ok. The most of the mod files are located in a created folder called "Fallout Fixt." I've installed Restoration Project on Fallout 2, and the files overwrote all the vanilla's.

Why's not the same with this one? How can I overwrite vanilla's? When I try it and run it, I see a popup saying something about a missing file or to run the disc of the game and doesn't let me in. What's wrong there?

I just wanna merge the mod files with the mere vanilla, like FO2's mod :(
@TONYGANHey there! Welcome. :) This is intended, as I'd gotten complaints about Fallout Fixt overwriting the game's main files - when folks tried to uninstall Fixt it'd break their Fallout installation.

As long as you run the correct exe you should be good to go.

In the next release of Fixt it will have better support for Steam and GOG (for people who like having their Hours Played tracked)


Unfortuneatly i already overwritten that save. :(
Aw dang :(

Regarding laser dmg & resistances i'll make sure to review those.
 
@TONYGANHey there! Welcome. :) This is intended, as I'd gotten complaints about Fallout Fixt overwriting the game's main files - when folks tried to uninstall Fixt it'd break their Fallout installation.

As long as you run the correct exe you should be good to go.

In the next release of Fixt it will have better support for Steam and GOG (for people who like having their Hours Played tracked)

Then could you release a ZIP manual version for advanced users? That we can overwrite the vanilla's? Please?
 
Then could you release a ZIP manual version for advanced users? That we can overwrite the vanilla's? Please?
Can you let me know what reasons you need to have this? I don't recall getting a request to overwrite main game files. Quite the opposite - as mentioned overwriting the main files used to be how the installer worked, but I had multiple complaints. So it now installs into a subfolder instead, to keep the main install folder clean. If you follow install instructions there shouldn't be an issue.
 
Can you let me know what reasons you need to have this? I don't recall getting a request to overwrite main game files. Quite the opposite - as mentioned overwriting the main files used to be how the installer worked, but I had multiple complaints. So it now installs into a subfolder instead, to keep the main install folder clean. If you follow install instructions there shouldn't be an issue.

Two simple reasons. To rip the modded game, and save disk space. But I get your point. So at least, I'll ask for an executable (falloutw.exe) or specific group of files, that can allow me to play the overwritten game with the mod files, if you don't have any problem. I'd appreciate that.

Out of it, your mod is awesome :)
 
@Sduibek
I have a sad bug to report regarding literally *all* recent crafty's sfalls... Something prevents player character from triggering instant kill criticals (the one with less damage than critter current health causing critter death) all 1shot deaths are due to damage> current critter hp.

Seemes the Better Criticals don't increase the critical table roll on d100 up to a possible d120 where anything above 95 is a insta death. If this would work properly Better Criticals should trigger insta death for any roll above 75. but during my original grind to 99 the one without editor not a single deathclaw died by insta death (used 1.7.6 back then although there is no difference with 1.8). Instead the damage roll is increased by 20%.

However the above is only true for the Player character. If any NPC has better crriticals stat increased beyond 0% (for now possible only by hex edit) he/she does roll insta death criticals from time to time. I checked this with my cheated version of party NPC addon they have 100% crit chance 100% base better criticals and 100% bonus better criticals and they trigger insta death kill literally every shot so it does indeed work as it should for NPCs.

Now I stumbled on a few ideas with this.. instead of tweaking with animations to enable better guns (miniguns gatling lasers and turboplasma) why not leave them mainly intact (Vanilla weapon use and TeamX mod/vanilla stats, ability to wear turtle shells, small guns and hp upgrades per level only) and instead play with crit chance and better critical setting to hit the sweet spot?? the sweet spot beeing somwhere between end game viable and overpowered. So that they actually be able to kill supermutants within a reasonable time ( before supermutants kill them) but without party members wiping everything for the player. I think this option would fit somwhere between Purists and Full because it wouldn't give that modded feeling of tweaked npc's with weapons they're not sepose to use, and they would still be able to do end game contnent if turthe-shelled and leveled up properly. the downside is that they could do this with practically any weapon. Even such a peashooter as 10mm Pistol.
 
I just tested the newest 1.8 using an character with 100% critical chance and 100% bonus better criticals, and he can still one-shot enemies like he should.
 
I would also like a version that overwrites the default files. It takes 20 seconds to delete and reinstall the game with steam if I want to start over anyways, and its more convient for me to be able to start the game normally through steam
 
Just to make sure there isn't a misunderstanding:
Format is [increase at reaching level 2, increase at reaching level 3]
Ian: HP +15, +10; Small Guns +20, +15; Unarmed +10, +8; Melee +5, +4
Tycho: HP +15, +10; Small Guns +20, +15; Unarmed +10, +8; Melee +5, +4
Katja: HP +10, +5; Small Guns +5, +4; Unarmed +5, +4; Melee +10, +8; Throwing +20, +15; Lockpick +20, +15
It's the part that I marked red that is the typo (i.e. the numbers need to be switched around). (Note: Last time, it wouldn't let me quote the part, so I copied and pasted it into the quote this time. Anyway, it's just a minor thing really.)

However, in-game everything seems to be fine. Tycho is better at Melee than Unarmed, which makes sense, imo. Corresponds with vanilla FO, too.

In fact I like all numbers & values of Fixt 0.81 (for companions and weapons), and I don't see much reason to edit anything really.

The only points may be:

- Ian, Tycho & Katja use Big Guns and Energy Weapons, although they suck with them. I don't know if I would improve their skills (probably not) or remove their Big Guns and Energy Weapon frms (probably this).

- Consequently, should companions be reset to vanilla (Ian: knife, pistol, smg. Tycho: spear, pistol, rifle. Katja: knife, spear, smg). I wouldn't mind it (it's a bit of a game-balance mechanic and character builder), but I also don't mind that Ian and Katja have the flexibility to use a rifle (and pistol: Katja). Especially, Katja profits as her weapon skill-set of SMG only was underwhelming. Originally, Ian (Big Guns) & Katja (both) had been trained (bonus points) in energy and/or heavy weapons, but no frms for it (so they would never use it). This could be restored, but I'm not sure, if I would do it. It's an option though.

- None of the companions has a throwing animation. Not sure if they should be allowed chuck grenades (I tested a little with Katja and she will throw plasma grenades if given the ...AS.frm. However, once she blew herself up (too close) and once she used flares. Another time it worked well and she killed two super-mutants with two accurate throws. That said, perhaps Katja could be allowed to use throwing. Currently she is the only one that can throw (skill wise at least), and utilizing grenades may give her an unique ability over the others.

- Katja is a bit fragile. She is basically the last companion to be picked up (and thus late-game). And she is basically a melee character. Which makes using her a bit awkward. However, putting her in armour can fix that, although I wouldn't mind if she got a HP boost. Perhaps the same bonuses as Ian (+16, +31, +41), that would put her on (45, 60, 70) which would still be the weakest of the lot, as it should be, but only 5 points below Ian rather than (5+bonus difference), which on her last level is, atm, 21 behind Ian and 31 behind Tycho. Cutting that to 5 & 15 could make sense. In this regard it really needs to be noted that Katja was originally in “combat armour” that was her natural resistance and balanced her low HP compared to Ian (jacket) and Tycho (leather armour). Adding the option of companions wearing armour, which puts her initially in Leather Jacket, negates part of the original design. So a HP adjustment could be necessary to make up for that.

- Katja could use her lockpick skill more often (circle of thieves, killian's safe, cathedral (vault)).

- Katja lost her sneak bonus (of +54) but that's probably fluff only. Although, tbh, I have no idea if companions can sneak (?). Or what skills they can utilize. However, if it's fluff only, I would add it back in, so that people can discover it when reading the files. It's basically character and background creation. For example, I don't like that Laddie in FO2 has a low IN (...). Or that Sulik has CH 8 (?). Or that Davin & Miria are not handsome but only average (...). Or that Vic can't talk or barter as well as Sulik (lol). Tandi has CH 8, btw. Which, I believe, corresponds with the requirement to hit on her (nice).

- Dogmeat could level up to improve his HP and Unarmed skill (perhaps even Melee damage?). He could also get better resistances. For example, on his last level he could be in “Combat Armour”. e.g. Leather Armour is base, then metal, and last combat.

However, other than that I liked all of 0.81 Fixt. The companions looked good (PE adjustments or AG for Katja), and the weapon adjustments (melee AP cost, new abilities, tesla armour) did, too.

There was nothing I disagreed with. And I think it all makes sense game design and fluff wise.
 
You guys I just figured out how to fix the issue of empty/multiple maps on caravan runs! That bug has existed since the vanilla game, and is now squashed. :cool:
 
You guys I just figured out how to fix the issue of empty/multiple maps on caravan runs! That bug has existed since the vanilla game, and is now squashed. :cool:
Funnily I've had that bug only in Original 1.0 and then way years later since mods and userpatches as far as I remember. So never done a successful run in like 15+ years, lol. So thanks then for more easy money again as it should be xP
 
@TONYGAN Just making sure I understand the request - does it work fine when you run the "Play Fallout Fixt" shortcut in Fallout directory? And is the reason you want this because you want to run it through Steam (or GOG) interface instead?
 
I just tested the newest 1.8 using an character with 100% critical chance and 100% bonus better criticals, and he can still one-shot enemies like he should.
Yes he can one shot but they are not insta kill (not the ones with less damage than critter life) one shot kill comes from dealing more damage than max critter hp
 
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