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

Possible...?


Odd, the numbers I have basically reduce Small Guns (and more) of all three (including Tycho).


And again, as the edit to my last post may have been missed.

Per's number are the same as found here: http://fallout.wikia.com/wiki/Fallout_companions

While the ones I get are these: (http://fallout.wikia.com/wiki/Ian_(Fallout), http://fallout.wikia.com/wiki/Katja, http://fallout.wikia.com/wiki/Tycho

the difference between the two are if one were taken from vanilla game and the separate three from TeamX's mod at least skill wise.

SPECIAL changes are probably due to Sduibek using an old version of Cubik2k's editor which had a bug and during editing, the critter editor used to fuck up many stats by itself. Since then the cubik2k's editor has been improoved upon by the author and bugs were removed.
Sduibek touched theese files once, since the original TeamX's protos for levelups had all HP set by TeamX in base stats wich caused glitches when NPC were ordered to change armor. Sduibek split base HP and bonus HP in all the protos so that HP glitch on armor change was no more. However since he did this long time ago he probably used an older version of Cubik2k's editor since the change was around 2010's, *or* I'm wrong and TeamX used Cubik2k's editor as well to create their protos (and that was long pre 2010), however I'm convinced they used old school hex editor for the job. Though I could be wrong. Anyways as stated by Sduibek all Party NPC files will undergo inspection, so let's hope basic level protos get back to original, and set levelup protos acordingly in order to achive bonus based on vanilla base protos.

He could just Use My add-on (the legit version) as base for His job as bonuses to skills are much more significant. and tycho with sniper rifle is end game viable.

EDIT:

Personally I think that sweet spot for dealing damage for NPC's should be 40% chance to crit and 40% bonus better criticals on NPC's lvl 3. the crit chance is easy to edit. However better criticals can only be edited by hex edit currently.
 
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@Sduibek And what about a full repack of the modded game? That's a good option too. The game doesn't pass the disk space of a CD (at least on installers or something).
 
the main reason to ask for the overwriting method, is to save disk space.
@TONYGAN You would save maybe 10-15MB of disk space btw, overwriting your GOG or Steam install with my files. So saving space is not an issue.

However I do of course understand the convenience of playing it directly through Steam or GOG Galaxy rather than running my shortcut, which is why I'm working to support both :)
 
@gustarballs1983 Sad news, it looks like v1.8 broke the ability to play more than 4 sound effects at once. I am notice quite frequent instances of sounds being muted, and stuff like this is once again in debug.log:
Loading sound file WHO1XXX1.ACM...not played because being already 4 active effects.
Loading sound file HMBMETBA.ACM...not played because being already 4 active effects.
Loading sound file HMLTHRZA.ACM...not played because being already 4 active effects.

I wonder why Crafty would disable the feature? Supporting more than 4 sfx at once is an obvious no-nonsense fix. It doesn't make any sense to remove it. :( :( I'm really disappointed about this.
 
@Sduibek
Well jut a quick check.. the v1.8 comes with it's own ddraw.ini file. Have You changed the NumSoudBuffers=4 to a higher number? By default it's set to 4. Although i do agree that enabling randomized weapon sounds might have broke more sound buffers. Though You've got to remember that motherboard integrated soundcars usually have far less than 32 buffers, usually no more than 4, so unless you are using some custom soundcardor you emulate cards with 128 sound buffers this setting is of not much use, as Sound buffers set in the ini must be present in hardware in some way in order to utilize them (eigther through the hardware, or software emulation).
 
I've been toying with party protos myself and i can confirm that base protos from TeamX NPC mod are different than vanilla ones.
I just looked at Tycho's base proto from the NPC mod and you are correct. Why the fuck would they change it like that?


Per's numbers are the correct ones that the game actually uses. Fallout1 have different rules for adding bonuses than Fallout2. Not sure where the numbers on the wiki comes from, but those (and yours) are using the Fallout 2 rules.

Here is an example:

Vanilla Tycho's Small Guns Skill in proto is 23 and his Agility is 7.
Fallout 1 Rules are 35% + Ag + (proto value)= 65%.
Fallout 2 Rules are 5% + (4 x Ag) + (proto value)= 56%

So many of the numbers you have posted in the last couple of pages may be a bit off. For instance, Tycho's Outdoorsman skill is only 11% (which is even more silly for a Ranger), and Thycho's (NPC mod) Small guns skill is even more overpowered at 102%
 
Per's numbers are the correct ones that the game actually uses. Fallout1 have different rules for adding bonuses than Fallout2. Not sure where the numbers on the wiki comes from, but those (and yours) are using the Fallout 2 rules.
I think that's it. The protomanager I used is for FO2 and I didn't realize the rules difference. The wiki probably made the same mistake.
So many of the numbers you have posted in the last couple of pages may be a bit off.
Bugger :(
 
@Sduibek
Well jut a quick check.. the v1.8 comes with it's own ddraw.ini file. Have You changed the NumSoudBuffers=4 to a higher number? By default it's set to 4. Although i do agree that enabling randomized weapon sounds might have broke more sound buffers. Though You've got to remember that motherboard integrated soundcars usually have far less than 32 buffers, usually no more than 4, so unless you are using some custom soundcardor you emulate cards with 128 sound buffers this setting is of not much use, as Sound buffers set in the ini must be present in hardware in some way in order to utilize them (eigther through the hardware, or software emulation).
I did copy over the ddraw.ini from v1.8 - i was worried right away because the SoundNumBuffers lines are commented out by default.

You can raise it all the way to 127 in v1.8 but it has no effect. Sounds are still capped at 4.

For comparison: when using v1.7.6 I had buffers set to 16 and it worked great.

:(
 
Many data can be deleted. Here works fine on my Russian version of Fixed Edition
[Sound]
;Sets the number of allowed simultaneous sound effects (valid range: 1..4; Default is 4)
NumSoundBuffers=32 not actual
 
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Many data can be deleted. Here works fine on my Russian version of Fixed Edition
[Sound]
;Sets the number of allowed simultaneous sound effects (valid range: 1..4; Default is 4)
NumSoundBuffers=32
This is using sfall v1.8 and you don't ever get sounds muted? Interesting. I tried 16 and 127, i'll try 32 and let you know.
 
@gustarballs1983 I'm really not liking the display of weight in barter screen. It just looks bad. Do you know how to disable it?

I wish I could get my hands on the source code for v1.8 (i only see it for early releases) as I could just fix some of these things myself.
 
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The last open source version should be 1.7.20 released on Dec 7, 2016. Crafty rewrote the whole sfall1 in pure ASM for later versions and it became closed source.
 
Looks like setting NumSoundBuffers to 32 did not work. The setting is broken; it's capped at 4.

I'm also noticing v1.8 has multiple different bugs pertaining to critters being highlighted when they shouldn't during combat. With as many bugs as I'm discovering with v1.8, i'm leaning towards not including it in any releases.

I've reached out to him directly and on the thread on that forum, we'll see what he says :)
 
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I remember trying to message him on NMA's private messaging system and got no response since roughly last November.
 
I burned the midnight oil and fixed it: http://www.filedropper.com/falloutcompanionstats
This should be all correct now (spreadsheet with companion stats for 0.81 and 1.35, which should be in accordance with 1.2 & Per's guide now).

I also edited the errors in my posts because … oh, look a three-headed monkey!

Anyway, while correcting my errors it occurred to me that FO1 & FO2 are not only different rule-sets for game-balance reasons, but also representing different characters. The FO1 formula creates an educated vault-dweller who has been trained in many fields (small guns, science, repair) but who has never been outside (outdoorsman). While FO2 creates a tribal who has a limited understanding of science, small guns etc. but is better at survival (outdoorman).
Also, interestingly, the max is in both cases the same*. For example, 45% Small Guns is the max in both cases, but the tribal is much more likely to start with a lower value, if his AG is not maxed out, while the vault-dweller is a privileged nob who starts with a minimum of 35%. (education, can't beat it! Guns, whips, they got all the works...).
*exceptions: In FO2 the max for Unarmed and Melee both is 5% lower, Throwing is 10% lower and Science 5%. In FO1 the max for speech is 5% lower and for Outdoorsman it's a whooping 25%.
I think this should be considered as more than just an “upgrade” of the formula. For example, FO3 may have readjusted the whole thing again to better represent a prisoner.
Or Fallout Nevada, could have used the FO1 formula (representing a vault-dweller), instead the FO2 one (which represents a savage).
The downside of FO1 of course is the very high minimum, allowing for much less character diversity as FO2 does. The wriggle room between AG 1 and AG 10 is often just 1 to 10 skill points (meh).
Another thing that sucks is that everyone in FO1 is as helpless out in the wild as the vault-dweller is (aka “using poison ivy for toilet paper all the time”), because they all share the same base formula (“and burning bottom”), no matter if vault-dweller or not.
As @Darek pointed out, Tycho a Ranger with 11% Outdoorsman, gee, more like a tourist guide, and all wastelanders are like that :).

Anyway, (technical issues aside) there is room for more creative design, like Nevada could have used the FO2 formula but FO1 for Outdoorsman, for example. And there are probably more options to tweak a mod (game-play and immersion wise) by tweaking the skill's base formula to better reflect a player's background and/or introducing handicaps.

I thought it's kind of intriguing to look at the difference in formula in a more "background generating" way.
 
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