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

Well, to be honest It seems like the intention was for anyone on the vault to be picked from randomly.
Tim Cain said this:
Tim Cain said:
I always thought of Fallout's story of drawing straws was something the Overseer thought of. "Look, someone has to go outside, and they may die out there, so let's draw straws". Someone, probably not the Overseer since he wouldn't have gone outside no matter what, demanded that EVERYONE draw a straw in order to be truly fair. But to be honest, the vault dwellers were simply terrified of going outside, and terrified people do not always make the wisest decisions.

Anyway, when big dumb Larry drew the straw, maybe the Overseer saw a way to rid their limited gene pool of some really bad alleles.
So a 60 year old could be picked, because it was random and involved everyone in the vault, and the Overseer might have thought that a 60 year old wouldn't be useful in any way for the vault. One less person to consume water and so on.
:lmao:
 
Well, to be honest It seems like the intention was for anyone on the vault to be picked from randomly.
Tim Cain said this:

So a 60 year old could be picked, because it was random and involved everyone in the vault, and the Overseer might have thought that a 60 year old wouldn't be useful in any way for the vault. One less person to consume water and so on.
:lmao:
Daaamn that's cold.
 
A little peek into some of what's coming up in the next testing files update:

Crashes fixed:
- When approaching Master's Vault guards with a weapon equipped and no robes equipped after speaking to them in robes.
- When leaving Junktown Entrance map with a weapon drawn, after being warned by Kalnor.
- When getting kicked out of the Brotherhood bunker if Rhombus catches you stealing/sneaking.

Bug fixes:
- Will no longer get multiple maps / empty maps when doing guard duty for caravans!
- All encounters can occur while on a caravan run! (Until now, only 1 of 3 possible lists was ever called by the script.)
- Vault 13 no longer has all levels available for quick-travel, if you haven't yet entered the vault.
- Fixed f1_res edge files for all Mountain maps, Adytum underground, and Cathedral tower (no more black borders @ 800x600).
- Generic common creatures in random encounters such as molerats, ghouls, radscorpions are no longer classified as "Bad People" or "Good People" for purposes of Champion and Berserker karmas. [This was one of the reasons it's so easy to get Champion and so difficult to get Berserker.]
- [WORK IN PROGRESS] "Enemy of [Location]" global/local/map variables are now only triggered if the person/creature was actually killed by you or your party. (Various scripts were setting the variables regardless of source-of-death)
- [WORK IN PROGRESS] "Enemy of [Location]" global variables are now always triggered when applicable (There was quite a few inconsistencies in the scripts).
- Duc the merchant no longer shares a global variable with the used car dealer, nor with peasants under attack by raiders.

Text fixes:
- Games saved on a caravan encounter map will now indicate that when loading the game ("Caravan Encounter" added below the usual "Mountains"/"Desert").
- Improvements to combat messages (grammar, phrasing, continuity).
- Made it clear in game preferences what the "Text Delay" setting actually does (it determines the lifespan of float messages).
 
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There is only the edit of the engine is possible, and so from the world map immediately, you can go.
Trust me it's fixed, I tested it :)

EDIT: What it required was setting all 4 of the "Has player visited Vault 13" variables to -1 (negative one) , via script on first map load and via the VAULT13.GAM file. Which is strange because they should only need to be zero for that effect. But there you go!
 
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As for ddraw/sfall I got the "person turns into a container" bug with the version you sent me, so i've gone back to the most recent version. Even with its flaws and bugs I think it's still the best one at the moment.

Can you provide more details about the crash, and ideally a savegame?

The person turns into a container bug is AFAIR related to party npc beeing knocked out during combat and the fight ended before they get up.. (they automaticaly get up at combat end and still count as knocked out) and based on the way sfall works there is literally no way to fix that in Fo1 engine besides reload no matter which sfall you use. It's fixable however in Fo2 because all npc's get their turn when entering combat without engaging an enemy. So it's just a matter of not changing the map and skip turns until knocked out party member regains conciousnes. But that's a workaround for Fo2 engine, no hope for Fo1.

As for the crash well during power level I'm used to save every levelup unfortuneatly crash happend just before level up, so after reloading save i got rolled back just after i hit 19 or so. Haven't got time to check today.
It might be an issue of engine out of memory limit (2GB max if I'm right Fo1) as i was constantly powerleveling since like level 12 (the legit way) so memory buffer might be filled up at certain point and i play at 1920x1080 with 256MB of graphic memory set in Fallout.cfg (the maximum engine can handle). Values below FIXT default 64MB like for example Vanilla default 5MB tend to cause severe slowdowns when scrolloing screen on big maps. @ 256MB 1920x1080 scrolls more or less smoothly.
 
The person turns into a container bug is AFAIR related to party npc beeing knocked out during combat and the fight ended before they get up.. (they automaticaly get up at combat end and still count as knocked out) and based on the way sfall works there is literally no way to fix that in Fo1 engine besides reload no matter which sfall you use. It's fixable however in Fo2 because all npc's get their turn when entering combat without engaging an enemy. So it's just a matter of not changing the map and skip turns until knocked out party member regains conciousnes. But that's a workaround for Fo2 engine, no hope for Fo1.

As for the crash well during power level I'm used to save every levelup unfortuneatly crash happend just before level up, so after reloading save i got rolled back just after i hit 19 or so. Haven't got time to check today.
It might be an issue of engine out of memory limit (2GB max if I'm right Fo1) as i was constantly powerleveling since like level 12 (the legit way) so memory buffer might be filled up at certain point and i play at 1920x1080 with 256MB of graphic memory set in Fallout.cfg (the maximum engine can handle). Values below FIXT default 64MB like for example Vanilla default 5MB tend to cause severe slowdowns when scrolloing screen on big maps. @ 256MB 1920x1080 scrolls more or less smoothly.
Turning into containers also can happen when anyone experiences a critical fail (unless using newest version of ddraw)
 
It's a high-resolution problem, see how I raped Nevada in ULTRA HD:


I don't have an UHD monitor yet to test that kind of resolution however 1920x1080 after setting ArtCacheSize=256 in game's .cfg file seemes to run quite smooth be it Fo1 Fo2 Resurrection Vanilla Nevada as well as Crazy edition. I don't remember if Crafty's sfalls have the option to ovrwrite fallout config/overwrite_art_cache_size=1 which is present in standard sfall since long time ago. this setting basically sets ArtCacheSize=256 (this is the maximum number accepted by the game) it is scaled down to 5MB in Vanilla because default Fo1 .exe was MS-DOS which could map only 32MB of RAM and ArtCacheSize ate off from mapped RAM value. Too little ram for Fallout 1 and You suddenly couldn't load maps anymore.

in today's PC's RAM for a game engine such as fallout or fallout 2 is easily topped off (2GB for non largea adress aware applicattions from which 256MB is artcachesize).

However UHD resolution looks hilarious for Fallout practicaly everything is insidea a thick black borders. I think UHD is beyond practical for this game. FullHD however is more or less still usefull.

One more question was the laggy running caused by recording/simultaneus disk acces issues or was it not enaugh art cache size?
 
I don't really know if it is a direction you wanted to go toward, but as you mentioned that we would be able to turn into ghouls or super-mutants, it got me thinking on how it should be able to impact the gameworld.

For the super-mutants, it should be both hard and easy. Basically, most settlements should turn hostiles, as there is no sign of peaceful integration of super-mutants at that point of the timeline. The exceptions should be Necropolis (barring Set's group), Mariposa and the Cathedral (barring Laura), and the already invaded locations. But that would also mean barring dialogs with the Master, the Lieutenant, Morpheus and any talking head that would want to dip you, and maybe change a couple of dialogs with npc that were initially supposed to prevent you to access some areas. And those who talked to you like you didn't know anything about the Unity. And maybe add one or two npc that would actually provide more dialogs. So easy solutions for most areas, but a bit more works in the remaining ones.


For the ghouls, i had hoped that we could barely change anything in the main quest, while giving you a reaction penalty with everyone, and making hostile the talking heads that would want to dip you ( and make the BOS hostile as well). But after making a couple of tests, it turns out that the reaction system is barely used in the original Fallout (it has a lot more impact in the sequel, especially reputation an charisma). It made several tests, each time piling up penalties over penalties, and it didn't seem to change much of the dialogs and initial reaction. 1 charisma, 20% speech, child killer, wanted, wanted for murder, wanted for thief, didn't change anything. -1000 of karma and berseker seems to make an handful of people midly distrustful, barely more than James after you blow up Megaton, sometimes calling you a raider, but stilll proceding with the rest of the conversation. It was more a bonus for bad guys reaction than a malus for good guy reactions. Out of desesperation, i ran a test with intelligence. They DO have a very different reaction, but only AFTER you've started talking. So, not much luck with initial reaction.

So ultimately, unless we would do an extensive recoding of the npc reaction system of the original fallout, they would be no easy-to-implement default reaction to a ghoul. At best, what could be done is rewriting a bit a couple of npc, where it would make sense, (a bit more work at vault 13) so it would feel like the transformation made a difference, while considering that 99% of the npc wouldn't make a big deal out of it. I could investigate which npc would probably have to change a bit, if it is a direction you want to go toward.
 
@gustarballs1983 Man I could never play at 1920x1080 for Fallout that ruins so many things about the game. I don't ever go higher than 800x600. If you do it looks like shit visually (as you mentioned with the black borders), see enough of the map at once to realize maps are tiny and don't get to see all the juicy details of the ultra violence. I don't understand people feeling the need to go above 800x600.
 
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I don't really know if it is a direction you wanted to go toward, but as you mentioned that we would be able to turn into ghouls or super-mutants, it got me thinking on how it should be able to impact the gameworld.

For the super-mutants, it should be both hard and easy. Basically, most settlements should turn hostiles, as there is no sign of peaceful integration of super-mutants at that point of the timeline. The exceptions should be Necropolis (barring Set's group), Mariposa and the Cathedral (barring Laura), and the already invaded locations. But that would also mean barring dialogs with the Master, the Lieutenant, Morpheus and any talking head that would want to dip you, and maybe change a couple of dialogs with npc that were initially supposed to prevent you to access some areas. And those who talked to you like you didn't know anything about the Unity. And maybe add one or two npc that would actually provide more dialogs. So easy solutions for most areas, but a bit more works in the remaining ones.


For the ghouls, i had hoped that we could barely change anything in the main quest, while giving you a reaction penalty with everyone, and making hostile the talking heads that would want to dip you ( and make the BOS hostile as well). But after making a couple of tests, it turns out that the reaction system is barely used in the original Fallout (it has a lot more impact in the sequel, especially reputation an charisma). It made several tests, each time piling up penalties over penalties, and it didn't seem to change much of the dialogs and initial reaction. 1 charisma, 20% speech, child killer, wanted, wanted for murder, wanted for thief, didn't change anything. -1000 of karma and berseker seems to make an handful of people midly distrustful, barely more than James after you blow up Megaton, sometimes calling you a raider, but stilll proceding with the rest of the conversation. It was more a bonus for bad guys reaction than a malus for good guy reactions. Out of desesperation, i ran a test with intelligence. They DO have a very different reaction, but only AFTER you've started talking. So, not much luck with initial reaction.

So ultimately, unless we would do an extensive recoding of the npc reaction system of the original fallout, they would be no easy-to-implement default reaction to a ghoul. At best, what could be done is rewriting a bit a couple of npc, where it would make sense, (a bit more work at vault 13) so it would feel like the transformation made a difference, while considering that 99% of the npc wouldn't make a big deal out of it. I could investigate which npc would probably have to change a bit, if it is a direction you want to go toward.
I don't think the time invested is likely worth the results honestly, although I'm open to being convinced otherwise.
 
For the ghouls, i had hoped that we could barely change anything in the main quest, while giving you a reaction penalty with everyone, and making hostile the talking heads that would want to dip you ( and make the BOS hostile as well).
I think the Brotherhood traded with the Necropolis ghouls. They don't like them, but they don't fight them either. However, joining or being a part of the BoS would probably be tricky. So perhaps just, refusing the player entry? However, would they turn away a brother? Wouldn't Vree try to help?

Regarding the super-mutant: an option to hostility could be to replace all dialogue with a simple “Aaaarhhggg, run away!” floater and then have the NPCs move away a little whenever the player tries to talk to them
icon_wink.gif

The only exception are possibly the ghouls of Necropolis (mockery floater: “You're one of us now. [sneer]). And the Children of the Cathedral (reverence floater) as well as other mutants (brother floater). Last the Brotherhood would attack on sight I guess.
A simple floater system like that could be a start, that may not take too much work. Although, even a simple floater system is probably a lot more work than anticipated. These things have the tendency to grow bigger by themselves. Work always results in more work.

A ghoul/mutant like Harold could work like normal, as you said. May not need any adjustment. Harold is doing fine in the Hub, and gets along with other people, besides Harold has actually CH 8.
icon_smile.gif

Talius has only 2 (that's why he has to stay in the basement).

Eventually, this could grow over time. Perhaps even into a mod.
 
Regarding the super-mutant: an option to hostility could be to replace all dialogue with a simple “Aaaarhhggg, run away!” floater and then have the NPCs move away a little whenever the player tries to talk to them
icon_wink.gif
That still involves editing about 400 scripts, lol. Although I think in Fallout 2 engine you might be able to do it with a single global script.

Eventually, this could grow over time. Perhaps even into a mod.
I dig it. :cool:
 
isnt is best the keep fixt more bug fix oriented (+ maybe F2 style improvents) atm? I mean no offence as i would like to be able to play a muttie or ghoul with a new added story line, but maybe its better when F1 is converted to F2 engine. @Sduibek do you have a certain (end) goal/plan you want to finalize for v1 and will you be moving towards the engine conversion after?

Please do continue to brainstorm, guys
 
isnt is best the keep fixt more bug fix oriented (+ maybe F2 style improvents) atm? I mean no offence as i would like to be able to play a muttie or ghoul with a new added story line, but maybe its better when F1 is converted to F2 engine. @Sduibek do you have a certain (end) goal/plan you want to finalize for v1 and will you be moving towards the engine conversion after?

Please do continue to brainstorm, guys
Agreed, I don't have any current plans to expand functionality of playing-after-dipping beyond what i've already done:

 
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I don't have an UHD monitor yet to test that kind of resolution however 1920x1080 after setting ArtCacheSize=256 in game's .cfg file seemes to run quite smooth be it Fo1 Fo2 Resurrection Vanilla Nevada as well as Crazy edition. I don't remember if Crafty's sfalls have the option to ovrwrite fallout config/overwrite_art_cache_size=1 which is present in standard sfall since long time ago. this setting basically sets ArtCacheSize=256 (this is the maximum number accepted by the game) it is scaled down to 5MB in Vanilla because default Fo1 .exe was MS-DOS which could map only 32MB of RAM and ArtCacheSize ate off from mapped RAM value. Too little ram for Fallout 1 and You suddenly couldn't load maps anymore.

in today's PC's RAM for a game engine such as fallout or fallout 2 is easily topped off (2GB for non largea adress aware applicattions from which 256MB is artcachesize).

However UHD resolution looks hilarious for Fallout practicaly everything is insidea a thick black borders. I think UHD is beyond practical for this game. FullHD however is more or less still usefull.

One more question was the laggy running caused by recording/simultaneus disk acces issues or was it not enaugh art cache size?
In fallout.cfg 256 is more than enough.
 
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