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

Okay so... dipping turns the player INT 10, or INT 1, or no change to INT? lol

Even if it's based on radiation the reality is no player will be running around with high rads so that won't happen in normal gameplay.
 
It may sound weird but that's what Chris Taylor said in the Bible. "Sometimes it improves, more often it does not, and most times it remains the same."
Other sources (Avallone) say that it's luck, as being dipped may be such a shock to the system that something may go wrong even if otherwise perfectly suited.
As I said reading all the material I was under the impression that there was no clear definition. Like complete agreement with the master's diary.

The only consistent was that everyone agreed that "contamination" causes complications.

However that contamination does not necessarily have to be current radiation. As I suggested it could be based on radiation resistance (aka EN) and use that as a rough estimate how much radiation damage the player must have suffered during the journey.

However, it's really not clear how radiation works. One may assume, it requires a visit to the Glow (special location), then again eating fruit gives a few rad (suggesting constant background radiation that is absorbed by every day means). But then again no community shows massive mutation problems.

It's again a field that is not entirely clear. Sometimes you mutate (sixth toe), sometimes you get sick and die. Some turn into ghouls, others don't. Most seem fine.
 
Thanks, everyone. Appreciate the info and research :D

And yeah @Darek I noticed that a while back, about TeamX setting them to use missing AI packets. Pretty funny in my opinion, I'm wondering if maybe they planned to implement it then forgot or something. We'll never know.

Unfortunately I'm not aware of any way whatsoever to actually make the AI prefer ranged vs close. I don't think that mechanic actually exists in fallout engine. It might be better to just remove it from their dialog or replace with a more generic "holster your current weapon" .
I didn't actually check which settings exists in the AI. Looking closer I think you are right. He he, I think that's what happend to TeamX as well.

Not to replace that specific line, but was wondering if it could be a good idea to have an option to list some of the NPC's more important stats/skills in the dialog window. Or maybe that would just get too cluttered?
Also, not a fan of the 'get out of my face' line (can't remember the exact wording), but it sounds rather dickish.
 
Also, not a fan of the 'get out of my face' line (can't remember the exact wording), but it sounds rather dickish.
I think there are two options. A polite one, and another one for those who had to use this once too many. :)
 
Lots and lots of stuff coming up soon in the next version of the test files!!!

Here are just a few I'm particularly happy about:

Other new features:
- Can now ask kids in Shady Sands to step aside so they don't block you from entering/exiting buildings.
- The Overseer is no longer invulnerable.

Audio fixes:
- Death sound effect is now always heard when The Overseer dies, regardless of context or location.
- Death sound effect is now always heard when The Master dies, regardless of violence/blood setting.

Graphics fixes:
- The Master's bloodier death animation is now utilized. (Previously it wasn't, even on Maximum Blood setting.)
- The Master's death animation is now always in-sync with its audio.

^^^ It makes me sad that we've gone 2 decades seeing the less-bloody of The Master's death animations. Bummer.

Economy fixes:
- Armor worn by common enemies (such as the 18 Leather Armors in Khans camp) are now destroyed when the person dies.
- [CUSTOMIZABLE] Barter prices are now much more balanced, and scale better. (No longer can you swindle everyone with 1 Charisma and 50% Barter).

Crashes fixed since 0.81alpha:
- When giving quest holodisks to people.
- When receiving quest holodisks.
- When leaving the Military Base if you recruited Brotherhood Crack Assault Paladins.
- When a timed event was still running for them after the person/creature was killed.
- When approaching Master's Vault guards with a weapon equipped and no robes equipped after speaking to them in robes.
- When exiting or entering certain worldmap encounters while specific player states are in effect.
- 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.
- When killing people using Dynamite, Plastic Explosives, or Super Stims (fixed by ddraw/sfall)
- When setting certain destruct sequences in certain circumstances on the Vats Control Computer.
 
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@Sduibek

That's awsome..

However can we also get gambling fixes (all youtubers use gambling to get everything they want from shops) and perhaps shop restock? I mean Gun runners make weapons and ammo, BoS makes weapons, and Vance makes all the meds post war you can possibly get in the game, so there is no logical point in preventing shops from restocking. Only real issue about restocking is Mrs. Stapleton, since she runs library and as we know libraries ale full of books and post war there are hardly new books to come by. So she should have huge amouts of them, but don't restock, the wall to prevent loads of easy skillpoints early on should be a balance between number of books and their high price. I mean it's silly that she starts with 5 of each book... c'mon it's a library not some cheap magazine store so a number from 20pcs per booktype and upwards come to mind.

Also certain maps cause certain critters to restock some stuff on them on map enter or map load. for example Hub cops except sheriff greene and deputy on both entrance and downtown maps, restock a stimpack on map entry. Junktown and L.A.Boneyard (all maps) restock caps on citizens on each game load. This is game breaking especially for Smitty and Miles since they restock around 1k caps each game load. I already mentioned it in economy bugs on the wiki.

did You know that kid hanging around the tolet in first Shady Sands map has a BB Gun? Since Shops don't restock He is a Valuable source of BB pelets for Red Ryder LE BB Gun increasing the total amount of BB's found in the game by 5 units (100x) and I've found no more than 520 in the whole game AFAIR pretty rare ammo considering they are just lead pellets don't You think?
 
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Thank you @gustarballs1983! I will work on those tonight.

ooh, economy fixes?

Is it done through buffing NPCs or reworking the actual price formula?
It was actually simple, lol. Just call the function which modifies barter prices with a large negative value at the start of every dialog.

This way everything is more expensive in barter, but still gets less expensive (as it should) with higher Charisma and higher Barter skill. You can still trade people blind but now only with very high barter skill.
 
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Do you mean that you can actually kill the overseer on his chair ? Does he even have death animation for that ?
 
Do you mean that you can actually kill the overseer on his chair ? Does he even have death animation for that ?
Yes. And he does but it's really lame and results in graphics glitches, so I had to use The Master's.
 
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Thank you @gustarballs1983! I will work on those tonight.


It was actually simple, lol. Just call the function which modifies barter prices with a large negative value at the start of every dialog.

This way everything is more expensive in barter, but still gets less expensive (as it should) with higher Charisma and higher Barter skill. You can still trade people blind but now only with very high barter skill.


How about the other way around..

When i looked over most traders in Fallout1 (proto files) they have like "0" additional barter skill which means it's a mess..

For example in fallout 2 Maida Buckner (one of the first traders you meet) has 150+ barter skill added and barter modifier cranked a bit. This causes so that when you take under account every possible barter reduction modifier (Charisma, town rep, custom discounts and Master Trader perk ) the remaining value is still bigger than 1 and thus prices are higher than yours even at max barter.

I think this should be the way to go about economy, instead of just increasing the price wall, so that it is still possible to shoplift with high barter.

So How about setting trader's barter skill above 200% total so that during normal gameplay it would not be possible to exceed this amount without cheating, *and* setting properly the barter modifier..?

I mean at least in theory it looks much better than giving a radom high number. Your solution looks more like: "...increase the height of wall with mexico by "x" feet..." so to speak :p
and mexicans still dig underneath the wall instead jumping over it.
 
How about the other way around..

When i looked over most traders in Fallout1 (proto files) they have like "0" additional barter skill which means it's a mess..

For example in fallout 2 Maida Buckner (one of the first traders you meet) has 150+ barter skill added and barter modifier cranked a bit. This causes so that when you take under account every possible barter reduction modifier (Charisma, town rep, custom discounts and Master Trader perk ) the remaining value is still bigger than 1 and thus prices are higher than yours even at max barter.

I think this should be the way to go about economy, instead of just increasing the price wall, so that it is still possible to shoplift with high barter.

So How about setting trader's barter skill above 200% total so that during normal gameplay it would not be possible to exceed this amount without cheating, *and* setting properly the barter modifier..?

I mean at least in theory it looks much better than giving a radom high number. Your solution looks more like: "...increase the height of wall with mexico by "x" feet..." so to speak :p
and mexicans still dig underneath the wall instead jumping over it.
Good point, thank you.

Not sure why I didn't think to edit their barter skill. Lol
 
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Good point, thank you.
Not sure why I didn't think to edit their barter skill. Lol
The item price calculation based on Barter skill is different between Fallout 1 and 2.
And Maida Buckner only has 16 Barter in her proto, with 0 barter modifier in her script.

In FO1 the lowest price for an item the player can get is 1/3 of the default price, with maxed out barter skill and Master Trader perk when dealing with a trader who has 0 barter skill and -200 barter modifier in script. In FO2 the calculated price can be as low as zero, but you still have to put something on the table (e.g. a rock).
 
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And Maida Buckner only has 16 Barter in her proto, with 0 barter modifier in her script.

My Bad..
I must have installed some custom economy fix before checking it (as I've checked this like 10-13 years ago) and that's why i remembered it like this..

Anyways @NovaRain

Would it be possible to add Chroma enabled peripherials support to Fallout 2?
I mean simple stuff like force all peripherials into green color on game launch, switch color based on hp amount: base=green; yellow hp= yellow peripherials color; red hp= red peripherials color, and adapted for every party member if using CombatControl=2.
Function keys could serve as progress bar for lvlup experience (in a different color [gold for example]), and keys 1-9 in conversation could switch colors green/blue/red (providing one has empathy perk) according to what empathy dictates and which line is it.

I know it's not the right trhead but sooner or later Fo1 will be ported to Fo2 engine anyways...
 
Pretty amazed to see that Fixt is still alive and my congratulations to all the work being done. I've decided to reinstall Fallout after so many years and started playing recently. So far, i've encountered no issues with the mod, everything works fine on my GOG version of the game except for the feature where you can become a super mutant. Is there a special condition for it? I have tried it and after the vats and the vault being conquered movies, the game will show me for a second that i am in a cell in the military base, and afterwards the screen becomes white and takes me to main menu. I've looked on the video on youtube, used the same dialog lines, but no success. If you guys can suggest something i did wrong, it would be welcomed. Thanks in advance and looking forward to see version 0.90 :D :D :D
 
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