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

The orange nixie numbers didn't install automagically did they? It's supposed to be optional and disabled by default...

Personally I can't decide, I like the orange ones and the originals for different reasons.

Anyway I was just trying to make it as customizable as possible... originally I didn't want the invasions at all, so if it were me i'd make them happen much much later than the default values (so like using the 3x or 4x figures) which gave me the idea to make a wide range available for choosing.

I just wish I could get that many check boxes to look nice on the installer screen. Inno Setup doesn't seem to have any options to clean up a big list like that :(

.Pixote. said:
no...but the key dates are critical.
Wait what key dates, what exactly do you mean by this?

Here's the default values from VAULT13.GAM:
Code:
FOLLOWERS_INVADED_DATE    :=90;   // (148)
NECROPOLIS_INVADED_DATE   :=110;  // (149)
THE_HUB_INVADED_DATE      :=140;  // (150)
BROTHERHOOD_INVADED_DATE  :=170;  // (151)
JUNKTOWN_INVADED_DATE     :=200;  // (152)
SHADY_SANDS_INVADED_DATE  :=230;  // (153)
VAULT_13_INVADED_DATE     :=500;  // (154)
 
I would love to port over the baby deathclaw and baby radscorpion critter graphics from Fallout 2, so that Fallout 1 has young and full versions of each just like Fallout 2 does, but I am wondering if perhaps that falls into the "Things Sduibek thinks would be really cool" category vs "Things the fans would totally dig"

:confused:

maclw2aa_se.gif
mascp2aa_se.gif
 
Does anyone know if there's a way to edit my save to reset the Boneyard since it has been invaded on my save (it happened while I had 0.9661 installed)? I have a save where I've never been to the Boneyard if that helps.
 
Pike said:
Does anyone know if there's a way to edit my save to reset the Boneyard since it has been invaded on my save (it happened while I had 0.9661 installed)? I have a save where I've never been to the Boneyard if that helps.
Try putting LAADYTUM.SAV from each of these -- one at a time -- into the save slot that you have not visited Boneyard.

In theory it may help but no promises, let me know if it works.

[[megaupload download link/data lost, although this shouldn't be needed anymore because we're at version Alpha 4 now]]
 
Sduibek said:
.Pixote. said:
no...but the key dates are critical.
Wait what key dates, what exactly do you mean by this?

Here's the default values from VAULT13.GAM:
Code:
FOLLOWERS_INVADED_DATE    :=90;   // (148)
NECROPOLIS_INVADED_DATE   :=110;  // (149)
THE_HUB_INVADED_DATE      :=140;  // (150)
BROTHERHOOD_INVADED_DATE  :=170;  // (151)
JUNKTOWN_INVADED_DATE     :=200;  // (152)
SHADY_SANDS_INVADED_DATE  :=230;  // (153)
VAULT_13_INVADED_DATE     :=500;  // (154)

Don't worry about my key dates - I was referring to 150 and 250 days to save the vault. I didn't know that the invasion was actually meant to be in the game. I say use the original dates / numbers - that's what they're there for. :wink: Remove all of the dates in the installer and just use the BIS dates IMO...if people don't want to play with the invasions then they can turn it off when installing.

As for Deathclaws - isn't there meant to be just a single deathclaw in the game, in the cave with the mutant. I wouldn't introduce any other deathclaws into the game. Fallout 2 made the mistake of making this legendary creatures common - and then fucked up by making them able to talk. :roll: Sometimes less is more...the radscorpians are OK.
 
.Pixote. said:
As for Deathclaws - isn't there meant to be just a single deathclaw in the game, in the cave with the mutant.
Unfortunately it isn't that simple... it is indeed refered to as a legendary creature, many times The Deathclaw vs "deathclaws" or whatever, but, technically you have:

Mother Deathclaw
-- Mother spawn
-- Mother eggs
Deathclaw w/ dead mutant in cave ("The Deathclaw" in terms of the quest)
Deathclaws in random encounters within a small area West/Northwest of The Hub
-- These can happen throughout the game in Vanilla as far as I know, because TeamX's Restoration Project aimed to specifically 'fix' this 'bug' as per below:

TeamX/WastelandGhost's FO1 Restoration Project said:
* Deathclaw from the Hub is now synchronized with his copy from the cave: if you
kill him in random encounter, he will not appear in the cave, and vice versa.
 
Sduibek said:
.Pixote. said:
As for Deathclaws - isn't there meant to be just a single deathclaw in the game, in the cave with the mutant.
Unfortunately it isn't that simple... it is indeed refered to as a legendary creature, many times The Deathclaw vs "deathclaws" or whatever, but, technically you have:

Mother Deathclaw
-- Mother spawn
-- Mother eggs
Deathclaw w/ dead mutant in cave ("The Deathclaw" in terms of the quest)
Deathclaws in random encounters within a small area West/Northwest of The Hub
-- These can happen throughout the game in Vanilla as far as I know, because TeamX's Restoration Project aimed to specifically 'fix' this 'bug' as per below:

TeamX/WastelandGhost's FO1 Restoration Project said:
* Deathclaw from the Hub is now synchronized with his copy from the cave: if you
kill him in random encounter, he will not appear in the cave, and vice versa.

The shame of forgetting about the mother deathclaw :oops:, yeah if there is a mother you might as well bring in the babies, they're almost as dangerous as the adults anyway. I've never had a deathclaw random encounter in F1 even with the TeamX patch.

~Sduibek is it possible to design the world-map so that when you stop on the mountain area of the world map, it actually takes you into a random mountain map, instead of the desert map...the same with the coasts.
 
Concerning the Deathclaw in Fallout 1, to the best of my knowledge, they originally intended for there to be only one. However, they didn't have time to properly complete the LA Boneyard. There was going to be another gang faction called The Rippers based out of that warehouse, but due to lack of time, they replaced The Rippers with a bunch of Deathclaws.

I assume the FO1 RP would put the Rippers back into the game, thus returning the Deathclaw to its status as a unique creature.
 
.Pixote. said:
~Sduibek is it possible to design the world-map so that when you stop on the mountain area of the world map, it actually takes you into a random mountain map, instead of the desert map...the same with the coasts.
Wait what? Would you elaborate please? It should already be working this way -- for example encountering mutants in mountains near Mariposa.

Dravean said:
However, they didn't have time to properly complete the LA Boneyard.
Heh yeah, thats a slight understatment too ;)

Dravean said:
There was going to be another gang faction called The Rippers based out of that warehouse, but due to lack of time, they replaced The Rippers with a bunch of Deathclaws.
Yes, but do you have any "proof" that the original intention was to not have a mother/spawn deathclaw anywhere in the entire game at all?


Looks like another thing to make option. Checkbox for making Deathclaw a unique guy that only exists the one time, or not.
 
Sduibek said:
Yes, but do you have any "proof" that the original intention was to not have a mother/spawn deathclaw anywhere in the entire game at all?

No proof. That's just the assumption I drew based on the existing evidence. Anyway, I don't have a problem with additional Deathclaws, especially since they're all over in Fallout 2.

If you add the Rippers back into the game, where would you implement the mother Deathclaw?
 
Sduibek said:
.Pixote. said:
~Sduibek is it possible to design the world-map so that when you stop on the mountain area of the world map, it actually takes you into a random mountain map, instead of the desert map...the same with the coasts.
Wait what? Would you elaborate please?

What I mean is - when you decide to stop on the world map it will always take you to a particular desert map regardless of whether or not you are in the mountains or beside the ocean - can that be fixed. Stop in the mountains and you get a mountain map, stop beside the ocean and you get a coast map.
 
Excellent work Sduibek :) I like the changes and tweaking you are doing. I don't know if it's possible but I'd love to see Take All on the inventory screen in F1.
 
scratch42069 said:
Excellent work Sduibek :) I like the changes and tweaking you are doing. I don't know if it's possible but I'd love to see Take All on the inventory screen in F1.
Oh I know!! That and the capping at 999 really bugs me. I've been trying to pin down the code for the 999-item-cap at least, but no luck so far. Someday, some day.

To anyone who cares to answer, is there a legitimately good reason that sfall was completely abandoned for Fallout 1? I don't understand.
 
Sduibek said:
To anyone who cares to answer, is there a legitimately good reason that sfall was completely abandoned for Fallout 1? I don't understand.

Timeslip is the master of all things Sfall - it's best to direct your inquires to her...:shrug: having an updated F1 Sfall would be bliss.
 
If I remember correct, it wasn't worth the work and everything that needed to work (high-res, etc) was working already. No need to add more modder stuff, as nobody was modding Fallout 1 anyway.
 
Is there anyone on this forum that's really good at Assembly and translating decompiled code?

I would loooooove to get the max moveable stack of 99999 and Take All functions from Fallout 2, but my knowledge and experience of Assembly is shaky.

EDIT: Got a couple new screenshots up.
 
Fun with graphics, chapter 1

Having some fun with the "Nixie Numbers" that are optional with FIXT -- by default they are orange, leaving out the nice color changing of vanilla (white to yellow to red). So here they go neon-ish Green to Orange to "Red":

260bql2.jpg

2zji6up.jpg

2zyddm1.jpg
 
Sduibek said:
Pike said:
Does anyone know if there's a way to edit my save to reset the Boneyard since it has been invaded on my save (it happened while I had 0.9661 installed)? I have a save where I've never been to the Boneyard if that helps.
Try putting LAADYTUM.SAV from each of these -- one at a time -- into the save slot that you have not visited Boneyard.

In theory it may help but no promises, let me know if it works.

http://www.megaupload.com/?d=ZPZ626E7

Unfortunately neither LAADYTUM.SAV makes any difference (I also tried using them with multiple pre-Boneyard saves), when I go there everyone is still dead. Thanks for trying though.

I also found that one of my 0.9661 saves from outside the Brotherhood causes a CTD with Alpha 1 if I try to travel to the Boneyard. Strangely, it works fine if I click a different destination first and then immediately click the Boneyard, heres the file:

http://www.megaupload.com/?d=F8MBNYB9
 
Back
Top