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

I couldn't get the Fo1 to Fo2 thing to work, so instead of working on some shit I decided to play Fo1 again.

Now the problem is - after killing Gizmo, I can't enter the map again. Crash all the time. Anyone knows anything about this?
 
FALLOUT2 or fallout2HR
Fixt is for Fallout 1, not Fallout 2. You shouldn't have either exe in your Fallout folder.



/Edit: I made it to Necropolis but now found out that the invasion mutants got a weaponry upgrade. The watershed now has 9 heavily armed super mutants and I'm barely level 8 with 90 days left on the clock. Also I did not put skill points in sneaking... How the hell am I supposed to get past this madness? Didn't know Fixt is doing changes like this.
 
1.) How about you chill some.

2.) How about you chill some more, because obviously you need to.

This is the Fallout 1 thread. Maybe you should move your Fallout 2 problems into a Fallout 2 thread. Just because something works for Fo1, it doesn't mean it'll work for Fo2 too. Even though they look quite similar, the engines have their differences. PS: This is not a "pseudo intelligent reason", but a fact. As a moderator of this board, I would also strongly advice to do this, because - hey, here is another reason - you are derailing a Fallout 1 themed thread with Fallout 2 issues. Thank you.
 
I couldn't get the Fo1 to Fo2 thing to work, so instead of working on some shit I decided to play Fo1 again.

Now the problem is - after killing Gizmo, I can't enter the map again. Crash all the time. Anyone knows anything about this?
Very, very vague memory of this happening to me. I got it fixed eventually. And I believe it was Dogmeat related. The fix may have been to leave dogmeat behind or enter a different place first (Hub). Although my memory of this is so vague, I'm probably talking nonsense. Not even sure anymore if I crashed entering "Gizmo's Casino" map or Junktown in generale.
 
The crash disappeared after a while (returned months later). No idea what exactly what was causing it. I'm guessing something with dead bodies or the removal of critters in the map due to Gizmo's death.

Made it through the game already a few hours ago - reached level 15 with a bit deathclaw grind. Also had the usual 20k bottle caps in my inventory. 2 power and lots of combat armors. Had to do some combat mode cheesing, because of the Necropolis mutant situation. Noticed lots of bugs on my way too. Truth told, feels like vanilla never has been that buggy for me.

I liked that you could get a Mr. Handy robot, but sadly it had no dialog, so setting combat options wasn't possible. Also due to proto settings it wasn't possible to steal from it, thus it became impossible to add / remove weapons or just resupply with ammunition. Oh well.
 
Hey Ryan Progress on Fixt is on hold.
However one of our forum members Lexx picked up where Sduibek left His port to Fallout2 engine, worked heavily n it and made an Alpha release on the Fo2 engine. It's missing quite a lot of FIXT features (mostly those OP ones). but still if you want to test it and provide feedback:
http://www.nma-fallout.com/threads/fallout-et-tu-alpha-release.218045/

Thank you for your quick response- I've been checking this thread every few days hoping for news. Regarding, it being on hold: Is Sduibek planning on continuing at some point or is he/she done for good?
 
Thank you for your quick response- I've been checking this thread every few days hoping for news. Regarding, it being on hold: Is Sduibek planning on continuing at some point or is he/she done for good?

No idea.. the future of Fo1 is Fo2 engine so it's better to look up 'Fo:et tu' as it's called.
 
I'm trying to restore the Vault 15 restorations to the testing version, but I can't seem to get the small statuette sequence to trigger without using the older versions of OBJ_DUDE.INT & VAULTBUR.INT- but if I use the older version of OBJ_DUDE.INT I lose all the new level titles in the testing version as well as the ability to see them on mouse over. These features work with the latest version though. Any ideas on how I can accomplish this goal?

Also, where are are all the level titles stored? I looked through all the text files and I cannot locate them.
 
I'm afraid I'm unable to help you with that. However as I said before FIXT and Fo1 engine are a thing of the past now. Fo1 has been moved to more advanced Fo2 engine. It's still a work in progress, although If You can, You could contribute to that project. contact Lexx in 'Fallout et tu' thread in modding section. As For Your question.. well, I think Sduibek is the proper person to answer your question, however He's not around for quite some time.
 
I'm afraid I'm unable to help you with that. However as I said before FIXT and Fo1 engine are a thing of the past now. Fo1 has been moved to more advanced Fo2 engine. It's still a work in progress, although If You can, You could contribute to that project. contact Lexx in 'Fallout et tu' thread in modding section. As For Your question.. well, I think Sduibek is the proper person to answer your question, however He's not around for quite some time.

Unless I'm missing something the project you mentioned wouldn't do all the things Fixt does. I've been attempting to get a hold of Sduibek, hopefully he'll help me out. So far, no luck. . .
 
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Hi, I recently downloaded fallout fixt and fallout 1 and it has been working seamlessly until now where whenever I try to start it I get the "Could not find master datafile" this really bothers me because I haven't messed with any of the files and I correctly installed it. I'm also quite far into the game and I don't want to do anything I will regret. I hope one of you can help out.
 
Did you really not change any folder locations? Apparently the game can't find the master.dat (anymore) which means it either got moved or removed or the path in the fallout.cfg file was changed.

In worst case you can just reinstall the game and keep your save game.
 
Did you really not change any folder locations? Apparently the game can't find the master.dat (anymore) which means it either got moved or removed or the path in the fallout.cfg file was changed.

In worst case you can just reinstall the game and keep your save game.
I'm serious, I didn't meddle with it at all. How would I go about reinstalling it? Does it keep my save files automatically or do I have to back them up? I also realized that I downloaded a version from 2015 instead of this most recent one so if I update it will any problems come up?
 
Did you really not change any folder locations? Apparently the game can't find the master.dat (anymore) which means it either got moved or removed or the path in the fallout.cfg file was changed.

In worst case you can just reinstall the game and keep your save game.
I reinstalled fallout 1 on the bethesda launcher and I can see that master.dat is there but fixt still won't launch, does there need to be another one in the fixt folder or do I need to reinstall fixt?
 
Did you really not change any folder locations? Apparently the game can't find the master.dat (anymore) which means it either got moved or removed or the path in the fallout.cfg file was changed.

In worst case you can just reinstall the game and keep your save game.
turns out I fixed it by copy pasting master.dat and the critter file into the fallout fixt folder although my recent save slot was corrupted but my other one is quite close so it's fine
 
@Sduibek what's up with stale github? Please publish the sources and current language files.
@burn fixtlang has been updated (I replied to you on GitHub when doing so), and I'll try to update fixtsrc soon. Do you know how to get GitHub's Windows app to display individual file changes? Currently in mine it displays no differences for .SSL files when previewing before commit, it's kind of infuriating. It's treating them basically like a binary file even though I'm pretty sure they are set to process as text/code. Maybe there's a setting I've missed in the repo?


Great news. I keep getting crashes and an error message, whenever I enter the Nuka Cola encounter. That would be nice to get working.
@Yulaw9460 That shouldn't be crashing, and I can't reproduce the issue from my end. Are you using 0.81alpha install, or the testing files? If you can send a savegame, that would be appreciated! :D

Possibly relevant: I did find a bug (which has now been fixed in the testing files) that caused worldmap maps to crash under specific circumstances, so you might be running into that bug. Using the testing files will confirm for you whether or not that's the case.


There is a hint to make people aware of it (V13Comp):
{1001}{}{Hmm... I wonder why those are blinking?}

However, the break of atmosphere is the following line
{102}{}{Sorry, but we can't let you back in right now. Uh, technical problems. Try again later.}
This doesn't play anymore.
In vanilla you get this when using the computer twice (I think, i.e. first time doesn't trigger for some reason).

Removing this line is not optimal, but replacing it with a menu is even less optimal as it changes the atmosphere of the opening scene. The player is alone, in the dark, in a world never entered before (just after the cut-scene of the Vault's opening door) and now there is no other way but onwards.

Also the inability to return to the vault immediately creates atmosphere. A feeling of being lost and forlorn, with, again, no other way but going onwards.

Which means this is not only a bit intrusive (although adjusting the settings via a terminal is elegant in itself) but it is also a redesign of the opening scene (i.e. that terminal is supposed to be unresponsive to increase the feeling of being alone in a hostile world).

It's just not the best time to fiddle with settings. And it cuts a bit deeper to simply ignore it (i.e. a new player will open this setting menu and spend a few minutes reading it), which breaks the artistic set-up.

Still, I would be fine with a terminal used, but not the one controlling the vault door. Or if using that one, it shouldn't interfere with that opening message/atmosphere. I would prefer a terminal in a less intrusive place like the vault library (one of many, who cares). However, that would mean the “menu” won't be at the start of the game, which would be inconvenient, too.

Anyway, if protocol stuff like “settings, character creation, tutorial etc.” are included in actual game-play, they need to be woven into the story, otherwise they are always intrusive. Or they need to be disconnected from the game (like Killap's stone in RP mod, as mentioned (by Nibblenumb).)

Last, I think the reason this can't be done that easily in a menu (i.e. having this in the start menu would be optimal tbh) is because the list is rather long with several “settings” that go beyond a simple yes/no. Fitting all that in a menu screen could be tough. In Open Office the msg is 10 pages of options. Handling all that on a menu screen would probably need some rather creative design. Although having it all on one screen may be more convenient than manoeuvring a dialogue tree (?)

EDIT: Some mods use separate config programs (like Hi-Res or FoRes) for game settings. Isn't that an option (i.e. run it outside of the game)? Or is that Fo2 only?
@Muttie This feedback about implementation of customization via door computer from you and others is very appreciated! Thank you all. I'll make sure to re-implement the original opening experience, which would prevent normal usage of door computer until one day of in-game time passed (same as vanilla game).

I do like the idea of a main menu settings screen and/or separate config file executable like f1_res uses, but unfortunately you'd have to start a new game from scratch just to see those settings take effect. Customizations are mostly done via global variables, which Fallout links to each savegame with their current value when saving. I really don't like the idea of being halfway through a playthrough and realizing you want to change/enable/disable a customization for that playthrough, but can't.


Can't be bothered clogging up the Fixt wikia, but did you all know that the Deathclaw eggs in Boneyard have combat messages when shot?! A fuckin' egg was all like "Ouch! Actually that could've been worse" etc.

Also, Tryna do the Blades quest, if you say you'll join the leader in their attack on the Regulators, you appear in combat with the Regulators alone! The bastards don't back you up! And if you say you'll sit it out, time passes, but she bugs out and is permanently stuck asking you to attack the Regulators, even though they are in fact dead. Also the Gun Runners say "... now that they wiped out the Regulators" before the attack, but after they agree to give the Blades weapons

Also, because the entire town of Necropolis put me in perma-combat the second I took the water chip (Even though they couldn't see me), meant I didn't bother repairing the pump (I was gonna do it after the chip). When I came back after the water quest was done, all the ghouls were dead and there was no sign of the mutants, only people alive were the two Cathedral worshippers; I assume this meant that the Mutants attacked Necropolis which you'd expect, but the end game screen said they died of dehydration due to no water? Which is it?

And last one I didn't put in the wikia is I didn't get any ending screen for the Hub at all. I did all of Decker's quests, Loxley's quest, the missing caravans quest and Harold was still alive.

Also, I killed Jake the gun guy in Hub with an explosive backpack (dynamite), and when I loot his corpse it's empty, but if I reload the game and shoot him in the head, it has the store's inventory on his corpse.

Alright that'll do me for now, this was my first F1 playthrough in a long long time, so glad to have Fallout Fixt for it. Although I still miss many F2 aspects like pushing and being able to trade freely with companions... I couldn't use them as pack mules in this game because I'd have to buy back everything I gave to them. Wasn't there a mod that was going to put Fallout in the Fallout 2 game?
@Kevin Rudd Thanks for these bug reports! The ones which already aren't in bugs wiki, I will add to wiki myself.
 
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