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

What I'm trying to say is that the fact that some of you think that Desert Eagle doesn't fit the setting doesn't mean that all the players have the same opinion. It certainly doesn't give you right to remove content.

TBH I don't care about it very much, but I don't get why this gun would bother you enough to make you want to remove it. It's a gun, who cares. Would it be better if they called it a .44 pistol?
 
Well I know about more unfitting guns - for example MP38 from Tactics - I mean this gun is more than 250 year outdated. And so are the most of the weapons. I accept weapons like shotguns, hunting rifles or even AK-47 but others are not fitting.

As for Desert Eagle, I thing it's not very fitting. It's heavy, with big recoil and with very uncommon ammo.
 
Continuum said:
It doesn't fit with the setting.
Doesn't fit setting, as in it's not Fallout's extrapolated Sci-Fi 1950s or?




EDIT: For those who are into the series as a whole, don't forget its roots. Wasteland had these that Fallout doesn't:

Ax
Chainsaw (:D)
Proton Ax (precursor to supersledge, kinda)
M1911A1 45 pistol
VP91Z 9mm pistol
M17 carbine
M19 rifle
Mac 17 SMG
Uzi SMG Mark 27
AK 97 assault rifle
M1989A1 Nato assault rifle
Laser carbine
Ion beamer
Meson cannon
 
Hm, Wasteland was set around a year 2050; the main Fallout plot was about 2160. I do not consider the todays realistic stuff to be fitting.
(Just a personal opinion, I'm not going to argue about it.)

edit:
Dr Prozac said:
It's a gun, who cares.
Yup, I don't mind too. It's all just a little feedback. :wink:
 
valcik said:
Hm, Wasteland was set around a year 2050; the main Fallout plot was about 2160. I do not consider the todays realistic stuff to be fitting.
(Just a personal opinion, I'm not going to argue about it.)
Oh I have no opinion on restoring those items, just figured i'd offer it up informatively. :shrug:
 
Oh! I almost forgot, Sorrow addressed some of these back in 2008 with his Fatal Damage and Revisited mods. I don't necessarily agree with all the changes and you don't have to either; posting here for reference and discussion:

Sorrow said:
Game world changes:
I fictionalized RL weapons and ammo (.44, Desert Eagle, .223) to fit the post WWII divergence and changed AK-112 to
be more fitting to retrofuturistic USA.

1. Desert Eagle is a pop culture joke - it will stay that way, but as a "native" Fallout universe weapon with DE looks
(just as a 10mm Pistol and .223 Pistol). It's name is changed to 12mm Pistol.

2. .223 ammo was developed specifically for AR-15/M-16 - which is too "modern" for Fallout's retrofuturistic
Science-Fiction setting and doesn't honour the divergence.
I changed it to a generic 6mm ammo.

3. AK-112. The WTF rifle. It uses an american ammo (5mm) and is used by US Army 50s Sci-Fi USA, yet the name suggests
Soviet origin. I changed it to Springfield Armory CR-112 - an old military rifle.
(Springfield Armory created US rifles that were used in WWI and WWII).
 
I don't mind an option for removing/renaming the Desert Eagle. It may be useful for players who don't like the weapon. But it must be an option.

I don't see the problem with .223 ammo being too "modern". The strange thing is that the hunting rifle and the sniper rifle use it. It's a intermediate cartridge, such rifle should use the .308 or something similar. But this does not mean I propose changing it. On the contrary, I think such change would be bad. It's just part of Fallout.

I know that there are guns with general names like "10 mm pistol" or "14 mm pistol". But changing all weapons to such would be a bad idea. Plus the 10 mm pistol is really called a Colt 652 and the 14 mm pistol was produced by SIG-Sauer..

About old guns being used for a long time: isn't the Colt 1911 (M1911) pistol still produced and used by some police units (including S.W.A.T)? It's a 100 year old design (or even older)! Many bullets designs also have very old origins AFAIK.
 
Dr Prozac said:
About old guns being used for a long time: isn't the Colt 1911 (M1911) pistol still produced and used by some police units (including S.W.A.T)? It's a 100 year old design (or even older)! Many bullets designs also have very old origins AFAIK.
Correct :)

As of the filming of US movie Lord Of War (not many years ago) getting a real AK47 in bulk was cheaper than getting replica AK47s in bulk. So yeah, if a good weapon design sticks, it'll be around for a long time.

Not sure about the 1911A1 but I wouldn't be surprised.
 
As for AK-112, It is strange and the suggested change to "Springfield Armory CR-112 " is a good idea. It makes most sense of all proposed.

But on other hand the AK-112 name never bothered me. And as I said, IMHO such things must be optional.

On other hand wasn't China the biggest opponent of USA in Fallout setting, not the USSR? I think that before the war USA's relations with USSR were relatively good. So an AK rifle may not be so out of place as it seems at first glance.
 
Sduibek said:
So yeah, if a good weapon design sticks, it'll be around for a long time.
Well, the desert eagle is very heavy, slow and unreliable. Let's make it a throwing weapon then!
"Suddenly, a fast flying Desert Eagle appeared behind the raider's head. The attack crushes the temple. Good night, Gracie." :mrgreen:
(OK, no more jokes. I promise.)
 
Im sorry im a noob at modding so im not exactly sure how it works and all however i downloaded the FIXT mod that did wonders to the game. However i keep getting crashes after crashes is fine most of the time whenn im in a area and ive only played it for about an hour to test it and ive been getting multiple crashes some occur randomly while in the world map, Oe occurs when going to the Radscorpion quest in shady sands, the game just crashes before i ca enter the cave i thought tht was the only one so i continued through the games as if nothing happened but when i got to junktown when ur supoused to save kilians life after u defeat ur opponent it crashes yet again is not just once it happens everytime u try to do it so i stop playing assuming tht there are other places where this also hapens id apreciated any kind of help :(
 
jodetert1 said:
Im sorry im a noob at modding so im not exactly sure how it works and all however i downloaded the FIXT mod that did wonders to the game. However i keep getting crashes after crashes is fine most of the time whenn im in a area and ive only played it for about an hour to test it and ive been getting multiple crashes some occur randomly while in the world map, Oe occurs when going to the Radscorpion quest in shady sands, the game just crashes before i ca enter the cave i thought tht was the only one so i continued through the games as if nothing happened but when i got to junktown when ur supoused to save kilians life after u defeat ur opponent it crashes yet again is not just once it happens everytime u try to do it so i stop playing assuming tht there are other places where this also hapens id apreciated any kind of help :(
First of all thanks for registering here to give me your feedback!

There's a couple crashes from Alpha 1 that I haven't fixed yet (i.e. Junktown and one or two on world map) but the others you talked about are new in Alpha 2. I forgot to include some map data and critter data, and messed up the weapon drop scripts :(

All these should be fixed in Alpha 3, although i'm not 100% sure that the Junktown ones are fixed (yet).

Hold tight, Alpha 3 should be coming out soon enough...
 
Sduibek said:
jodetert1 said:
Im sorry im a noob at modding so im not exactly sure how it works and all however i downloaded the FIXT mod that did wonders to the game. However i keep getting crashes after crashes is fine most of the time whenn im in a area and ive only played it for about an hour to test it and ive been getting multiple crashes some occur randomly while in the world map, Oe occurs when going to the Radscorpion quest in shady sands, the game just crashes before i ca enter the cave i thought tht was the only one so i continued through the games as if nothing happened but when i got to junktown when ur supoused to save kilians life after u defeat ur opponent it crashes yet again is not just once it happens everytime u try to do it so i stop playing assuming tht there are other places where this also hapens id apreciated any kind of help :(
First of all thanks for registering here to give me your feedback!

There's a couple crashes from Alpha 1 that I haven't fixed yet (i.e. Junktown and one or two on world map) but the others you talked about are new in Alpha 2. I forgot to include some map data and critter data, and messed up the weapon drop scripts :(

All these should be fixed in Alpha 3, although i'm not 100% sure that the Junktown ones are fixed (yet).

Hold tight, Alpha 3 should be coming out soon enough...
ok thannk u for the hard work :) idk if it helps or not but the msg error i got whe the game crshes says " the instruction at 0045bafc reference memory at 000000b0 could not be read" something among those lines im not 100% sure if it was the mod or the PC ad looking forward for alpha 3 id love to play FO1 with the mods u applied without the crashes of course thank you for everything
 
valcik said:
Sduibek said:
So yeah, if a good weapon design sticks, it'll be around for a long time.
Well, the desert eagle is very heavy, slow and unreliable. Let's make it a throwing weapon then!
"Suddenly, a fast flying Desert Eagle appeared behind the raider's head. The attack crushes the temple. Good night, Gracie." :mrgreen:
(OK, no more jokes. I promise.)
Okay, your idea to make it a throwing weapon made me laugh ... and then I thought: if there were no ammo for it anywhere in the game, then it could be made into a throwing weapon. :lol: That, or it could just be a random, low-value item with no in-game effect, like the TV dinner was.

Honestly, I don't have much of an opinion of what weapons should be added in, taken out, or left alone; mainly I'd like the weapons to make sense within the context of the game. (I was not a fan of the science-fictional weapons, even - at least at the outset - but they grew on me due to their power.) And I'd like them to be useful. I always hated finding a bunch of Desert Eagles early in Fallout, because they seemed much less effective to me overall than even the 10mm pistol was and didn't even give me ammo I could use in another weapon. The only use for the DE, as I saw it, was in barter.

I'd like to try a mod where weapons and ammo are scarce; that would seem more realistic to me anyway, and it would pose new challenges (i.e., it would be fun to try, in the same way ironman is fun). PC to storekeeper: "What do you mean, you don't have any ammo for sale? You've never seen a working shotgun shell? You don't want to trade me anything for my 35 scavenged Desert Eagles? What kind of crazy, mixed-up post-nuke world is this?!?"

-m
 
I second what .Pixote. suggested: basically what killap has done with his patch vs. the Restoration Project. But I think he's focusing mostly on the RP releases, so that's something you could do: a one-time separation of the patch files when you're at a major release. (Given the choice, I'd prefer a patch with options settings, so I could control whether to keep the game as close to the [restored/fixed] original as possible, or whether for example to add the extra monsters / enable other optional content elements as I choose.)

-m
 
Unable to Install Properly

I'm familiar with modded games, but i can't seem to get yours to function or confirm its functioning. While i'm able to play I choose to use the different Fonts for the numbers, but it doesn't show when i play then when i get to the Sand town and add Ian to my party none of the special options for combat formation show up for him. Then i try to go to the the rad scorp cave and it crashes. I read that others experienced this. I'm running Windows 7 64 bit, the other parts seem to work fine like the screen refresh etc. But i can't seem to get far in the game.

Thanks!!
 
Bug?

I get a black screen when I try to start the radscorpion cave quest. I have made new save games/reinstalled everything and the problem is still there.

I just tested it with fallout 1.1 patch and got to the cave fine.
 
alexander37 said:
Does Fallout Revisited work with FIXT? Any help getting them both to work...?
Hmmm. Overall it would be okay, although you'd potentially get crashes on maps i've edited, because my maps won't have his changes and vice versa.

Best bet would be to install his, install mine, then reinstall ONLY the .PRO files from his (on top of mine).

Funny you should ask, I was planning on including those kind of things as part of Survival, so soon this won't be an issue.
 
^Thanks that would be awesome. I'm really liking what you've done so far I just really want to do a play through where guns pack more punch it speeds up the fights and makes it feel more realistic so I'm not just taking potshots on a dude's face and he is barely harmed XD. Also I have gotten the freeze trying to go from the radscorpion caves, from what I see that has been fixed though.
 
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