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

Lexx said:
Yes, saw it. But that would turn the location into something totally different, atmosphere-wise.
Not different, but better. But of course, everyone is entitled to his own opinion.
 
Better for you, not better for me. :>

I don't mind changes to the location, to fill up some space. But the changes should also fit the location-- Something like sand dunes or such, not graphics from a totally different tileset.
 
Anyone else with Ian missing or I 'm the only one? I re-installed for the third time fallout1 v1.2 and Ian is there. Then I installed fallout FIXT alpha 3 and Ian is still there. When I install alpha 4, he disappears. :?
 
@Continuum: MR? Link please.

Has anyone else tried talking to Set? I don't understand why that didn't work. Mrere you've killed all six of the Super Mutants at the water shed, you're 100% sure of that? And MAX_MUTANTS in VAULT13.GAM is set to five (5)?

EDIT: I think this will only work properly in a new game - i.e. "Alpha 4 patch" when I get it released. In all honesty I don't think it's that big a deal -- the reward for that quest is super shitty:

Per's Fallout 1 walkthrough said:
Return to Set during night hours and you'll get a reward from the fridge of... 4 Nuka-Cola, 4 Flare and $50. If Garret likes you you get $50, a Shotgun and 40 12 ga. Shotgun Shells instead, and if Garret really likes you you get both lesser rewards and $100 more (i.e. $200 in all). To get either of the good rewards you must have talked to Garret between 7.00 and 18.00 to get a reaction (high CH and karma help) but not bothered him overmuch after that. Except for the cash he takes the stuff directly from the fridge, so you cannot get more items by raiding it in advance.
 
You know, that makes me think I should really make those rewards better. Killing the Mutants is fucking hard. Getting two hundred caps is a bullshit reward.
 
Sduibek said:
Mrere you've killed all six of the Super Mutants at the water shed, you're 100% sure of that? And MAX_MUTANTS in VAULT13.GAM is set to five (5)?
Yes.

I'll skip Set then. However, I appreciate your effort. Thanks.
 
I thought that this was intended... Set was only using you to get rid of the mutants, not to reward the super-hero for saving his people etc.

Ofcourse it's your mod - but imo you shouldn't alter the actual balancing of the game too much. FO1 isn't that much unbalanced that it would need that - IMO ofcourse. ;)
 
Mrere said:
Sduibek said:
Mrere you've killed all six of the Super Mutants at the water shed, you're 100% sure of that? And MAX_MUTANTS in VAULT13.GAM is set to five (5)?
Yes.

I'll skip Set then. However, I appreciate your effort. Thanks.
Hey at least you can slaughter them all for the XP :D It's actually a lot, something like 3000 once you're done.


Surf Solar said:
I thought that this was intended... Set was only using you to get rid of the mutants, not to reward the super-hero for saving his people etc.

Ofcourse it's your mod - but imo you shouldn't alter the actual balancing of the game too much. FO1 isn't that much unbalanced that it would need that - IMO ofcourse. ;)
I have no idea what you're talking about; every change I make is accepted into canon by 100% of the Fallout community!

:wink:
 
I found killing the mutants to be really easy. The reward is not enough for it-- true, but that's how Set works. He doesn't want to pay you more, it has nothing to do with game balance.
 
Lexx said:
I found killing the mutants to be really easy. The reward is not enough for it-- true, but that's how Set works. He doesn't want to pay you more, it has nothing to do with game balance.
Easy at what character level? They generally (as with most Super Mutants) have high melee damage, and there's a flamer and laser rifle. Their armor an HP stats aren't a joke either. I have no idea what you're refering to, unless your characters tend to cheat or do the game in some strange order.
 
I am visiting Necropolis after I have finished stuff in the Hub (the natural way: Shady Sands -> Vault 15 -> Junktown -> Hub -> Necropolis).

The mutants are easy if you have Ian, Tycho and Dogmeat with you + Hunting Rifles, .223 Pistol, etc. All stuff you can get at latest in the Hub. Harry with Laser Rifle has to be killed first, the rest isn't much of a problem.

Still-- the reward isn't badly balanced. Set is just an asshole (your character can even comment on it, if I remember correct. "What, this is all?")
 
Lexx said:
I am visiting Necropolis after I have finished stuff in the Hub (the natural way: Shady Sands -> Vault 15 -> Junktown -> Hub -> Necropolis).

The mutants are easy if you have Ian, Tycho and Dogmeat with you + Hunting Rifles, .223 Pistol, etc. All stuff you can get at latest in the Hub. Harry with Laser Rifle has to be killed first, the rest isn't much of a problem.

Still-- the reward isn't badly balanced. Set is just an asshole (your character can even comment on it, if I remember correct. "What, this is all?")
Ohhh okay. Huh. Yeah for some reason I never went there with a bunch of buddies. My bad :mrgreen:


Continuum said:
Sduibek said:
@Continuum: MR? Link please.
MR (Mutants Rising) is a total conversion mod for Fallout 2.
Oh gotcha. So how many Fallout-related sites are the old timers usually registered on? Maybe three average?
 
Okay so for the foreseeable future i'll just be patching Alpha 4 to fix issues. Bug fixes mostly. What would everyone like to see in a major release change, i.e. Alpha 5?
 
There is a good ending for the Followers described in a nar_16.txt file:
Code:
1:The Followers of the Apocalypse rise to become a major influence in New California.
2:With your help, they gain control of the LA Boneyard.
It seems to be heavily bugged though, no matter how hard I tried, never achieved it. So I would like to see the happy Followers someday. :)
 
Major bug in Alpha 3.

I returned to Vault 13 from Necropolis with the water chip, only to find the vault door sealed close. Upon using the vault door console in the cave it talks to me with a floating message, saying something like "We know you saved us, but we can't let you in.", as if I had already killed the Master and destroyed the Vats, even though I haven't even returned the chip yet.

I tried reloading and travelling to Vault 13 again; this time I spawned inside the wall near the vault door, and couldn't exit the place at all.
 
skyesken said:
Major bug in Alpha 3.

I returned to Vault 13 from Necropolis with the water chip, only to find the vault door sealed close. Upon using the vault door console in the cave it talks to me with a floating message, saying something like "We know you saved us, but we can't let you in.", as if I had already killed the Master and destroyed the Vats, even though I haven't even returned the chip yet.

I tried reloading and travelling to Vault 13 again; this time I spawned inside the wall near the vault door, and couldn't exit the place at all.
http://www.nma-fallout.com/forum/viewtopic.php?p=915208#915208 should work, if not you'll need to use Alpha 4 (no need to start a new game)
 
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