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

Just to clarify, is it just while using the hi-res patch that you don't see movies?
Do any of the movies work? eg. Interplay world logo, war never changes intro.
 
I've had movies not work (black screen), but that was only when using Timeslip's Mode 4/5 and yours at 8 bit. In theory it's cool but all it's ever done for me is make the game ssslllooowww so I didn't think much of it.

I'm busy with school but if I do personally stumble on something here I'll let you know.
 
Sduibek said:
I've had movies not work (black screen), but that was only when using Timeslip's Mode 4/5 and yours at 8 bit. In theory it's cool but all it's ever done for me is make the game ssslllooowww so I didn't think much of it.

I'm busy with school but if I do personally stumble on something here I'll let you know.
I can't duplicate it anymore, go figure, but the only time I ever get a black box is if it crashes initializing directx mode.

Anyone reading this who's having this issue, again please send me your ddraw.ini and f1res.ini, either via PM here or email to falloutfixt@gmail.com
 
Thanks for this compilation Sduibek. I just finished a play through.

Some errors/bugs I noticed:

1) The four "mercs" near the Followers of Apocalypse library give me errors instead of dialog
2) After convincing Master to suicide, the dialogue screen pops up immediately - twice - forcing me to fight him
3) The two droids next to Master are inactive in the following fight.
4) Reading books caused the game to crash. Not always though, hard to reproduce. No other crashes.
 
GarfunkeL said:
Thanks for this compilation Sduibek. I just finished a play through.

Some errors/bugs I noticed:

1) The four "mercs" near the Followers of Apocalypse library give me errors instead of dialog
2) After convincing Master to suicide, the dialogue screen pops up immediately - twice - forcing me to fight him
3) The two droids next to Master are inactive in the following fight.
4) Reading books caused the game to crash. Not always though, hard to reproduce. No other crashes.
Cool, thanks for the feedback.

That sucks about the crashes, crashes that are hard to reproduce are the WORST. :(
 
I've begun working on a combined and polished Change Log for Fallout FIXT.

It's kind of hilarious, my current list of version's change logs is 10 pages long if you past it into Microsoft Word. (hence the need for a professional one)
 
Sduibek said:
.Pixote. said:
Sduibek said:
Should Karma drop by more than it did prior? In vanilla Fallout and current version of FIXT, killing a child only reduces your overall Karma by one (1), thus your "freebie child kills" have very little impact on the game whatsoever, even behind the scenes. Hence my original motivation for the change explained above.
I would say at least 10 karma, maybe 20...killing kiddies is the lowest of the low. Also it makes building an evil character so much easier, otherwise you would need to massacre every town to max out your negative karma. [...]
[...] 10->20 is too much I think, gotta remember that Fallout uses much smaller changes in Karma over time numerically than Fallout 2 does.
Is there a way to implement a formula for a sliding scale, or else an exponential scale with a cap? Say, the first kid costs 0 karma (ignored in case Ian "accidentally" caps a kid), and every kid after that increases the negative karma more than the previous step?

So, either a linear slope (scale could be 2x or 3x this, too):

Kid killed --> karma effect for that kill
#1 --> 0
#2 --> -1
#3 --> -2
#4 --> -3
#5 --> -4
#6 --> -5
#7 --> -6
#8 --> -7
#9 --> -8
#10 --> -9
#11 (etc.)

- or exponential, with a cap:

Kid killed --> karma effect for that kill
#1 --> 0
#2 --> -1
#3 --> -4
#4 --> -9
#5 --> -16
#6 --> -25
#7 --> -36
#8 --> -49
#9 --> -50 [capped]
#10 --> -50
#11 (etc.)

Either way, early mistakes for a good player aren't horrendously penalizing, but evil characters build more of a negative karma the more they kill.

(I also agree - due to bad AI sometimes, Child Killer shouldn't be assigned to the player until kill #3.)

-m
 
The sliding scale is super easy, I'd just need to add a couple lines of code to the death routine for each child-critter script.

Is your NPCs killing kids really that common? Maybe I only don't see it because I never let them burst? I don't understand - besides the Coast raiders encounter, where else in the game could you be in combat NOT murdering people that would give you negative karma, and hit a child with crossfire?
 
Child killing itself is probably more of an issue in Fallout 2 than F1, I suppose. Now that I think about it, way back when I was new to Fallout, it seems there was always more of a problem with Ian (and other NPCs) shooting me in the back than shooting kids. Still, a sliding scale seems to make more sense than the current system (the exponential scale would be my vote), so I'm curious whether you agree that a sliding scale would be a better idea than having a fixed amount of negative karma.

-m
 
memetics said:
Child killing itself is probably more of an issue in Fallout 2 than F1, I suppose. Now that I think about it, way back when I was new to Fallout, it seems there was always more of a problem with Ian (and other NPCs) shooting me in the back than shooting kids. Still, a sliding scale seems to make more sense than the current system (the exponential scale would be my vote), so I'm curious whether you agree that a sliding scale would be a better idea than having a fixed amount of negative karma.

-m
Sounds good I think, not sure though. I'll think about it :D


[unrelated]
All: Main post of FIXT thread (here, scroll down a screen or two) updated with a condensed and much better organized "what's included" list.

Please feel free to take a look, and let me know if there's any complaints/feedback/etc.

Thanks!
 
Main post of FIXT thread (here, scroll down a screen or two) updated with a condensed and much better organized "what's included" list.

Please feel free to take a look, and let me know if there's any complaints/feedback/etc.

Thanks!
 
Just downloaded and installed your mod. When I run the 64-bit OS bat file (I'm running Win7 Home Pro 64-bit), an error message pops up saying

"Could not find the master datafile. Please make sure the FALLOUT CD is in the drive and that you are running FALLOUT from the directory you installed it to."

I am not sure what to do. I actually put my Fallout CD in my drive, but that did not help either, obviously I cannot install from the CD on Win7. Any help would appreciated!
 
wraithlord3 said:
Just downloaded and installed your mod. When I run the 64-bit OS bat file (I'm running Win7 Home Pro 64-bit), an error message pops up saying

"Could not find the master datafile. Please make sure the FALLOUT CD is in the drive and that you are running FALLOUT from the directory you installed it to."

I am not sure what to do. I actually put my Fallout CD in my drive, but that did not help either, obviously I cannot install from the CD on Win7. Any help would appreciated!
Make sure you're running it from a folder that does indeed have a Fallout installation (i.e. a master.dat and critter.dat), also check the fallout.cfg file to make sure it's pointing at the right directory (this will be the directory fallout.cfg is in)
 
Two very minor comments:

1) Isn't children always running a feature, not a bug? I always thought they were supposed to do that, and probably prefer it that way.
2) "You have been radiated" should read "You have been irradiated" instead. "You have been radiated" kind of implies that something is emitting you out of itself, whereas "irradiate" is the verb for emitting radiation upon something.


Oh, also a question: I seem to recall Fallout having some kind of bug with armor piercing ammo. I even have this mod lying around: "Fallout Ammo Patch v1.1 by Celestial". I don't recall what the actual problem was, but is it fixed in this patch?
 
G-Flex said:
Two very minor comments:

1) Isn't children always running a feature, not a bug? I always thought they were supposed to do that, and probably prefer it that way.
Well yeah, kids running makes sense, but on some systems a speed boost via ddraw is necessary for the game to run smoothly - I usually have it set between 103 and 110 depending on the PC i'm using - and at that speed, children literally almost never stop. So if you want to for example talk to them or steal from them, it's almost impossible to do so. And, kids aren't sprinters from Kenya ;) A lot of these issues with timing are simply from running Fallout on newer systems. The Raiders' floating comments aren't supposed to display constantly either, but newer systems running a ddraw speed boost to get desired playability will get that. It's really just a workaround to put things back to how they were before.

2) "You have been radiated" should read "You have been irradiated" instead. "You have been radiated" kind of implies that something is emitting you out of itself, whereas "irradiate" is the verb for emitting radiation upon something.
Hmm. I'll look into it and get back to you

Oh, also a question: I seem to recall Fallout having some kind of bug with armor piercing ammo. I even have this mod lying around: "Fallout Ammo Patch v1.1 by Celestial". I don't recall what the actual problem was, but is it fixed in this patch?
As far as I recall the item files from that are used as base for items in this mod, however, myself and others have done testing and the files don't seem to make a difference. Damage code in Fallout 1 is all kinds of messed up. It doesn't appear to read all (if any) of the ammo stats. Some day i'll fix the ammo code in the exe itself (this is necessary, they did it for Fallout 2) but I don't know Assembly programming yet.
 
May I suggest to upload it at Gamefront then?

I have always had my files there and I am very satisfied with the quality of their free service.
 
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