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

Sduibek said:
SorgFall said:
Sduibek said:
It was like that in vanilla Fallout.

That's odd...the red represents anger and green texts friendly.

Are there any more examples of blue?

Actually I think I remember know, as I saw I immediately started running away because I thought the red one was searing mad. :mrgreen:
Yeah that's definitely my lower-priority thing is "fixing" float colors. As you say, the game uses certain colors as certain moods, but then it breaks that rule many times, so it's confusing. I've already change a few but I'm sure there's a few dozen that have yet to be changed.

Back while I was reporting bugs in F1 to Wasteland Ghost, she was about to fix the color of Shady Sands' defenders, changing them from red to yellow.
Just out of curiosity, is that a part of your patch?
 
Yes. If there is rules (or should I type "rules" since they're not officially established anywhere) as to what certain colors mean, all of these need to be streamlined so as not to violate their own rule system.

By all means send me the ones you sent her :)

I really wish I could get a list of all the bug reports from WG, that would have been great. I talked to her about it once but she wasn't keen on the idea of sharing it. Which is unfortunate.
 
SorgFall said:
What was it like in Fallout 2?

Good question. I checked. From Per's guide:
NPC levelling works like this: every time you level up, then for each NPC currently in your party who hasn't levelled up lately there is a chance that that NPC will gain a level. If they don't, the probability will be higher next time, so it's no big deal. If you want to, you can save before levelling up and do it many times to get a good result, but there's no guarantee that any specific NPC will even have the possibility of levelling up. Note that they don't have to be with you when you earn xp, only at the specific moment when you level up.

Most NPCs can level up four or five times during a game. Each time he (for they are all male, or robots) will gain some Hit Points, Action Points, Carry Weight and combat prowess in a non-random fashion. Most of them also gain Critical Chance, Melee Damage and/or Sequence, though Lenny and Myron are exceptions. Check your NPC's combat screen for details. NPCs that cannot carry armour may also gain - or lose! - innate toughness. AC given in the list below is excluding the base AC (equal to their Agility) so that you can compare with normal armour stats; the numbers within parentheses denote levels.
 
Sduibek said:
Yes. If there is rules (or should I type "rules" since they're not officially established anywhere) as to what certain colors mean, all of these need to be streamlined so as not to violate their own rule system.

By all means send me the ones you sent her :)

I really wish I could get a list of all the bug reports from WG, that would have been great. I talked to her about it once but she wasn't keen on the idea of sharing it. Which is unfortunate.

She wasn't keen? Why? Was that before her retiring?
Because if it was, that she might've changed her opinion by now.
 
Sduibek said:
SorgFall said:
What was it like in Fallout 2?

Good question. I checked. From Per's guide:
NPC levelling works like this: every time you level up, then for each NPC currently in your party who hasn't levelled up lately there is a chance that that NPC will gain a level. If they don't, the probability will be higher next time, so it's no big deal. If you want to, you can save before levelling up and do it many times to get a good result, but there's no guarantee that any specific NPC will even have the possibility of levelling up. Note that they don't have to be with you when you earn xp, only at the specific moment when you level up.

Most NPCs can level up four or five times during a game. Each time he (for they are all male, or robots) will gain some Hit Points, Action Points, Carry Weight and combat prowess in a non-random fashion. Most of them also gain Critical Chance, Melee Damage and/or Sequence, though Lenny and Myron are exceptions. Check your NPC's combat screen for details. NPCs that cannot carry armour may also gain - or lose! - innate toughness. AC given in the list below is excluding the base AC (equal to their Agility) so that you can compare with normal armour stats; the numbers within parentheses denote levels.

Did killap make any changes to that? I ask because that doesn't sound a bit fair or actually proper for an RPG game...Your idea to make it 1-5 for 1-21 levels is almost as if it wonders why the developers didn't make it that way.
 
SorgFall said:
Sduibek said:
Yes. If there is rules (or should I type "rules" since they're not officially established anywhere) as to what certain colors mean, all of these need to be streamlined so as not to violate their own rule system.

By all means send me the ones you sent her :)

I really wish I could get a list of all the bug reports from WG, that would have been great. I talked to her about it once but she wasn't keen on the idea of sharing it. Which is unfortunate.

She wasn't keen? Why? Was that before her retiring?
Because if it was, that she might've changed her opinion by now.
I don't remember why she didn't want to share it before.

Good point, I'll ask.
 
SorgFall said:
Did killap make any changes to that? I ask because that doesn't sound a bit fair or actually proper for an RPG game...Your idea to make it 1-5 for 1-21 levels is almost as if it wonders why the developers didn't make it that way.
Well I can just make it optional :P

I hate how hirelings die all the time in later game. But apparently some people like that for whatever reason. So it will be an option for people like me that think the hirelings should scale with the character better, versus becoming bullet-meat.
 
Sduibek said:
SorgFall said:
Did killap make any changes to that? I ask because that doesn't sound a bit fair or actually proper for an RPG game...Your idea to make it 1-5 for 1-21 levels is almost as if it wonders why the developers didn't make it that way.
Well I can just make it optional :P

I hate how hirelings die all the time in later game. But apparently some people like that for whatever reason. So it will be an option for people like me that think the hirelings should scale with the character better, versus becoming bullet-meat.

I'll naturally want to include that.

Does killap's patch/mod include that for F2?
 
Okay so the current code on my system for Lori allows 3 surgeries per stat (all except Luck) assuming they aren't at 10 already.

She also will ask you to remove Power Armor if wearing it when asking about Strength, because the game is dumb and can't tell the difference between natural 10 and boosted-to-10.

Each successive surgery takes 10,000 more caps. So for example:
+Int: 6000 caps
+Int (+2 total): 16000 caps (22000 caps total)
+int (+3 total): 26000 caps (48000 caps total)
 
Re: Fallout FIXT feedback & status updates

Sduibek said:
This thread is for suggestions, discussion and other feedback or complaints about my Fallout FIXT project. Also whenever I feel like posting some stupid new update about FIXT that most people probably don't care about, this is the thread I'll drop it into.

Please by all means post, I like talking with everyone about my mod and getting feedback on it.

Thanks!
:clap:

I have a suggestion.
This can't be actually considered a fix, but it IS an enhancement.

When the Nameless Hero arrives to the Brotherhood of Steel and expresses desire to join, the Brotherhood of Steel soldiers says he'll talk to the high elder - only to immediately say in the following that he did.

That is a bit odd. In other similar sequences throughout the game, it exits the conversation screen for about a second or so and has that recurring shadow across the screen, continuing the conversation afterward.

It just makes sense to introduce the same for this particular event.
 
Re: Fallout FIXT feedback & status updates

SorgFall said:
I have a suggestion.
This can't be actually considered a fix, but it IS an enhancement.

When the Nameless Hero arrives to the Brotherhood of Steel and expresses desire to join, the Brotherhood of Steel soldiers says he'll talk to the high elder - only to immediately say in the following that he did.

That is a bit odd. In other similar sequences throughout the game, it exits the conversation screen for about a second or so and has that recurring shadow across the screen, continuing the conversation afterward.

It just makes sense to introduce the same for this particular event.
Ah! Good idea. Thanks.


SorgFall said:
Woah! That's amazing!

P. S. Is that actually the Vipers' raider clan hideout map?
Yeah, it's in the data files in the maps folder. Doesn't have any critters or anything in it, just the scenery.
 
Hello Sduibek!

First of all, let me tell you that you did an incredible job by combining the mods together. That brought life to one of the best and my favorite old games.

I came across two problems however and I hope you'll be able to help me with those (I apologize in advance if those've been mentioned before and answers were given previously. If so, please direct me to them).

First of all I read that you've made custom animations for Ian and Ticho wearing different types of armor in 4.1. However the only custom look I saw was initial Ian's look back in SS when I recruited him (black leather jacket + long hair). If i change his armor he just looks like the PC wearing different types of armor. Same applies to Ticho. Perhaps I am missing something or is it supposed to be like that (In F2, for example most NPCs have custom armor looks with restoration project).
Second for some reason some quests are not recorded in the pipboy, like in Boneyard, for example. Nothing I can't live with, just making a note. Now the real problem was in Necropolis when I took Set's quest to kill the mutants, killed the six bastards and came back to him in the evening. He kept saying that I am still in his shadow, blah-blah-blah. Basically I was unable to turn in the quest as if i didn't do it (fixed the water pump and freed the ghoul prisoner prior to that). Is that a problem I am having because of some conflict and can it perhaps be fixed?

Thanks in advance for your answer!

P.S.: Are there any plans to make Tandi recruitable after you return her to SS? You know, show her the world as she wanted...
P.P.S.: Is there any certain pattern to how your hirelings level up? Cause I only saw it once when I reached level 9 and Ticho went from 1 to 2, Ian went from 2 to 3 somehow (I guess he was lvl 2 already). This seems a bit odd, taking in consideration I had them along from lvl 2 or 3.
 
Elidar said:
Hello Sduibek!

First of all, let me tell you that you did an incredible job by combining the mods together. That brought life to one of the best and my favorite old games.
Hi!

Well thanks :) It's always good to hear things like this. I've put waaaaay too much free time into this mod (well, to be fair I enjoy the time working on it but you know what I mean) so it makes it worth it to see people really enjoying it :clap:

Elidar said:
First of all I read that you've made custom animations for Ian and Ticho wearing different types of armor in 4.1. However the only custom look I saw was initial Ian's look back in SS when I recruited him (black leather jacket + long hair). If i change his armor he just looks like the PC wearing different types of armor. Same applies to Ticho. Perhaps I am missing something or is it supposed to be like that (In F2, for example most NPCs have custom armor looks with restoration project).
You are running 4.1? Make sure it says Alpha 4.1 in the main menu at the bottom-right. Go ahead and extract it again into the Fallout FIXT folder and confirm to overwrite all files. (You may have to patch the exe again for f1_res). Install process is 4.0 with the installer, then extract 4.1 on top of it.

How it's designed is that Ian is the Long Hair Dude and Tycho is the Bald Dude. These should not look like NPCs in the game, nor like the player character, because Long Hair Dude and Bald Dude are both from work done for/with F2 graphics.

See here http://www.nma-fallout.com/forum/viewtopic.php?t=57305

Elidar said:
Second for some reason some quests are not recorded in the pipboy, like in Boneyard, for example.
Which quests? Some of these were already broken in patched versions (before FIXT) but I'll see what I can do.


Elidar said:
Now the real problem was in Necropolis when I took Set's quest to kill the mutants, killed the six bastards and came back to him in the evening. He kept saying that I am still in his shadow, blah-blah-blah. Basically I was unable to turn in the quest as if i didn't do it (fixed the water pump and freed the ghoul prisoner prior to that). Is that a problem I am having because of some conflict and can it perhaps be fixed?
Interestingly, I'm pretty sure this is a bug from vanilla. Pisses me off as well. They check a flag for night-time (or whatever) before the other checks, so no matter what the quest status is, he displays that message and the PC can't respond with anything useful.

Fixing it is on my To-Do list :)


Elidar said:
P.S.: Are there any plans to make Tandi recruitable after you return her to SS? You know, show her the world as she wanted...
Yep. Planned to implement is a fully-functional NPC after all Shady Sands quests are completed. If you talk to her while she's on your team before returning her to Shady Sands, you'll see the beginning of this. It goes into dialog with her and has some NPC Teammate options with the talking head (vanilla was just float messages)


Elidar said:
P.P.S.: Is there any certain pattern to how your hirelings level up? Cause I only saw it once when I reached level 9 and Ticho went from 1 to 2, Ian went from 2 to 3 somehow (I guess he was lvl 2 already). This seems a bit odd, taking in consideration I had them along from lvl 2 or 3.
TeamX NPC mod only allows 2 level ups per NPC, regardless of what any of their documentation says (lame). I will be changing this in future versions of FIXT. I also plan to have an option to scale with the player -- in other words if you pick them up at level 9, they'll be upgrade as well (rank 1 or maybe 2 I think). I think it's incredibly stupid for literally penalizing the player for not racing to get the Hireable NPCs at the absolute beginning of the game.
 
Hello again!

1. Yes it definitely says FIXT Alpha 4.1 on the menu screen. Perhaps this is an issue with Steam version of Fallout? I installed your mods right in fallout directory inside steamapps/common. Can this be the problem?
I recently tried reinstalling 4.1 Alpha on top of itself, didn't help. Tried putting only Ticho and Ian critter data only, still no change. When I load games same thing - they look like the player wearing different kinds of armor.

2. All right, in Boneyard, for instance, the only quest that got recorded was to fix the mushroom farms for Miles. Exterminate the Deathclaws, get equipment for the Blades and kill all the Regulators are not there. Now, this didn't prevent me from doing them so it's not a big deal, just something that seems a bit off.
Oh, by the way I found some kind of bug with Blades showing after you talk with Zimmerman about Regulators killing his son. Now the first time I talked with him and the Regulator killed him, thus initiating battle, they came and wrought havoc on the settlement (no civilian casualties). So I loaded my game and saved poor Zimmerman from the Regulator by cracking that bastard's skull open. So Jon helped me fight the rest of those slave drivers. After that, however, he turned on me (already after the killing and when the fight was over and Razor appeared on the map), so I had to kill him and I felt kind of bad, so I loaded my game and let the Regulator kill him (which also felt kind of bad). And when this happened the Blades didn't appear. So perhaps there's a conflict in scrips if you load your game too much. Just an assumption. In any case it would be great if it's possible to let Zimmerman live an continue contributing to the community + fix this bug with the Blades not appearing.

3. Sex with Tandy? And here I thought she said she wasn't "that kind of girl." Well, I guess things change, eh? But great news in any case! When will this come to pass? I'll postpone my game till that moment and start a new one for sure.

P.S.: I couldn't find how to turn on the survival mode of FIXT. Where's that? I'd love to check it out.
 
Continuum said:
Not fill, but reduce (+ few small details close to the walls) ;)
Reduction is done 8-) For reference - original one. Pixi's adobe walls joints don't fit... or maybe it's just me... I've made new ones from scratch.

Sduibek, do you want CITY5.MAP without Fallout 2 related artwork for random encounters? One map included with original game isn't really random :o
 
Speaking of cut Fallout 1 content. There is mod called Dominion by russian guy named Pavel. He also created add-on for it, called Vault-Tec (big underground facility). So, the vipers camp is in there with a small quest.

Parts of this mod are included in Megamod.
 
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