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

Continuum good to see you again!

Why making Shady East smaller? I don't understand.


Dominion is Fallout 2? I'll take a closer look if you can give a bit more detail.
 
Sduibek,

My bad in the last post I gave you some wrong info. Vipers camp and a quest is in russian Gloabal mod. They were located in Den.

Dominion is in russian too. Though google translate can solve problems of getting a general idea of whats going on.

Oh, and in Dominion F1 towns are set in latter timeframe, 80 years latter after original Fallout.
 
Something to look forward to: I promise that Alpha 5 will be released by September 16th.

If I somehow mange to fail at keeping promise, feel free to hunt me down and shoot me in the face with a gauss rifle.

:hide:
 
Hey everybody! I decided to finally join up on NMA to help out with Fallout FIXT because for some reason I missed its existence completely. I've been posting bugs and suggestions on the Wiki lately, so you can expect more from me. Glad to help out in even the littlest bit on making this mod. Keep up the good work everyone! :D
 
Jackalgunner said:
Hey everybody! I decided to finally join up on NMA to help out with Fallout FIXT because for some reason I missed its existence completely. I've been posting bugs and suggestions on the Wiki lately, so you can expect more from me. Glad to help out in even the littlest bit on making this mod. Keep up the good work everyone! :D
Sweet! Looking forward to hearing more from you. It would be great to someday get other people working actively on it with me but we'll see.
 
One more bug I noticed. When in battle and your npcs move somewhere and then you load that exact moment of battle they teleport back to their "original" places near the player. It's not a big deal, but a bit annoying. For example, Dogmeat was standing near a raider and could bite him 4 times, now he has to go back to him and lose a few ap and so he'll bite him only twice. Again, not a big deal, but a bit annoying at times.
 
Elidar said:
One more bug I noticed. When in battle and your npcs move somewhere and then you load that exact moment of battle they teleport back to their "original" places near the player. It's not a big deal, but a bit annoying. For example, Dogmeat was standing near a raider and could bite him 4 times, now he has to go back to him and lose a few ap and so he'll bite him only twice. Again, not a big deal, but a bit annoying at times.
Huh, odd. I've played a lot and never seen this before. Do you have them on a "stay close to me" setting?
 
Okay I'm on page 19 of 23 going through the main FIXT thread and putting everything bug-or-suggestion into the FIXT Bug Reports wiki. After that's done, I'll be moving on to this thread (ugh, forty pages)
 
Sduibek said:
Okay I'm on page 19 of 23 going through the main FIXT thread and putting everything bug-or-suggestion into the FIXT Bug Reports wiki. After that's done, I'll be moving on to this thread (ugh, forty pages)

Must be a pain to do. I wish you luck in that endeavor. If you want though, I could help you out by going through the pages and adding things to the wiki for you. Give you more time to work on the 'fun' stuff. :)
 
Jackalgunner said:
Sduibek said:
Okay I'm on page 19 of 23 going through the main FIXT thread and putting everything bug-or-suggestion into the FIXT Bug Reports wiki. After that's done, I'll be moving on to this thread (ugh, forty pages)

Must be a pain to do. I wish you luck in that endeavor. If you want though, I could help you out by going through the pages and adding things to the wiki for you. Give you more time to work on the 'fun' stuff. :)
That would actually be great. The other thread is the most important to start on, since this one is almost done.
 
Elidar said:
Nope, moderate distance with default values.
And they don't walk or run, they just basically teleport to you?

Also would you get screenshots of the armor of them please. You mentioned they aren't changing looks I'd like to see exactly what you mean. And if you know how to do so, please send a zip/rar/whatever of the .PRO files from Fallout/DATA/PROTO/CRITTERS because that will allow me to confirm they have the files that are pointing to the correct graphics entries.

Thank you
 
Aaaaand the possibility of sex with Tandi is now an implemented and finished feature in the files on my drive!

Being a manwhore is such fun. [wistful sigh]
 
Yep, they just teleport to me.

Here are the screens regarding looks:

Ian in Leather Armor:
leathern.jpg


Ian & Ticho in Metal:
metalt.jpg


Actually I have no idea what kind of files I need to send you. If you tell me, I'll be glad to do it.
By the way, can it be because I installed your mod directly into fallout folder without creating a separate Fallout FIXT folder inside the main one?
 
Sduibek said:
Why making Shady East smaller? I don't understand.
Not only East ;) I want to cut that huge, empty, ugly, useless space without filling map with tons of junk, or other crap. Besides settlements surrounded by walls (like Shady Sands, or Junktown) look much better when they're compact/tight/whatever.
 
Continuum said:
Sduibek said:
Why making Shady East smaller? I don't understand.
Not only East ;) I want to cut that huge, empty, ugly, useless space without filling map with tons of junk, or other crap. Besides settlements surrounded by walls (like Shady Sands, or Junktown) look much better when they're compact/tight/whatever.
Hmm. I never thought of Shady Sands' empty space as huge or ugly. But hey, that's why over time more and more things in my mod will optional via check-box. (or "tick grid" for you British folks) Because we all have differing opinions on this stuff 8-)

Btw, shouldn't your sig read brandishING of the torches?
 
Perfect, thanks for the pics. That helps a lot, and yes is definitely not what they should look like.


Did you check the "don't change NPC appearance" option when installing the mod? This could potentially be because of that. Either way, once I get the files I will know for sure (see below)

Elidar said:
Actually I have no idea what kind of files I need to send you. If you tell me, I'll be glad to do it.
If you go to the folder you installed FIXT in, wherever that is, there's this folder structure:

DATA --> PROTO --> CRITTERS

So the full path should read, for example,
Code:
C:\Games\Fallout\DATA\PROTO\CRITTERS
Here there's about 400 files (ish) -- if you would please put those in a compressed folder (like I said earlier, type doesn't matter. Windows has built-in zip creation if you are using XP or newer) The files I need are 00000001.PRO through the last one, which will be anywhere from 00000393.PRO to 00000395.PRO. Technically I don't need ALL of them, but that'll be easier to just Select All than cherry-picking through the list.

Go ahead and just email me the zip file.

Elidar said:
By the way, can it be because I installed your mod directly into fallout folder without creating a separate Fallout FIXT folder inside the main one?
Shouldn't be an issue. For me personally, I see no reason to install it separately. Installing directly on Fallout folder is best because otherwise you'd need to copy over master.dat and critter.dat, effectively just wasting 600MB space on your drive.
 
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Sduibek said:
Continuum said:
Sduibek said:
Why making Shady East smaller? I don't understand.
Not only East ;) I want to cut that huge, empty, ugly, useless space without filling map with tons of junk, or other crap. Besides settlements surrounded by walls (like Shady Sands, or Junktown) look much better when they're compact/tight/whatever.
Hmm. I never thought of Shady Sands' empty space as huge or ugly. But hey, that's why over time more and more things in my mod will optional via check-box. (or "tick grid" for you British folks) Because we all have differing opinions on this stuff 8-)

Btw, shouldn't your sig read brandishING of the torches?

I actually like Shady Sands the way it is. :( It's supposed to be large, but boring like Tandi says.

I went through this thread and added everything that hadn't already been fixed or posted to the Bug Reports Wiki. Lets keep up the good work.
 
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