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

Ah, so the thread isn't dead, good. Some more bugs to report:

1. After loading a save game in The Glow I got a message I'm receiving large doses of radiation. I saved the game at 100% radiation resistance. I'm still at 100% in char screen.

2. Trying to get rid of radiation I've been using Rad-Aways (-10 rads), knocked it down from yellow to green. A little while later the effect disappeared altogether. I don't recall how it worked vanilla, but have you implemented effect over time, or an aftereffect to Rad-Away? I don't know exact numbers because...

3. When I used a Geiger counter it disappeared from my inventory. Not immediately, I think it happened on switching item slots. Which may be related to...

4. When you light a flare and place it in an item slot, then proceed to switch to that item slot the flare disappears.

5. I got Mrs Stapleton to give me a discount on a vault holodisk which, according to Per's walkthrough, requires either a Barter or Charisma check. My charisma is at 2 and I haven't put any points in Barter.

I noticed some others but didn't want to doublepost so I forgot them, sorry.

Edit:

Oh yeah, a major one regarding NPC followers - I'm playing unarmed jinxed so it's probably more obvious that way - When an NPC follower gets a critical failure that makes him drop his weapon he'll bug out and behave like a container (not moving, no dialogue icon, just hand) until he gets attacked (like in a random encounter), in which case he "resets" again.

Happens to Dogmeat as well.
 
Sduibek said:
Stormlight said:
I just downloaded FIXT and I'm anxious to install it.

I install both non-Steam and Steam games in my "C:\Games" directory. However, Fallout I is installed in "C:\Games\Steam\steamapps\common\fallout" folder.

The installation program seems to suggest that the default path for FIXT is the main game directory (C:\Games) but when I clicked on the "32.bit OS.BAT" file, I ran into problems, something about not being able to find a file.

Should the FIXT folder be installed inside the Fallout I folder?

If outside, would it make any difference whether I use "C:\Games\" or "C:\Games\Steam\" directory?

Thank you.
Ignore the default install path that the installer generates. It's not doing any detection of existing directories/installations. I haven't set it up to do that yet.

It shouldn't matter which of your Fallout installs you use, GOG will work as will the other one.

And yes install it directly on top of an existing Fallout installation folder.

Thank you Sduibek! I really appreciate your reply. I installed FIXT as instructed. There were no issues and Fallout booted up!

Regarding the 4.1 patch: There was no mention in the instructions what to do with the *.SSL files found in the 4.1 Source folder, so I copied them into the Fallout Source folder and ignored everything in the Proto folder. I hope this was correct.

If I may offer a suggestion: The instructions refer to the Fallout directory as the "Fallout FIXT directory". If I understand this correctly, the Fallout FIXT directory is the Fallout directory. If so, you might want refer to this directory as the "Fallout directory", otherwise people like myself who are not that familiar with your mod (or directories), may assume that somewhere there is a separate FIXT directory, either inside or outside the Fallout directory.

Although I've not yet completed a game with your mod, I want to tell you how much I really appreciate what you've done. Very impressive. I know a lot of work has gone into this mod and for that you deserve a "Well done!". Thank you!
 
Cheers :) I'll probably try a different playthrough with a similar min-max build (gifted, jinxed, unarmed, speech, lockpick) since I forgot about stat operations at the Brotherhood. I'll make sure to keep a notebook close by this time around.
 
DexterMorgan said:
Cheers :) I'll probably try a different playthrough with a similar min-max build (gifted, jinxed, unarmed, speech, lockpick) since I forgot about stat operations at the Brotherhood. I'll make sure to keep a notebook close by this time around.
Jinxed is so much fun!

Both the things you mentioned will be a bit more interesting too in the next release onward, because BoS will allow 3 operations per stat including Charisma (at increasing amounts each time of course) and the possible Critical Fail actions for weapons have been increased. In other words, pistols could not explode previously in Fallout. Now they can. The list of possible failures has been "upgraded" as such for all applicable weapons. All possible failures are the same, it just means the next "tier" of each is also possible now, it wasn't before.
 
Sduibek said:
Jinxed is so much fun!
It's one style I haven't tried before, it sure makes things more interesting in combat (read: chaotic).

Sduibek said:
Both the things you mentioned will be a bit more interesting too in the next release onward, because BoS will allow 3 operations per stat including Charisma (at increasing amounts each time of course) and the possible Critical Fail actions for weapons have been increased.
I'd actually advise against that, unless you also limit the total number of operations. Perhaps the next tier of stat increase could also "cost" more in the total pool of upgrade points.

Sduibek said:
In other words, pistols could not explode previously in Fallout. Now they can. The list of possible failures has been "upgraded" as such for all applicable weapons. All possible failures are the same, it just means the next "tier" of each is also possible now, it wasn't before.
Heh, a raider chick at the Khan's camp actually died to an exploding 10mm while trying to put one in Ian. It was pretty cool. Can you control the explosion range? Perhaps limit it to 1 tile +1 adjacent tile? (I think it hurt Ian even though he wasn't right next to her)
 
The explosion radius shouldn't be that big... hmm. Maybe that's why Interplay didn't implement those. I'll check it out once I've got set up with the Fallout 2 engine.

On the operations thing, I can make it optional.
 
Right, well, um... This is embarrassing but I suppose I have to give you the heads up - I did a clean install with the mod before starting another playthrough and it would appear that my original install was corrupt somehow. I'm not hitting bugs with NPCs any more and the game is a lot more stable.

I think you should disregard my previous bug reports. Sorry if they caused any inconvenience. I'll keep an eye out for exploding gun range and keep you updated.
 
Hey Sduibek, since you're going to convert to the FO2 Engine should I quit bug hunting in this and move to that version instead?
 
Jackalgunner said:
Hey Sduibek, since you're going to convert to the FO2 Engine should I quit bug hunting in this?
Mmm, probably not. A lot of the stuff still applies, especially with scripting bugs.
 
Dammit, don't have it done but very close. I just need to update the changes log, double-check the NPC armor pointers and double-check the f1_res GUI files.
 
Sduibek said:
Dammit, don't have it done but very close. I just need to update the changes log, double-check the NPC armor pointers and double-check the f1_res GUI files.

Sweet, looking forward to it.
 
alpha 5 released!

Version alpha 5 released. Bug Reports wiki page and OP of main FIXT thread updated.

Click here to get it

CHANGE LOG:
[spoiler:61734bd764]//////////////////////////////////////////////////////////////////////
Alpha 5 changes:
//////////////////////////////////////////////////////////////////////


TEXT/DIALOG CHANGES:
- More fixes to grammar, punctuation and spelling as usual
- Removed duplicate text entry 981 from Abel and 110 from Mitch
- Removed duplicate entry in FLSUPMUT.MSG
- Some fixes, tweaks and additions to Stupid (Intelligence <= 3) dialog options with Lori (Brotherhood of Steel)
- Stat boost messages from Lori fixed (had a mismatch on Intelligence, and "___ increased 1 point" messages added)
- New dialog options made from scratch with Lori for relations (see below)
- Added notification messages for the remaining skillpoint increase scripts
- Tandi's "Thanks for saving me" verbiage once you've saved her only plays once. After that is generic "Hello again, how can I help you?"
- Added some more floats for Tycho for when the player betrays Junktown
- Dogmeat now interacts properly with Stupid characters.
- Dogmeat's hover descriptions are now correct
- Various routing changes and fixes to The Master, to make the end of conversations flow better, be more applicable to context and avoid the repeat-dialog issue
- All instances of "Cane" corrected to "Kane"
- "irradiated" now used instead of "radiated"
- Superstim description grammar fix
- Hotel Manager ghoul no longer just says "Error"
- Avellone and his thugs no longer just say "Error"
- Added more entries to floats for Hotel's hostile zombie packs and increased chance-to-display
- Gizmo now gives a float message asking who you are if you haven't talked to him before
- Tweaks to Gizmo's dialog routings and options
- No more "Error" from Casino slot machines
- Fixed lots more Vance dialog bugs. He now has proper and appropriate messages for Stupid characters and people he hasn't met before (Vance's dialog tree has been significantly modified to be more realistic and glitch-free)
- There's now an option to back out from setting timers if you changed your mind about blowing up the base after hacking into the computer
- Fixed Gizmo dialog option's reversed empathy flags
- Alert status (silent or normal) and countdown times in the Military Base computer now match their descriptions
- Stupid players have a few new dialog options for Avellone
- Added some dialog options and descriptions to Khans. (Part of an ongoing project to expand and improve upon the Khans)

SCRIPT/GAMEPLAY CHANGES:
- Improved the Children of Cathedral healers' code for radiation and poison treatment
- Improved code for detecting and curing poison for all healers
- Intelligence required for healing, poison and radiation treatment from Lori reduced to 4
- Stupid characters can now get healing, poison and radiation treatment from Lori
- Player can now have 'intimate relations' with Lori and Tandi (Lori is Charisma-or-Speech check, Tandi's check is same as before but easier if player is female)
- Tycho now gives 10 skillpoints to Outdoorsman instead of 5
- Player now gets 3 skillpoints from each "phase" of watching Thomas, instead of 1
- Beating Zax at chess is slightly easier and checks modified. Requires Intelligence of 10, Luck of at least 7, if those are met there's a 33% chance of winning
- Code for Tycho attacking the player if player murders Junktown citizens improved. In some cases he still might behave improperly, but at this point it's an engine bug
- Dogmeat now interacts properly with Stupid characters.
- The Master no longer re-initiates dialog saying "You think you can destroy me? Destroy? Me!" regardless of how dialog ended. This means he will now suicide properly
- Removed the last of the annoying HP increases for critters introduced in previous FIXT versions (this included rats, scorpions, manti, peasants, children and guards)
- After teleported by Izo out of Gizmo's office, game no longer crashes if character is holding a weapon or Sneak enabled
- Junktown Casino guards' cooloff between weapon checks is now longer, only pings if the player is close or they can see you
- Weapon drop mod disabled for Gizmo
- No more crashes from Casino slot machines
- Killian's wares are now combined and moved to his inventory whenever talking to him, thus if bartering via button or dialog you'll always see all his stuff. Players new to Fallout didn't understand why he only sold Desert Eagles, and needing to access the shelves to get his other inventory isn't documented anywhere
- For the fix above, after dialog all the original item types go back to their respective shelves but leaves a couple items on him (stims, ammo, Desert Eagle) and puts everything else off-screen
- If Killian dies, some of his items go into his safe instead of staying in his inventory
- Can no longer talk to Watershed ghoul prisoner repeatedly for infinite experience
- Karma received from Watershed ghoul prisoner immediately (before it didn't until he walked completely off the map)
- All scripts originally using Critter_Action changed back to Critter_Action from critter_p_proc (this was causing scripts not to trigger)
- After killing Lieutenant, countdown for the base destruction triggers for 500 ticks. (It's no longer required to destroy the base "diplomatically" using bomb interaction)
- Radiation at The Glow reduced overall, but now also scales based on game difficulty
- Animal Friend now works for all: dog types, rat types, scorpion types
- Slideshow for Raiders trigger fixed (# of critters in Global Variable didn't match number on map)

BEHIND-THE-SCENES CHANGES:
- Removed a bunch of files from the installer that were no longer needed
- Installer also deletes unneeded files on completion, allowing cleanup for upgrading users
- Installer no longer warns player when folder already exists
- Added a few more music files that should help with the Glow/Cathedral/Master's Lair crashes
- Removed duplicate and old instances of readme files
- Other minor improvements to installer
- Fixed wrong Default AI Packet and Extra Gender in certain Protos (mostly Vault Dwellers)
- Additional weapon drop mod checks added to avoid debug log errors
- Corrected wrong critter ID at offset 0x2: PROs 269, 270, 271

INCLUDED MODS CHANGES:
- Newest version of Sfall (ddraw) now included [1.18e]
- Newest version of High Resolution patch (f1_res) now included [3.0.6]
- Default ddraw.ini settings changed for increased performance and compatibility
- Default f1_res.ini settings changed for increased performance and compatibility
- w7ddrawpatcher no longer included, as some anti-virus get a false positive from it
- Two tools included in "Scrambled Colors Fixes" folder; use these if getting the crazy psychedelic colors while playing

RUNTIME CHANGES:
- Fallout FIXT.bat replaces 32-bit/64-bit batch files
- Cathedral Fix runs once, at time of install only
- Desktop and Start Menu shortcuts now function properly
- Default fallout.cfg settings template changed for compatibility and to avoid crashes

DOCUMENTATION CHANGES:
- Updated the information that displays during install: reminder of install path, backup advice, rundown of tips and how to get started
- Added a "Troubleshooting Fallout FIXT" text file, as well as "fixing color display issues" text file in the "Scrambled Colors Fixes" folder
- Quick Reference Card now included
- Change Log for Fallout FIXT now included
- Imbedded Change Log texts removed from installer, for those concerned about spoilers. Did similar with OP of FIXT thread on NMA for the same reason
- Note about Push command being in dialog versus UI added to "Troubleshooting Fallout FIXT" text file
- Entry added to "Troubleshooting Fallout FIXT" text file about AP ammo being sucky

ADDENDUM:
- Probably other fixes/changes I forgot to write down.

[/spoiler:61734bd764]
 
alpha 5 released!

Thanks to everyone for your patience. Crazy that it's been almost 11 months since my last release. :shock:

By the way, check out my sig. I know the banner is a hack job, but I still think it looks pretty sweet 8-)
 
Your sig is surely sweet, Alpha5 is going to be sweeter and FO1 in the FO2 engine with FIXT will be the sweetest!

Cheers!
 
Sduibek said:
alpha 5 released!

Thanks to everyone for your patience. Crazy that it's been almost 11 months since my last release. :shock:

By the way, check out my sig. I know the banner is a hack job, but I still think it looks pretty sweet 8-)

Cool. This weekend I can get back to bug hunting.
 
Jackalgunner said:
Sduibek said:
alpha 5 released!

Thanks to everyone for your patience. Crazy that it's been almost 11 months since my last release. :shock:

By the way, check out my sig. I know the banner is a hack job, but I still think it looks pretty sweet 8-)

Cool. This weekend I can get back to bug hunting.
Thank you :salute:

I suspect there may be map bugs because after restoring from my crashed RAID I have multiple copies of everything. So some of them may be be older versions than what was included with alpha 4.1. I'll have to check on that next week when I'm back from Los Ageless. Forgot to carefully check map files before finalizing this version :(
 
I've tested it for a few hours now (new save) and have only encountered one bug (which I suspect is an engine bug?) so far.
Got a CTD while handling the inventory (actually, moving a lit flare from hand to inventory, which in itself is quite a stupid thing to do... especially when placing it next to a pile of 10-mm cartridges).
 
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