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

Wow, 342 downloads of alpha 5.2 already, nice!

Jaesun said:
Are the bug fixes separate from the new added/changed content?
Generally speaking, no.

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If everyone getting crashes would be so kind as to add it to the Bug Reports wiki page (link in my sig).
 
No but I mean is it like alpha 4, alpha 5.2 etc.

It bums me out how many crashes people are getting :(

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If everyone getting crashes would be so kind as to add it to the Bug Reports wiki page (link in my sig).
 
sea said:
I just noticed a report of Junktown crashing when the player tries to leave the map. I also have this crash, it's the same as when saving. Probably the same issue, but I made a separate entry.

Oh, and version 5.2.
Awesome, thanks.

I'm so fucking tired of crashes! A few of them I don't even know what's causing it, so what I'll have to do is just pore over scripts and map files until I find the culprit. The dark-and-boring side of modding. :x

EDIT: The music in your sig is pretty awesome dude :clap: Reminds me of Opeth, which is a big compliment because they're one of my favorite metal bands.

What are your favorite bands in Metal?
 
Vance bugs are fixed in my work-in-progress files, as is the AI that prevented Mr Handy from shooting you, and also the Enemies Never Run AI is now an optional implementation. (the "Survival" stuff if any of you remember that from the old versions)
 
Off-topic extravaganza...

Spotted the word "Opeth" and had to check it out myself.
Doesn't sound much like Opeth to me and that's certainly not a bad thing in this case - especially considering their awful latest effort which I obviously won't mention by name.
Besides "Watershed" there's only the odd good song from their earlier works.... In my opinion, of course. 8-)

Now... back on-topic(ish).

You, Sduibek, is king! Once this multimod is perfected you'll ascend to the stars.


EDIT:
sea, noticed you're from Toronto. Plan on going to "The opera house" 1'st October? Ronnie - the drummer in GRAVE - has been complaining about not-so-sold-out-houses. Might need your support. :wink:
 
Wait, so you like all of Watershed but not all songs on any of the other albums? Interesting.
I actually hated Opeth the first time I heard them. I did an lol at the "cookie monster" vocals. They've since become my #2 favorite band (behind Dream Theater). Go figure 8-)


Anyway, the point is sea's stuff is really good music. Any plans on doing more?


gothdeus said:
You, Sduibek, is king! Once this multimod is perfected you'll ascend to the stars.
Thank you!

Sometimes it's hard, tedious work but I love it. I just wish I could do this instead of working, because this is way more fun than any job I've had.
 
Shit, school starts tomorrow. It might be a bit until I can get 5.3 released :(

I'll do my best. Sorry guys
 
shadowkeeper said:
DanielCoffey said:
Shadowkeeper - I mentioned it in the last post of the FIXT feedback thread too.

Check the last post : http://www.nma-fallout.com/forum/viewtopic.php?t=58086&postdays=0&postorder=asc&start=880

Unless you have Win7-64 Home, all you need to do is go to the MS site and download the Compatibility Tool. It is only available to Professional and Ultimate users remember.

Ah, thanks I missed that! :oops:
I'm running ultimate so I'm off to look for that tool you mentioned!
Thanks!

Well I've been looking around but I can't seem to find this compatibility tool you've mentioned, unless you meant XP mode but that not really an option seeing as it's a VM without hardware acceleration support...
 
Don't worry about it, I don't think it's worth your time trying to track down. Plus, my understanding is the 64bit-vs-16bit is actually at the hardware level, so I'd be extremely surprised if it was possible to ever run 16-bit software on a 64-bit architecture.

I don't think the crashes caused by corrupted data files are common enough to warrant worrying about it.
 
Uh oh, I've heard that tone before from a modder. See you next year!

Edit: Here's one more bug to put under your hat for after school: [spoiler:4af1e436c0]When I use the speech options as "Death Hand" in the Raider camp, Garl agrees to release Tandi and escort us out. But then they immediately open fire.[/spoiler:4af1e436c0]
 
Question.

If I want to use my own PRO files for weapon stats, will it work?

As far as I can tell, the item PRO files that come with the mod have the same file size as those I manually extract from the DAT file.

However, I just want to be sure before I inadvertently ruin some cosmic balance :P
 
dudejo001 said:
Question.

If I want to use my own PRO files for weapon stats, will it work?

As far as I can tell, the item PRO files that come with the mod have the same file size as those I manually extract from the DAT file.

However, I just want to be sure before I inadvertently ruin some cosmic balance :P
I believe that should work out, you'll want to start a new game though. Issues are possible, just keep that in mind.

Are you using the files from Revisited I assume?
 
Hey guys, I just installed this mod, and there's a weapon hidden under a bed in Vault 15. I googled it and apparently it's an Uzi. How do I pick it up? Also, great mod, I'm really enjoying it so far!
 
billdozer5 said:
Hey guys, I just installed this mod, and there's a weapon hidden under a bed in Vault 15. I googled it and apparently it's an Uzi. How do I pick it up? Also, great mod, I'm really enjoying it so far!
Thanks!

And I actually don't know. It was mentioned in this thread a few times before, did the designers even implement it? I don't think they did...


EDIT: I Interneted this and here's some stuff from an old Vault 15 design doc:

It was possible to fall down ladders with a failed Dexterity roll, characters with fear of darkness would have to do Will rolls to go down. Characters with a fear of height would get a negative modifier to the roll.
There's a room with a pile of bones on level 1 - PC may notice a medi-kit under a bed after a passed Vision test.
In another room there's an empty opened wall container - a box of 10mm JHP ammo lies on the floor below that container.
A room farthest south has a chair that faces an empty wall. PC may notice that there's a key in a crack of that chair after passing a one time Vision test when entering the room.
There's a mole rat and a single locked cabinet in the Storage room. It can be opened with a key from the living quarters. It contains four 10mm AP and four 10mm JHP ammo boxes.
There's an Uzi hidden behind a pile of rubble. Passing an Area Knowledge (Vault) test gives a hint about it to player.
It's possible to attempt to repair computers in the Central Core - trying to do it shows that the internal hardware has melted due to extreme heat and pressure. There are two mole rats in the room.
There's a holodisk with a log entry on the floor. It contains an information that the water-processing chip of Vault-15 has failed in the 2067 (??!!! even the old Vault 13: A GURPS Post-Nuclear Adventure timeline has the nuclear war starting in 2077) and that the Vault was abandoned when the water reserves reached 2%.
There was some accident when powering down the Vault which caused the log to end abruptly.
 
Made some good progress on 5.3 today. I have no school on weekends (Friday through Sunday) so I'll definitely be able to release it by Sunday. You're welcome! (:lol: :razz:)
 
Sorry if you've already been over this but how do I get to Set now? The guard at the hall won't let me in. Am I supposed to kill him?
 
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