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

Sduibek said:
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.

Hmm. I got the "You see something in the darkness under the bed" while I was in Vault 15's 2nd floor with Ian. I'll look into the other Vault 15 stuff though!
 
Feigenbaum said:
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?
[spoiler:67c9776b7d]don't kill him, the rest of the ghouls turn hostile when he does. There's a ladder in the sewers that will take you to a room in the back of the old church where he is. The doors are hidden wall types and are trapped and locked but once you get through you can talk to set no problem, just remember not to leave through the front door or the guard will attack[/spoiler:67c9776b7d]
 
So I hate to rehash this, but I've been having trouble with the advice from earlier in this thread on running the game in a window. I'm using FIXT Alpha 5.2 on the GOG Fallout 1. I'm running 64 bit Windows 7 Ultimate. I've tried changing the mode in ddraw.ini, using DXWnd (this worked for the unpatched version, and I've tried it on falloutw.exe and Fallout FIXT.bat.) I've tried compatibility mode for XP, and renaming ddraw.ini. I can't get the patched game to run in a window without weird glitches, such as the cursor wrapping from the right to left side of the window and updating the areas it passes over. Most of the time, I can't get it to run in a window at all. Anything else I should try?

Thanks!
 
Nuclear Bob said:
So I hate to rehash this, but I've been having trouble with the advice from earlier in this thread on running the game in a window. I'm using FIXT Alpha 5.2 on the GOG Fallout 1. I'm running 64 bit Windows 7 Ultimate. I've tried changing the mode in ddraw.ini, using DXWnd (this worked for the unpatched version, and I've tried it on falloutw.exe and Fallout FIXT.bat.) I've tried compatibility mode for XP, and renaming ddraw.ini. I can't get the patched game to run in a window without weird glitches, such as the cursor wrapping from the right to left side of the window and updating the areas it passes over. Most of the time, I can't get it to run in a window at all. Anything else I should try?

Thanks!
Please post the contents of your ini files here.
 
Here's ddraw.ini:
[spoiler:06cadbee4a][Main]
UseCommandLine=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
;Set to 0 to disable everything in this section
Enable=1

;The speeds corrisponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0=25
SpeedMulti1=50
SpeedMulti2=75
SpeedMulti3=95
SpeedMulti4=100
SpeedMulti5=101
SpeedMulti6=102
SpeedMulti7=103
SpeedMulti8=105
SpeedMulti9=110

;The initial speed at game startup
SpeedMultiInitial=110


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 1 for 8 bit windowed
;Set to 2 for 16 bit fullscreen
;Set to 3 for 16 bit windowed
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;Mode 1 requires your desktop color depth to be set to 32 bit
;Windowed modes incur a performance hit. (Modes 1 and 5 more so than mode 3)
;The 16 bit color modes cause movies to display incorrect colors, and slows down fades
;dx9 modes cause some corruption of movies, but not as bad as 16 bit color modes
;16 bit color modes only work in fallout 2
;dx9 modes work with fallout 1, but results in movies being completely corrupted
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
Mode=0

;Refresh the screen every x frames. Set to 0 to disable frameskipping.
;If you don't want frameskipping on initially, but may want to enable it later, set this to 1
;This has no effect in fullscreen mode or in dx9 modes
FrameSkip=0

;When fading the screen, multiply the time to fade by this value
;Value is a percentage, so a value of 100 leaves fade speed unchanged
;Only has an effect in 16 bit color mode
FadeMulti=100

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If you want to use an upscaling filter other than the hardcoded once listed below, place a dx9 effect file called 'global.fx' in data\shaders
GraphicsWidth=648
GraphicsHeight=480

;If using a dx9 mode, this changes the settings of the global shader
;Set to 0 to disable, 1 to use only if screen res > 640x480, 2 to use if screen res != 640x480 or 3 to use always
GlobalShaderMode=0

;Set to something other than 0 to apply a software scaler in graphics modes 4 or 5
;0 - without scale filters
;1 - 2xSai
;2 - SuperEagle
;3 - Super2xSai
;4 - hq2x
;5 - AdvancedMame2x
ScaleFilter=0

;Set to 1 for a linear texture filter, or 0 to disable
TextureFilter=0


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 0 to disable everything in this section
;This will also disable the keyboard commands used to control other sections!
Enable=1

;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
UseScrollWheel=1

;The mouse Z position is dividied by this modifier to calculate the number of inventory
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
ScrollMod=0

;Adjusts mouse sensitivity to some percentage of normal.
;Negative values are valid, if you want your mouse axis reversed for some reason
MouseSensitivity=100

;DX scancode of a key to press when the middle mouse button is clicked
;The default of 0x30 toggles between your two weapons
;Set to 0 to disable
MiddleMouse=0x30

;Set these to 1 if you want fallout to access the keyboard or mouse in background mode
BackgroundKeyboard=0
BackgroundMouse=0


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;The modifier key you have to hold down to change any speed settings
;If set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
SpeedModKey=-1

;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0x00

;The keys corrisponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
SpeedKey0=0x52
SpeedKey1=0x4f
SpeedKey2=0x50
SpeedKey3=0x51
SpeedKey4=0x4b
SpeedKey5=0x4c
SpeedKey6=0x4d
SpeedKey7=0x00
SpeedKey8=0x00
SpeedKey9=0x00

;The modifier key you have to hold down to change any graphics settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
GraphicsModKey=0

;Increase/decrease frame skip.
IncreaseFrameSkip=0x51
DecreaseFrameSkip=0x4f


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;Everything in this section only applies to fallout 2!

WorldMapFPSPatch=1
WorldMapFPS=1
WorldMapDelay=1

;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 to remove the time limit without reseting the date. The game will lock up on 8th of March 2255
;Set to -3 to remove the time limit, automatically reset the date, but override fallouts GetDate function to return the correct year
TimeLimit=-2

;Set to 1 to enable additional scripting functions
ScriptExtender=1


;Set to 1 to fix the pathfinder perk (25% travel time reduction with 1 level, 50% reduction with 2)
PathfinderFix=1

;World map travel time percentage modifier
;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
;The pathfinder fix needs to be turned on for this to work
;100 is normal speed, 0 stops time from passing
WorldMapTimeMod=100000

;Map delay
;If using an exe with the world map speed patch applied, this will change the physical speed at which you move across the map
;Set to 0 to leave at the default
;Default value for killaps patch or megamod is 0x1000000
WorldMapDelay=0x1000000


;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Must be 1 or 2 to use the edit/get/reset_critical script functions
OverrideCriticalTable=2


;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=1

;Set to 1 to speed up the hp/ac counter animations
SpeedInterfaceCounterAnims=1


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;KEYCODES
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;define DIK_ESCAPE 0x01
;define DIK_1 0x02
;define DIK_2 0x03
;define DIK_3 0x04
;define DIK_4 0x05
;define DIK_5 0x06
;define DIK_6 0x07
;define DIK_7 0x08
;define DIK_8 0x09
;define DIK_9 0x0A
;define DIK_0 0x0B
;define DIK_MINUS 0x0C /* - on main keyboard */
;define DIK_EQUALS 0x0D
;define DIK_BACK 0x0E /* backspace */
;define DIK_TAB 0x0F
;define DIK_Q 0x10
;define DIK_W 0x11
;define DIK_E 0x12
;define DIK_R 0x13
;define DIK_T 0x14
;define DIK_Y 0x15
;define DIK_U 0x16
;define DIK_I 0x17
;define DIK_O 0x18
;define DIK_P 0x19
;define DIK_LBRACKET 0x1A
;define DIK_RBRACKET 0x1B
;define DIK_RETURN 0x1C /* Enter on main keyboard */
;define DIK_LCONTROL 0x1D
;define DIK_A 0x1E
;define DIK_S 0x1F
;define DIK_D 0x20
;define DIK_F 0x21
;define DIK_G 0x22
;define DIK_H 0x23
;define DIK_J 0x24
;define DIK_K 0x25
;define DIK_L 0x26
;define DIK_SEMICOLON 0x27
;define DIK_APOSTROPHE 0x28
;define DIK_GRAVE 0x29 /* accent grave */
;define DIK_LSHIFT 0x2A
;define DIK_BACKSLASH 0x2B
;define DIK_Z 0x2C
;define DIK_X 0x2D
;define DIK_C 0x2E
;define DIK_V 0x2F
;define DIK_B 0x30
;define DIK_N 0x31
;define DIK_M 0x32
;define DIK_COMMA 0x33
;define DIK_PERIOD 0x34 /* . on main keyboard */
;define DIK_SLASH 0x35 /* / on main keyboard */
;define DIK_RSHIFT 0x36
;define DIK_MULTIPLY 0x37 /* * on numeric keypad */
;define DIK_LMENU 0x38 /* left Alt */
;define DIK_SPACE 0x39
;define DIK_CAPITAL 0x3A
;define DIK_F1 0x3B
;define DIK_F2 0x3C
;define DIK_F3 0x3D
;define DIK_F4 0x3E
;define DIK_F5 0x3F
;define DIK_F6 0x40
;define DIK_F7 0x41
;define DIK_F8 0x42
;define DIK_F9 0x43
;define DIK_F10 0x44
;define DIK_NUMLOCK 0x45
;define DIK_SCROLL 0x46 /* Scroll Lock */
;define DIK_NUMPAD7 0x47
;define DIK_NUMPAD8 0x48
;define DIK_NUMPAD9 0x49
;define DIK_SUBTRACT 0x4A /* - on numeric keypad */
;define DIK_NUMPAD4 0x4B
;define DIK_NUMPAD5 0x4C
;define DIK_NUMPAD6 0x4D
;define DIK_ADD 0x4E /* + on numeric keypad */
;define DIK_NUMPAD1 0x4F
;define DIK_NUMPAD2 0x50
;define DIK_NUMPAD3 0x51
;define DIK_NUMPAD0 0x52
;define DIK_DECIMAL 0x53 /* . on numeric keypad */
;define DIK_F11 0x57
;define DIK_F12 0x58
;define DIK_F13 0x64 /* (NEC PC98) */
;define DIK_F14 0x65 /* (NEC PC98) */
;define DIK_F15 0x66 /* (NEC PC98) */
;define DIK_KANA 0x70 /* (Japanese keyboard) */
;define DIK_CONVERT 0x79 /* (Japanese keyboard) */
;define DIK_NOCONVERT 0x7B /* (Japanese keyboard) */
;define DIK_YEN 0x7D /* (Japanese keyboard) */
;define DIK_NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */
;define DIK_CIRCUMFLEX 0x90 /* (Japanese keyboard) */
;define DIK_AT 0x91 /* (NEC PC98) */
;define DIK_COLON 0x92 /* (NEC PC98) */
;define DIK_UNDERLINE 0x93 /* (NEC PC98) */
;define DIK_KANJI 0x94 /* (Japanese keyboard) */
;define DIK_STOP 0x95 /* (NEC PC98) */
;define DIK_AX 0x96 /* (Japan AX) */
;define DIK_UNLABELED 0x97 /* (J3100) */
;define DIK_NUMPADENTER 0x9C /* Enter on numeric keypad */
;define DIK_RCONTROL 0x9D
;define DIK_NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */
;define DIK_DIVIDE 0xB5 /* / on numeric keypad */
;define DIK_SYSRQ 0xB7
;define DIK_RMENU 0xB8 /* right Alt */
;define DIK_HOME 0xC7 /* Home on arrow keypad */
;define DIK_UP 0xC8 /* UpArrow on arrow keypad */
;define DIK_PRIOR 0xC9 /* PgUp on arrow keypad */
;define DIK_LEFT 0xCB /* LeftArrow on arrow keypad */
;define DIK_RIGHT 0xCD /* RightArrow on arrow keypad */
;define DIK_END 0xCF /* End on arrow keypad */
;define DIK_DOWN 0xD0 /* DownArrow on arrow keypad */
;define DIK_NEXT 0xD1 /* PgDn on arrow keypad */
;define DIK_INSERT 0xD2 /* Insert on arrow keypad */
;define DIK_DELETE 0xD3 /* Delete on arrow keypad */
;define DIK_LWIN 0xDB /* Left Windows key */
;define DIK_RWIN 0xDC /* Right Windows key */
;define DIK_APPS 0xDD /* AppMenu key */[/spoiler:06cadbee4a]

And here's f1_res.ini:
[spoiler:06cadbee4a];The F1_RES Configuration file 01/02/2012
;A High Resolution Mod For Fallout
;
;Comments start with ; anything on a line after a comment is not visible to program


;##################################################################################################################
[MAIN]

;Set the screen resolution here
SCR_WIDTH=1280
SCR_HEIGHT=800

;Set the number of colours here
; 8 for 8bit colour output (original)
; 16 for 16bit colour output (set only if your not using Sfall with graphics modes 4 or 5)
; 32 for 32bit colour output (set only if your not using Sfall with graphics modes 4 or 5)
COLOUR_BITS=32


;##################################################################################################################
[HI_RES_PANEL]

;if DISPLAY_LIST_DESCENDING=0 resolutions are listed from lowest to highest.
;if DISPLAY_LIST_DESCENDING=1 resolutions are listed from highest to lowest.
DISPLAY_LIST_DESCENDING=1


;##################################################################################################################
[MOVIES]

; if MOVIE_SIZE=0 - movies remain their original size.
; if MOVIE_SIZE=1 - movies will stretch to fit the screen while maintaining the aspect ratio of the original.
; if MOVIE_SIZE=2 - movies will stretch to fill the screen.
MOVIE_SIZE=0


;##################################################################################################################
[MAPS]

; if EDGE_CLIPPING_ON=0 - area beyond map edges is visible.
; if EDGE_CLIPPING_ON=1 - area beyond map edges is hidden.
EDGE_CLIPPING_ON=1

; if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
; if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0

; if IGNORE_PLAYER_SCROLL_LIMITS=0 - scroll limits from player are controlled by the variables SCROLL_DIST_X and SCROLL_DIST_Y found below.
; if IGNORE_PLAYER_SCROLL_LIMITS=1 - scroll limits from the player are ignored.
IGNORE_PLAYER_SCROLL_LIMITS=1

;SCROLL DISTANCE FROM PLAYER
;HALF_SCRN eqauls half the screen width when used by SCROLL_DIST_X.
;HALF_SCRN eqauls half the screen height width when used by SCROLL_DIST_Y.
SCROLL_DIST_X=HALF_SCRN ; ORIGINAL 480
SCROLL_DIST_Y=HALF_SCRN ; ORIGINAL 400

;<EXPERIMENTAL> Extends the path finding range by increasing the number of path nodes.
;Multiples of 2000 nodes, 1=2000(original), 2=4000, 3=6000, ...etc, 20=40000(max).
NumPathNodes=20


;##################################################################################################################
[IFACE]

; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0

;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
IFACE_BAR_SIDE_ART=1

;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=0

;This will increase the width of the interface bar expanding the area used to display text.
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
IFACE_BAR_WIDTH=800

;W.I.P. - A small mod that replaces the Ammo Metre.
;if ALTERNATE_AMMO_METRE=0 - Disabled.
;if ALTERNATE_AMMO_METRE=1 - Single colour, the colours used can be set below with the ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK options.
;if ALTERNATE_AMMO_METRE=2 - Changes colour depending how much ammo remains in your current weapon.
;if ALTERNATE_AMMO_METRE=3 - Divides the metre into several differently coloured sections.
ALTERNATE_AMMO_METRE=2

;ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK set the palette offsets of particular colours used when ALTERNATE_AMMO_METRE is set to 1.
;ALTERNATE_AMMO_LIGHT is the main colour, ALTERNATE_AMMO_DARK is the darker glow colour.
;Some posible combinations to try are:
; green - light 0xC4, dark 0x4B
; yellow - light 0x3A, dark 0x42
; orange - light 0x91, dark 0x9A
; red - light 0x84, dark 0x8C
ALTERNATE_AMMO_LIGHT=0xC4
ALTERNATE_AMMO_DARK=0x4B


;##################################################################################################################
[MAINMENU]

; if set to 0 - main-menu image will display at its original size.
; if set to 1 - main-menu image will stretch to fit the screen while maintaining its aspect ratio.
; if set to 2 - main-menu image will stretch to fill the screen.
MAIN_MENU_SIZE=1

; if set to 1 - hi-res main-menu graphics are used instead of original 'mainmenu.frm'.
USE_HIRES_IMAGES=1

; if set to 1 - menu-buttons, text & text-background are scaled up for better visibility when using hi-res graphics.
SCALE_BUTTONS_AND_TEXT_MENU=1


;##################################################################################################################
[STATIC_SCREENS]

; if set to 0 - background image will display at its original size.
; if set to 1 - background image will stretch to fit the screen while maintaining its aspect ratio.
; if set to 2 - background image will stretch to fill the screen.
DEATH_SCRN_SIZE=1
END_SLIDE_SIZE=1
HELP_SCRN_SIZE=1
SPLASH_SCRN_SIZE=0


;##################################################################################################################
[OTHER_SETTINGS]

;if DIALOG_SCRN_BACKGROUND=0 - Map and Iface-bar are VISIBLE while viewing the Dialog Screen.
;if DIALOG_SCRN_BACKGROUND=1 - Map and Iface-bar are HIDDEN while viewing the Dialog Screen.
DIALOG_SCRN_BACKGROUND=0


; Splash screen display time in seconds.
SPLASH_SCRN_TIME=1

; set to 1 to enable screen flickering fix.
FLICKERING_SCREEN_FIX=1

; set to 1 to reduce CPU usage and heat generation by allowing the system to go idle.
CPU_USAGE_FIX=1



[/spoiler:06cadbee4a]
 
Set f1_fres to 8-bit at 640x480 and ddraw to Mode 5.

In ddraw, you have 648 which is invalid res width.
 
Derp. I had tried a few different things under the width, and I guess I got the last one wrong. Anyhow, with those corrections in place, the the ddraw dll back in place, I'm getting an awesome windowed mode! The movies are corrupt, but from what I understand that's a consequence of using DX9, so I can live with that. Thanks for your help!
 
Nuclear Bob said:
Derp. I had tried a few different things under the width, and I guess I got the last one wrong. Anyhow, with those corrections in place, the the ddraw dll back in place, I'm getting an awesome windowed mode! The movies are corrupt, but from what I understand that's a consequence of using DX9, so I can live with that. Thanks for your help!
Sweet! You're welcome ;)
 
I've gotten a ton of bug reports the last couple weeks.

So, my goal by the end of Sunday is to release 5.3 and get the Bugs wiki updated.
 
Trying to see about getting in touch with Wasteland Ghost to get her list of bugs that had been submitted by users...
 
You know how alternate ammo for guns like AP and FMJ don't work? What if we instead gave those abilities as weapon perks?

For example, the 10mm Pistol, SMG, Assault Rifle, 14mm Pistol and Minigun could have Weapon Penetrate since their alternate ammo is AP.

Then the Desert Eagle, Hunting Rifle, Sniper Rifle and .223 Pistol would have Weapon Accurate since their alternate ammo is FMJ.
 
Hmmm... I like the idea in theory, but I get the feeling that would unbalance the game pretty badly.
 
How so?

In my personal experience, it actually works out pretty well.

The weapons with AP alternate ammo don't have anywhere near the same damage as the .223 Pistol, which currently has Weapon Penetration.

The 10mm Pistol? 5-12 is hardly game-breaking.

The 14mm? 12-22 just like the Shotgun.

The Assault Rifle? 8-16, which is less than even the Desert Eagle.

Although the Minigun would require toning down the Rate of Fire of its Burst command to avoid obliterating everything into nothingness (instead settling for kicking ass).

Also, the way weapon perks work, it's either Accuracy or Penetration. Getting Penetration would mean that the Minigun and Assault Rifle sacrifice their generous +40% to Hit.

I would only keep the Sniper Rifle as the sole user of +40%. Well, this one and the Laser weapons. They need all the help they can get.
 
dudejo001 said:
How so?

In my personal experience, it actually works out pretty well.

The weapons with AP alternate ammo don't have anywhere near the same damage as the .223 Pistol, which currently has Weapon Penetration.

The 10mm Pistol? 5-12 is hardly game-breaking.

The 14mm? 12-22 just like the Shotgun.

The Assault Rifle? 8-16, which is less than even the Desert Eagle.

Although the Minigun would require toning down the Rate of Fire of its Burst command to avoid obliterating everything into nothingness (instead settling for kicking ass).

Also, the way weapon perks work, it's either Accuracy or Penetration. Getting Penetration would mean that the Minigun and Assault Rifle sacrifice their generous +40% to Hit.

I would only keep the Sniper Rifle as the sole user of +40%. Well, this one and the Laser weapons. They need all the help they can get.
Interesting... Do you have already-modified PRO files for these? If so I'll test them out :D

That sounds lazier than intended... just I figure if you've already done it on your personal files, I'll just use those instead of re-doing the editing. I swear it's in the name of efficiency and not laziness! :whistle:
 
Alpha 5.3 released! Get it here

Change Log:
[spoiler:582c11d17a]//////////////////////////////////////////////////////////////////////
Alpha 5.3 changes: [September 30, 2012]
//////////////////////////////////////////////////////////////////////


OLD STUFF:
- Fallout.exe (DOS executable) v1.21 included - it has been for a while but I forgot to note it.
- Player will rotate to face someone when dialog is initiated. This was introduced around Alpha 5.0 but I forgot to note it.

BUGS FIXED:
- Now checks for 64-bit OS, to prevent the various errors during install
- No longer get "Error" for red field emitters description
- Demo sfx now install to the proper paths, if chosen during install
- Vance no longer crashes the game

BALANCE CHANGES:
- AP ammo stacks now have the same price as their non-AP counterparts. Why pay more if it's not better?
- min_to_hit changed to 0 and aggression changed to 100 for robots; this means Mr Handy will now use his weapons (minigun) at you. He's so handy.
-- Removed old code that destroyed their items on death (so now you can loot from their rubble the minigun they just used to kill your friends)

AWESOME NEW OPTIONAL SETTINGS:
- Hardcore AI; Enemies don't flee from combat and will mob you. (from a technical standpoint, this means that min_to_hit and min_hp are set to zero for all AI Packets, as well as removing all entries from hurt_too_much, and setting all packets' Aggression to 100/100)
- Reduced ammo stack size. This is pretty buggy, because items already on the maps or in weapons will be the old stack size, causing weird display issues. But, I think for those who want a challenge, the gltichiness is worth it. Most stacks are either 1/4 or 1/5 their normal # of rounds.

INTERNAL STUFF YOU DON'T CARE ABOUT:
- Streamlined and improved some installer stuff (batch files)
- Made it easier for me to enable/disable the debug (cheating) mode.
- Restored old/outdated code in a handful of scripts (long story)

NEW STUFF YOU DO CARE ABOUT:
- f1_res version 4.01 is now included (thanks Mash!)

TEXT CHANGES:
- Minor typo fixes and changes to red field emitters descriptions
- Added lines regarding explosives to red field emitters and moved their entries to EMITER1A.MSG


[/spoiler:582c11d17a]
 
One thing I've noticed with the new patch is that F1Res no longer works.

5.2's F1Res worked like a charm but I can't seem to get anything going in the new 5.3...

I added this and a few other entries in the Bug Reports Wiki. One is about that yellow man merchant. His dialogue falls apart into Error messages everywhere.
The other is my suggestion of using weapon perks to replace AP/FMJ ammo.
Speaking of which, I've sent a package of PRO files to the gmail address falloutfixt. Is that correct? I can't seem to find your e-mail in the mod's documentation.
 
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