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

Don't remember right. Might be Level 2 or Level 3. I'm nearing Level 7 right now, and will let you know if I get the NPC levelup message.

Could I install the NPC v3.5 mod manually and overwrite the v3.4,
or better not?

Hi-Res 4.0.2 patch works ok - I did not see any more of the night
reflector light or white NPC glitch.
 
warning077 said:
Don't remember right. Might be Level 2 or Level 3. I'm nearing Level 7 right now, and will let you know if I get the NPC levelup message.

Could I install the NPC v3.5 mod manually and overwrite the v3.4,
or better not?

Hi-Res 4.0.2 patch works ok - I did not see any more of the night
reflector light or white NPC glitch.
Okay, thanks.

I see no reason to install 3.5 and it will very likely break things.

EDIT: Based on their change log I'm pretty sure it's version 3.5, I think it's just me being stupid by including the wrong readme file. Either way I'll have time to check next week.
 
Where can I see a full list of changes made by FIXT ?
I am a little confused because all I see is changelog, changes made from previous versions of this mod.
I need to see a full list of changes(or bugfixes) made from original version to know if I should install this mod or not.
 
oxidize said:
Where can I see a full list of changes made by FIXT ?
I am a little confused because all I see is changelog, changes made from previous versions of this mod.
I need to see a full list of changes(or bugfixes) made from original version to know if I should install this mod or not.
That's about all I have at the moment. I've been working on FIXT for a couple years now and for whatever reason I have only consolidated and compiled a list like you're talking about once. I think that was around the time of Alpha 3.

I'll go ahead and do that right now :)

Just out of curiosity what kind of changes would make you not want to play it?
 
Sduibek said:
oxidize said:
Where can I see a full list of changes made by FIXT ?
I am a little confused because all I see is changelog, changes made from previous versions of this mod.
I need to see a full list of changes(or bugfixes) made from original version to know if I should install this mod or not.
That's about all I have at the moment. I've been working on FIXT for a couple years now and for whatever reason I have only consolidated and compiled a list like you're talking about once. I think that was around the time of Alpha 3.

I'll go ahead and do that right now :)

Just out of curiosity what kind of changes would make you not want to play it?

Changes that move the game too far from the original, from what the devs intended the game to be like. Don't get me wrong, I like playing mods, but I want to try the vanilla version first(with bugfixes).

I saw that you did the whole mutant invasion thing, and I think that's a great idea, really enhances the game. I don't know about weapon changes though, was that an attempt to make more balanced gameplay? To make some weapons more equal to others? I don't know if I want that...

I think that maybe you should make a simple list where people can see what are all the final changes that were done and what are the bugfixes in your mod.
Because I find it a bit confusing right now. Especially because there are other patches included with your mod, so I'm not sure which changes are done specifically by your mod and which ones by other patches.
 
oxidize said:
Sduibek said:
oxidize said:
Where can I see a full list of changes made by FIXT ?
I am a little confused because all I see is changelog, changes made from previous versions of this mod.
I need to see a full list of changes(or bugfixes) made from original version to know if I should install this mod or not.
That's about all I have at the moment. I've been working on FIXT for a couple years now and for whatever reason I have only consolidated and compiled a list like you're talking about once. I think that was around the time of Alpha 3.

I'll go ahead and do that right now :)

Just out of curiosity what kind of changes would make you not want to play it?

Changes that move the game too far from the original, from what the devs intended the game to be like. Don't get me wrong, I like playing mods, but I want to try the vanilla version first(with bugfixes).

I saw that you did the whole mutant invasion thing, and I think that's a great idea, really enhances the game. I don't know about weapon changes though, was that an attempt to make more balanced gameplay? To make some weapons more equal to others? I don't know if I want that...

I think that maybe you should make a simple list where people can see what are all the final changes that were done and what are the bugfixes in your mod.
Because I find it a bit confusing right now. Especially because there are other patches included with your mod, so I'm not sure which changes are done specifically by your mod and which ones by other patches.
Okay, thank you very much for the feedback.

I'll work on building a list like this (that doesn't suck :lol:) and have it done within about a week.
 
Fixed some bugs a couple days ago, my goal is to have a new version released before January.
 
Next version will feature Geras's use-all-weapons graphics on Katja (for leather jacket anyway). Sweet!
 
Salk said:
Looking forward to your next release, Sduibek! :clap:
Thanks :)

--------------------------------

If anyone wants to do testing for me for alpha 5.4 that'd be great. I go back to school on January 7th, so between now and then it would be great to have the help if you have the time.

Send me a PM if you're interested and I'll connect you with my latest files.

Thanks!
 
I'm still working on that list. Alpha 5.4 will be out soon so the list will definitely be organized and updated for that release.

EDIT: Also, anything in the list is changes from my mod, not the included patches & mods.
 
Making progress on the engine conversion today. I have completed various text file updates (Pip-Boy stuff mostly) and am now working on getting the world map to work properly -- to look the same as in Fo1, and of random encounters since currently they're all blank.

Fun :)
 
My feelings are mixed on this release, but I won't trouble you with my bickering... much. :P

Sduibek said:
Major or "non-canon" changes to the game by Fallout FIXT are usually optional during installation. If such changes aren't optional at the moment, they will be made optional in a future release. In a lot of ways this is really intended to be more of a patch than a mod.

I honestly hope this is true. Otherwise this will eventually become something similar to Celestial's patch for F2. A bundle of good things accompanied by bad things, and people new to fallout or purists will avoid it. Bad things in this mod's case include relations with Tandi, gfx changes (e.g. Ian's pants), hi-res patch and the technical issues it introduces, light reduction in underground maps and how it influences hit accuracy etc.

And let's face it, including Celestial's controversial ammo patch doesn't really help this mod's credibility. Stuff like that will scare seasoned players away. :?

Still, I'm elated someone is applying further fixes to the game (after so many years), and seeing this ported to F2 engine is like, a long forgotten dream finally coming true. :clap:
 
Hi! Welcome to the forums.

I didn't realize the AP ammo patch for Fallout was controversial? :confused: From my experience during testing, changes to ammo have no effect on the game anyway. The damage code in vanilla Fallout is more broken even than in vanilla Fallout 2. This can be confirmed by Wasteland Ghost, Per and others.

I agree on the other stuff though. While personally not a purist, i do respect how some people feel on that stuff, so it's nice to have you all keeping me aware of when I do shit that's a bad idea ;)

I jumped into this thing without having done a large-scale public project before, so i think modular optional additions and awareness of purists wasn't really something I'd "learned" yet.

If you do end up playing it, i hope you still can have fun ;) And I'm also excited about the engine port!! Good stuff.

-Sduibek
 
Sduibek said:
Has anyone been playing with the Hardcore AI?

I'd like to get some feedback on that :)
I checked it out. Wanna check something specifically? It was easy, I got rid of the radscorpions (10 mm), checked out V15 3rd floor, whipped Gizmo (SMG), exterminated the merchants (.223) and killed Jain with Ian.


* Got some troubles though. Missing .dll to dx9, space needed to save a map and savegame trouble.
 
Sduibek said:
Hi! Welcome to the forums.

I didn't realize the AP ammo patch for Fallout was controversial? :confused: From my experience during testing, changes to ammo have no effect on the game anyway. The damage code in vanilla Fallout is more broken even than in vanilla Fallout 2. This can be confirmed by Wasteland Ghost, Per and others.

Thank you.

Exactly, the patch is not supposed to work since the F1 engine ignores ammo mods. Now, when an ambitious patch/mod shows up, full of promise, it's quite disheartening seeing that the author included a patch that does nothing. It is implied that the author is oblivious to the fact that this patch does not work. :|

Anyway, the very fact you've allowed for some of the changes to be optional, and even made the invasion times in WG's mod adjustable, is a testament to your trying to please as many people as possible, which is a good thing.

A note on early game difficulty though. The changes in the Radscorpion caves, buffing Radscorpions/poison and most importantly, the lighting changes, have made the first sidequest you get in the game quite a bit harder. Though you get more exp from it now. 8-)

Ah well, I'm definitely playing your mod/patch once it comes out of alpha, but I'm looking forward to the day that this becomes the default way to play Fallout, and hopefully, without any noticeable non-optional changes in it. :puppy-dog:
 
@Tziouv Fair enough, good points all.

I noticed the early-game difficulty earlier but I'd forgotten about that while getting involved in other things. I'll put it in the bugs wiki.

Thanks for your feedback, really. I like being kept in line instead of running amock and thusly making The Sduibek Fallout Mod :cool: :o My goal is indeed to have it be the standard or whatever for Fallout, the "Ultimate Fallout Experience" if that makes sense. So if I'm doing things that fuck it up and piss people off, I am not accomplishing my goal.

Plus, games should be fun, I don't want my mod to make it less fun for people :?

EDIT: That being said, I do kinda love doing stuff just because I feel it'd be Cool or Fun, but I can make those optional ;)
 
If anyone is in the mood to help out with FIXT, something that would be extremely helpful is to go through this thread and enter all the bugs into the bugs wiki.

It should be clearly noted though the date of the bug report and the FIXT version if known, because some bugs are fixed already, but generally speaking having an entry is better than not, even if they've been fixed now.
 
Download links for Alpha 5.3 have been updated and I added a new one -- DropBox is now the first listed ('default'), followed by GameFront and MediaFire ('mirrors').

Alpha 5.4 is currently in limited testing by some very helpful people at NMA and will be available "soon".
 
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