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

The newest version of the high resolution patch solved my problem thanks. Is it maybe possible to include it in the next version of your mod?
 
coldroll said:
Is it maybe possible to include it in the next version of your mod?
Absolutely, already have it included in the test/"beta" version of 5.4


Zenball said:
Just finished a thoroughly enjoyable run through using FIXT 5.3 - registered especially to say thanks so much for the mod.

I noticed a couple of small issues:

14mm handgun has minimum strength set to 5 rather than 4. I fixed this myself using a hex editor so it wasn't a biggie.

In the Maripose military base I killed the Lieutenant and the countdown sequence started immediately upon his death. I looked at Per's guide afterwards as I thought this was a little odd, and sure enough, you're meant to get a key from his corpse and then enter the Vats using it.

I had a look at the bug wiki but it seems to be out of date and I don't have time to look through the whole thread to see if the above have been reported, so thought I'd just stick them in here along with my thanks :)
Wow! Thank you! I like seeing posts like this, heh :mrgreen:

Thanks for the reports, I'll add them to the bug wiki.
 
Sduibek said:
It is blocked in some countries/territories. I updated the OP of the main Fallout FIXT thread with that info last week.

Main link is now DropBox which as far as I know works everywhere, and the MediaFire link is still available.
Thank you for prompt answer. I was interested in 5.4 (in testing) though much more than in 5.3. 5.4 seems the last upadte to old (F1) engine version - and you are switching to porting F1 into F2 from now on - is that true? By the way - you could consider chnging instllation of the port following Lexx's method - as subfolder of original F2, with corrected paths in fallout2.cfg . Lexx posted somewhere detailed method of housing multiple "total conversion" mods as subfolders of single F2 "clean" installation directory, but all you need is to reproduce original directory structure in mods subdirectory and correct the mentioned paths.
 
ziemeck said:
Sduibek said:
It is blocked in some countries/territories. I updated the OP of the main Fallout FIXT thread with that info last week.

Main link is now DropBox which as far as I know works everywhere, and the MediaFire link is still available.
Thank you for prompt answer. I was interested in 5.4 (in testing) though much more than in 5.3. 5.4 seems the last upadte to old (F1) engine version - and you are switching to porting F1 into F2 from now on - is that true? By the way - you could consider chnging instllation of the port following Lexx's method - as subfolder of original F2, with corrected paths in fallout2.cfg . Lexx posted somewhere detailed method of housing multiple "total conversion" mods as subfolders of single F2 "clean" installation directory, but all you need is to reproduce original directory structure in mods subdirectory and correct the mentioned paths.
Thanks for that tip, I'll ask killap about it :)

I will send you a link via PM for downloading the test version.
 
Progress continues on the next version. TarkinMX is doing some great work on a loader/interface for the mod, which will allow user to change after installation all options they chose during installation.

Thanks to everyone giving feedback on the test version, it's very helpful.
 
Got one question. After instaling 5.3 on clean Fallout, almost every dead npc drop armor. That's normal? I can't remember this in clean vanillia FO :)
 
Sduibek said:
ziemeck said:
Thank you for prompt answer. I was interested in 5.4 (in testing) though much more than in 5.3. 5.4 seems the last upadte to old (F1) engine version - and you are switching to porting F1 into F2 from now on - is that true? By the way - you could consider chnging instllation of the port following Lexx's method - as subfolder of original F2, with corrected paths in fallout2.cfg . Lexx posted somewhere detailed method of housing multiple "total conversion" mods as subfolders of single F2 "clean" installation directory, but all you need is to reproduce original directory structure in mods subdirectory and correct the mentioned paths.
Thanks for that tip, I'll ask killap about it :)

I will send you a link via PM for downloading the test version.
I think he is referring to "How to set up a Fallout 2 mod without much trouble".
It's mainly to save HD space by not needing multiple critter.dat and master.dat files. It wouldn't really be of any use to the port as it uses a Fallout 1 installation, and there's really not that many mods for it.
 
Thanks Darek.


LiberNull said:
Got one question. After instaling 5.3 on clean Fallout, almost every dead npc drop armor. That's normal? I can't remember this in clean vanillia FO :)
Which locations? I made very few changes to what armor comes on NPCs, I can think of less than five.
 
Darek said:
I think he is referring to "How to set up a Fallout 2 mod without much trouble".
It's mainly to save HD space by not needing multiple critter.dat and master.dat files. It wouldn't really be of any use to the port as it uses a Fallout 1 installation, and there's really not that many mods for it.
Yes, that's that post. I thought that port of F1 into F2 engine works with F2's .dat files rather than those from F1. That's why I suggested the Lexx's solution. If .dat files used are not F2 ones it's useless.
 
Sduibek said:
Thanks Darek.


LiberNull said:
Got one question. After instaling 5.3 on clean Fallout, almost every dead npc drop armor. That's normal? I can't remember this in clean vanillia FO :)
Which locations? I made very few changes to what armor comes on NPCs, I can think of less than five.

Khans (I got early Metal armor), Junktown (Skulls), and almost every random encounter.
 
@Sduibek

Are you going to branch FIXT into two forks ala the RP, and have a version that is purely fixes, and another is restorations, with optional installation of mods via the installer? The biggest thing keeping me from trying FIXT (other than time) is that I can't discern the tweaks from the fixes from the restorations, and I don't think any of it is optional right now, right?
 
LiberNull said:
Khans (I got early Metal armor), Junktown (Skulls), and almost every random encounter.

That's normal as far as I recall. Enemies rarely drop armor in Fallout 2, but in Fallout 1, armor abounds. I recall that taking out the Khans early in the game nets enough armor to not have to worry about money.
 
Dravean said:
LiberNull said:
Khans (I got early Metal armor), Junktown (Skulls), and almost every random encounter.

That's normal as far as I recall. Enemies rarely drop armor in Fallout 2, but in Fallout 1, armor abounds. I recall that taking out the Khans early in the game nets enough armor to not have to worry about money.

Hard to tell. Long time ago i play Fallout. But don't remember so often armor drop and so easy money making :(
 
ziemeck said:
Darek said:
I think he is referring to "How to set up a Fallout 2 mod without much trouble".
It's mainly to save HD space by not needing multiple critter.dat and master.dat files. It wouldn't really be of any use to the port as it uses a Fallout 1 installation, and there's really not that many mods for it.
Yes, that's that post. I thought that port of F1 into F2 engine works with F2's .dat files rather than those from F1. That's why I suggested the Lexx's solution. If .dat files used are not F2 ones it's useless.
Ahh okay. Yes currently the downloadable version of F1-in-F2-engine uses the Fallout 2 data files, but Darek here showed me how to do it without those (yay!) so when it's eventually released it will use only Fallout1 data.


Someone mentioned work on that versus the current engine, and to answer that I'll be continuing work on FIXT in the Fallout1 engine. The engine conversion is such a huge project that I would rather have it take a bit longer, so that I can instead keep updates going on FIXT such as fixes and making content optional.


LiberNull said:
Dravean said:
LiberNull said:
Khans (I got early Metal armor), Junktown (Skulls), and almost every random encounter.

That's normal as far as I recall. Enemies rarely drop armor in Fallout 2, but in Fallout 1, armor abounds. I recall that taking out the Khans early in the game nets enough armor to not have to worry about money.

Hard to tell. Long time ago i play Fallout. But don't remember so often armor drop and so easy money making :(
That was always the case unfortunately, as Dravean pointed out. That is a good point though, I'll add that to the bug report wiki as an idea/suggestion. With sfall it would be very easy to have optional scripts that destroy or create armor upon death. (and I believe a mod for that already exists, actually)


agris said:
@Sduibek

Are you going to branch FIXT into two forks ala the RP, and have a version that is purely fixes, and another is restorations, with optional installation of mods via the installer? The biggest thing keeping me from trying FIXT (other than time) is that I can't discern the tweaks from the fixes from the restorations, and I don't think any of it is optional right now, right?
Currently there are no plans to have a separate download. For the sake of my own sanity, I don't have any plans to split it up into two separate projects, however, as time goes on you will see more and more things in FIXT become optionally selectable by the user. In the next public release, at least ten things are becoming optional, many have been implemented already since I began the testing.

In fact, that gives me an idea. In the next version expect an option to the effect of "Bug fixes only" and if that's selected, user won't give options for all the other extra things.

Another advantage of having only one download, is that how TarkinMX is helping me to set it up, user can enable any options at any time -- in other words, second download will never be necessary unless updating to a new version. If you started with just bug fixes and change your mind, you can just run the loader and check a bunch of boxes and voila! New stuff enabled.

Thanks, good feedback/questions.
 
Hi!

I was playing with FIXT alpha 5.2, and it was running fine, until i encountered a bug in the Hub. When i was trying to approach a particular NPC (I forgot his name.), the game crashed.

So i installed FIXT alpha 5.3 and now the game won't start at all... I'm pretty pissed off too because i was really enjoying the game.

I'm on Windows 8, but I don't really know if the problem comes from this.

Sorry for my poor english. :?
 
JohnLabite said:
Hi!

I was playing with FIXT alpha 5.2, and it was running fine, until i encountered a bug in the Hub. When i was trying to approach a particular NPC (I forgot his name.), the game crashed.

So i installed FIXT alpha 5.3 and now the game won't start at all... I'm pretty pissed off too because i was really enjoying the game.

I'm on Windows 8, but I don't really know if the problem comes from this.

Sorry for my poor english. :?
Hello!

Don't worry about your English, that was better than many native speakers. I would not have guessed that it's your second language if you hadn't mentioned it.

Vance is who crashed, and yes that was fixed in 5.3.

Please explain "won't start at all" -- do you mean you can't load your game, or you can't even get to the main menu? What error message do you get, if you run the exe directly instead of the .bat file does it give a different message?

If you can't get to the main menu, it's probably something with f1_res so try disabling f1_res and/or playing around with the settings for it. (f1_res.ini and the f1_res_Config.exe)
 
Thank you very much. :)

Well, it's a goddamn miracle... I reinstalled everything for the third time and it finally worked, I really don't know why...

And my saves are all right, I don't understand... That's informatic, after all.

Until then, whenether I tried to launch the .bat or the .exe, I obtained an error message that was saying a thing about two long numbers... And then it crashed.

Well, now i'm going to enjoy Fallout, thanks for your time! :)
 
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