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

Dual Tandi bug.

I have rescued Tandi (not fighting the Khans - I just lockpicked her cell and run for exit grid) and returned to her villge, got reward. Even talked to her after rescuing (I hit agin the lines regarding boredom and leaving). Then I went to Khans and was greeted by ... Tandi asking for rescue, despite she was not imprisoned!
The saves - Sahdy Sands before I left and Khans after I got there:
zcnet.22web.org/fo1/DoubleTandi.rar
Mod version: 5.4 (testing), winXP.

By the way - I faintly recall receiving in Shady Sands a hunting rifle and a lether armor (no leather jacket) from one of the villagers. This time I have spoken to everyone and did not get it ... Of course I did not ask for any reward. Besides - what is that what Aradesh gives for rescuing Tandi?
 
JohnLabite said:
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! :)
Glad to hear it, hopefully things continue to run smoothly now!


ziemeck said:
Dual Tandi bug.

I have rescued Tandi (not fighting the Khans - I just lockpicked her cell and run for exit grid) and returned to her villge, got reward. Even talked to her after rescuing (I hit agin the lines regarding boredom and leaving). Then I went to Khans and was greeted by ... Tandi asking for rescue, despite she was not imprisoned!
The saves - Sahdy Sands before I left and Khans after I got there:
zcnet.22web.org/fo1/DoubleTandi.rar
Mod version: 5.4 (testing), winXP.

By the way - I faintly recall receiving in Shady Sands a hunting rifle and a lether armor (no leather jacket) from one of the villagers. This time I have spoken to everyone and did not get it ... Of course I did not ask for any reward. Besides - what is that what Aradesh gives for rescuing Tandi?
Rifle and armor was an accident, side effect of restoring Elder (who is now removed as didn't serve much purpose).

That link doesn't work for me, would you mind hosting on a different site? There is mediafire, gamefront, 4shared, dropbox, fileden, lots of others.

[spoiler:c201ca89ed]Aradesh just gives caps. (this is as it was, I made no changes to his reward)
You should also be able to get a Spear from him, and a couple items from Razlo under the right circumstances. (Those items are all before returning her)[/spoiler:c201ca89ed]

Thanks for the bug report, I'll check it out.
 
Sduibek said:
Rifle and armor was an accident, side effect of restoring Elder (who is now removed as didn't serve much purpose).
OK. I was afraid my memory is playing tricks on me.

Sduibek said:
That link doesn't work for me, would you mind hosting on a different site? There is mediafire, gamefront, 4shared, dropbox, fileden, lots of others.
Byethost deletes automatically files with .rar extension, but they last for a few seconds, so I did not notice that (I just hit ^R, file present, so disconnected and pasted link here).
The re-uploaded files (now checked, both downloadable):
zcnet.22web.org/fo1/SLOT08.zip
zcnet.22web.org/fo1/SLOT09.zip
 
Newest option things I've implemented user will be able to choose in next version:

- How many child kills (or more) constitute Child-Killer karma perk (1, 2, or 3) vanilla was 3
- Whether a hireling (e.g. Ian) killing a child counts toward that total. vanilla only the player kills counted
- How many weeks per restock of Stapleton's books
- Caves can be 20, 30, or 40 brightness. vanilla was 40

These would of course not show up if user picked "only fixes" type install.

I am planning on the next release of FIXT making everything optional that should be optional. I may just skip right over 5.4 and go for an alpha 6 release. It will take a bit longer but I think the results will be worth it. 8-)

This will also include option to keep the old look of Ian and Tycho (with the limitations explained to the user of course, because they can't use all weapons with those graphics)
 
Please deal with all the overdue bugz. It's really pissing off when you play something which happens to fix it and it appears to have the same old bugs and so obvious new ones (I mean myself playing F and first having messed up ending with errors after chosing to play after and then some obvious bugs such as Morbid going downstairs and appearing upstairs again at the same time, new scripts working badly such a guard of the Seth's station, and still many side-dialogues not adequate to the done quests as people not noticing Gizmo's casino is done, that The Skulz are dead, guard of Shady Sands not noticing that Tandi is back etc., also some details as asking about the things you already know of. It is the whole issue: 1. fixts 2. improvements 3. the storyline but it's already 5.3 so you probably know it). It's pissing off especially when you play for the first time or play after the years. I hope that fixt 6.0 would be the best version and really better.
 
Now that I've completed my FO1 fixt game.

I second the opinion that FO1 might get a little easy as one takes out the raiders early (did so in my latest game) you get plenty of leather armour and 2 metal armour i think it was plus plenty of ammo and weapons all could be used to make money as mentioned... i grabbed what i could and sold to much caps as bonus. What i couldn't pick up instandly (weight limit) I grabbed later.

Maybe the leader of the raiders should always drop a metal armour while the other raider members would have only a 20% chance or something, same goes for weapons drop. Or its either an armour drop or weapon not all?

Sounds good?
 
Izo said:
Please deal with all the overdue bugz. It's really pissing off when you play something which happens to fix it and it appears to have the same old bugs and so obvious new ones (I mean myself playing F and first having messed up ending with errors after chosing to play after and then some obvious bugs such as Morbid going downstairs and appearing upstairs again at the same time, new scripts working badly such a guard of the Seth's station, and still many side-dialogues not adequate to the done quests as people not noticing Gizmo's casino is done, that The Skulz are dead, guard of Shady Sands not noticing that Tandi is back etc., also some details as asking about the things you already know of. It is the whole issue: 1. fixts 2. improvements 3. the storyline but it's already 5.3 so you probably know it). It's pissing off especially when you play for the first time or play after the years. I hope that fixt 6.0 would be the best version and really better.
Duly noted, thanks for letting me know. At this point my main focus is getting all the "unwanted" stuff to be optional, since that is what's gotten the most compliants.

From there, of course next will be bug fixes, and I'll focus on them in this order:

- Major first (such as crashes or other game-breaking)
- Ones with many compliants
- Oldest to newest

This is not disregarding what you're saying, I just mean if there's a newish bug that has had many compliants, I'd like to get that taken care of, but after that I think you make a good point that long-standing bugs should come first.


Mutated_Mark said:
Now that I've completed my FO1 fixt game.

I second the opinion that FO1 might get a little easy as one takes out the raiders early (did so in my latest game) you get plenty of leather armour and 2 metal armour i think it was plus plenty of ammo and weapons all could be used to make money as mentioned... i grabbed what i could and sold to much caps as bonus. What i couldn't pick up instandly (weight limit) I grabbed later.

Maybe the leader of the raiders should always drop a metal armour while the other raider members would have only a 20% chance or something, same goes for weapons drop. Or its either an armour drop or weapon not all?

Sounds good?
Yeah that's reasonable, I think it should be optional though like the other stuff. Some kind of "chance of armor to drop on death" option or something to that effect.

Personally I'd like to see something like this as options the user can select:
-Armor Found On Corpse-
Always, matching the critter's appearance (all critters)
Always, but only on critters that already dropped it in Vanilla
75% of the time, matching the critter's appearance (all critters)
75% of the time, but only on critters that already dropped it in Vanilla
50% of the time, matching the critter's appearance (all critters)
50% of the time, but only on critters that already dropped it in Vanilla
25% of the time, matching the critter's appearance (all critters)
25% of the time, but only on critters that already dropped it in Vanilla
Never

For now, the "all critters based on appearance" may wait until using Fallout 2 engine

Also this will go under Ideas, thus kind of on the backburner
 
Personally I'd like to see something like this as options the user can select:
-Armor Found On Corpse-
Always, matching the critter's appearance (all critters)
Always, but only on critters that already dropped it in Vanilla
75% of the time, matching the critter's appearance (all critters)
75% of the time, but only on critters that already dropped it in Vanilla
50% of the time, matching the critter's appearance (all critters)
50% of the time, but only on critters that already dropped it in Vanilla
25% of the time, matching the critter's appearance (all critters)
25% of the time, but only on critters that already dropped it in Vanilla
Never
Right making this option selectable for the player would be great, i guess everyone can agree on that.
 
Sduibek said:
Izo said:
Please deal with all the overdue bugz. It's really pissing off when you play something which happens to fix it and it appears to have the same old bugs and so obvious new ones (I mean myself playing F and first having messed up ending with errors after chosing to play after and then some obvious bugs such as Morbid going downstairs and appearing upstairs again at the same time, new scripts working badly such a guard of the Seth's station, and still many side-dialogues not adequate to the done quests as people not noticing Gizmo's casino is done, that The Skulz are dead, guard of Shady Sands not noticing that Tandi is back etc., also some details as asking about the things you already know of. It is the whole issue: 1. fixts 2. improvements 3. the storyline but it's already 5.3 so you probably know it). It's pissing off especially when you play for the first time or play after the years. I hope that fixt 6.0 would be the best version and really better.
Duly noted, thanks for letting me know. At this point my main focus is getting all the "unwanted" stuff to be optional, since that is what's gotten the most compliants.

From there, of course next will be bug fixes, and I'll focus on them in this order:

- Major first (such as crashes or other game-breaking)
- Ones with many compliants
- Oldest to newest

This is not disregarding what you're saying, I just mean if there's a newish bug that has had many compliants, I'd like to get that taken care of, but after that I think you make a good point that long-standing bugs should come first.
Thanks. Good to hear. Had a news that newest F2 Restoration will be really good, having such thing will really be a step. Same with FIXT - I love F1 and it's cool where it got with RP and Vanilla, some mods and your fixts.
 
tommy said:
Hi! Can you tell how soon the next version will be released?
Hey there! Welcome to the forum :)

Short answer: Hopefully soonish.

Long answer: I'd love to work on this mod as my full-time job, I really would. That would be the coolest thing ever. But I can't :( Right now for school I have to learn Illustrator and Photoshop in 10 weeks (in addition to my other classes) so I'm not sure how much time I'll be able to devote to FIXT.

I'd like to get it released by, say, end of February, but I don't know if that's realistic. I have the last week of March free, so maybe a tentative release date could be some time in April?
 
Take it easy Sduibek we all know real life (whatever that is *smiles*) comes first, so take the time you need and don't stress yourself eventhough I have to admit I'm looking forward to the next FIXT release myself ;)

Its awesome to have such dedicated modders around still working on improvements for the great old FO games. THANKS!
 
Sduibek said:
tommy said:
Hi! Can you tell how soon the next version will be released?
Hey there! Welcome to the forum :)

Short answer: Hopefully soonish.

Long answer: I'd love to work on this mod as my full-time job, I really would. That would be the coolest thing ever. But I can't :( Right now for school I have to learn Illustrator and Photoshop in 10 weeks (in addition to my other classes) so I'm not sure how much time I'll be able to devote to FIXT.
This is easy. If you can't manage it in a weekend or two, you are a total lame.
 
Izo said:
Sduibek said:
tommy said:
Hi! Can you tell how soon the next version will be released?
Hey there! Welcome to the forum :)

Short answer: Hopefully soonish.

Long answer: I'd love to work on this mod as my full-time job, I really would. That would be the coolest thing ever. But I can't :( Right now for school I have to learn Illustrator and Photoshop in 10 weeks (in addition to my other classes) so I'm not sure how much time I'll be able to devote to FIXT.
This is easy. If you can't manage it in a weekend or two, you are a total lame.
Well then what does that say about killap, who is releasing the first new version of F2RP in two years? Ha ;)
EDIT: killap we love you, don't hurt me ;)

Don't worry though, I won't use your argument as justification to kill myself. Regardless of intent I processed as sarcasm and had a good laugh :D


Mutated_Mark said:
Take it easy Sduibek we all know real life (whatever that is *smiles*) comes first, so take the time you need and don't stress yourself eventhough I have to admit I'm looking forward to the next FIXT release myself ;)

Its awesome to have such dedicated modders around still working on improvements for the great old FO games. THANKS!
Fair enough, I like to keep on it though. Modding is so much fun!

The main thing I'm excited about for the new version is not new stuff, but the ability to make it more optional, customized and modular. Pleasing a much wider portion of the fanbase is a good thing 8-)
 
Some other stuff the next version will have -- entries in Credits (like killap did with F2RP) to give credit to everyone whose contributed to FIXT (including myself of course! ;))

And another is a warning on some of the other options re: appropriateness. I know laws vary from country to country but I will add a warning about certain "adult" or "mature" things and user will have to click they understand before being able to even see the options. Don't worry it won't block install at all, just a portion of the list of optional stuff will be hidden until clicking "I understand and agree".

Not sure why I didn't think of either of those sooner.
 
Sduibek said:
Izo said:
Sduibek said:
tommy said:
Hi! Can you tell how soon the next version will be released?
Hey there! Welcome to the forum :)

Short answer: Hopefully soonish.

Long answer: I'd love to work on this mod as my full-time job, I really would. That would be the coolest thing ever. But I can't :( Right now for school I have to learn Illustrator and Photoshop in 10 weeks (in addition to my other classes) so I'm not sure how much time I'll be able to devote to FIXT.
This is easy. If you can't manage it in a weekend or two, you are a total lame.
Well then what does that say about killap, who is releasing the first new version of F2RP in two years? Ha ;)
EDIT: killap we love you, don't hurt me ;)
I feel like he was talking about learning Illustrator/Photoshop, but either way, I ignore comments like this.

Hah at your comment Sduibek. It's true, it's been quite the gap between my previous release. That's what RL will do to ya though.

But anyway, good luck with your studies and keep up the great modding work. Just keep modding a fun pastime, don't burn yourself out or make it end up being a chore.
 
killap said:
Sduibek said:
Izo said:
Sduibek said:
tommy said:
Hi! Can you tell how soon the next version will be released?
Hey there! Welcome to the forum :)

Short answer: Hopefully soonish.

Long answer: I'd love to work on this mod as my full-time job, I really would. That would be the coolest thing ever. But I can't :( Right now for school I have to learn Illustrator and Photoshop in 10 weeks (in addition to my other classes) so I'm not sure how much time I'll be able to devote to FIXT.
This is easy. If you can't manage it in a weekend or two, you are a total lame.
Well then what does that say about killap, who is releasing the first new version of F2RP in two years? Ha ;)
EDIT: killap we love you, don't hurt me ;)
I feel like he was talking about learning Illustrator/Photoshop, but either way, I ignore comments like this.

Hah at your comment Sduibek. It's true, it's been quite the gap between my previous release. That's what RL will do to ya though.

But anyway, good luck with your studies and keep up the great modding work. Just keep modding a fun pastime, don't burn yourself out or make it end up being a chore.
Maybe you would finish this mod sooner if you wouldn't ignore this. (J/k - it was a joke, I wanted to motivate Sdu ;)).
 
Howdy everyone, from another newbie.

This project piqued my interest some time ago, as it is an ambitious attempt to join all the major Fallout mods from various authors. I later tried out the 5.3alpha and although I hate to be a spoilsport I must report that the amount of issues still present, including ramming into a particular show-stopping bug, put me off rather good. :D

If it's not too much of a bother, I have some questions for the author, Sduibek:

- is it possible that some of the mods you are trying to merge together may be incompatible with one another?

- is there an ETA of when this project will go from 'alpha' to 'beta'?

- is there a walkthrough for modded/additional content which would serve as a reference for players, so that they may verify what was supposed to happen actually did happen?
Like for example this: http://hem.bredband.net/darek1/f2rp_wt.htm

Such a reference point would likely be of much help with testing and bug reporting.

I haven't read the entire thread and I apologise if the above has already been answered.

From what I was able to surmise, you work on this project alone- are there any testers involved to help with the bug hunting? If not, I'd be delighted to help out with that if you'd be open to such a collaboration. But you would first have to indoctrinate me into the Fallout modding procedures. :P Although I do have some fleeting and sporadic experience with modding, I never did dive into Fallout much.

Thanks for your time!
 
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