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

Nibiru said:
hi

no, the 5.3, it only works when i touch the sound effects, only this.

also there is often "memory bugs" the game crash in the load of some location, especially to the followers of the apocalypse's library
More details please, especially with crashes - as many details as you can provide is best.

For example, where else is it crashing besides Followers? Are you only using 1 save slot? Is this character from an older version of FIXT?

And on the demo sounds, it should affect all button presses throughout the game
 
i told you everything,i haven't much more to say, the demo sounds don't work completely, of course i have installed a new game with the 5.3, i'm using 3-4 save slots

and for the crashes, i think it could be the super mutants invasion, i've set the defaut invasion, like if the game connot sometimes support that much of information, that could explain the memory problem
 
Re: I fixed a quest, i hope you like it

ashteroid said:
Hi Sduibek,

just completed FO1 with FIXT5.2a )

I saw that you didn't fix the grenades quest from Michael completely,
so i gave it a try and i think i did a good job.

i tried to upload my patch here, but it doesn't show up.
So i'll give you a link to my ad-hoc site.

I hope you can test it for yourself and include it in your patch pack)

http://ashteroid.dyndns.org/fo1_grenadesQuest_ash.rar

---
some feedback about FIXT:
red power armor background image is always installed.
If i approach Vance after speaking with the armsdealer about RadAway, the game crashes as soon the dialog window opens.
Had to remove Vance.int to continue playing (
--
Otherwise - awesome)
Hi! Welcome to the forums. Great avatar, I love that game :D Fond memories... Especially of Melee, that was so much fun.

Thanks very much for the script code! I'll check it out.

Also thank you for the bug reports, I'll add these to the wiki.

Cheers,
-Sdu
 
Nibiru said:
i told you everything,i haven't much more to say, the demo sounds don't work completely, of course i have installed a new game with the 5.3, i'm using 3-4 save slots

and for the crashes, i think it could be the super mutants invasion, i've set the defaut invasion, like if the game connot sometimes support that much of information, that could explain the memory problem
Okay, thank you, I'll check it out. [added bug to wiki]


MosAnted said:
pipboy-x11 said:
Next, somehow Smitty doesn't offer to upgrade my power armor. I've finished Miles quest, even upgraded plasma rifle but I've returned with a set of power armor - and he doesn't even talk to me (no dialog opens up, just some message like "Hello, nice to see you").

Thanks

Miles is the one who upgrades the armor, not Smitty.

Speaking of which, I've run into an annoying bug. After completing miles quest, I try to get Smitty to upgrade my rifle, and the game keeps crashing to desktop with a "The memory could not be read from" error. I've tried loading a previous save and i keep getting the exact same error in the exact same place. I'm running Alpha 5.3 on Windows 7 Ultimate 64bit.

Edit: Crash is no longer happening. I was using the Junk I found in the Radscorpion cave near the beginning in order to finish the quest. After picking up fro ma previous save, i went to the Deathclaw's map and got the Junk there, and used it to finish the quest again, and was now able to get the Turbo Plasma Rifle without the game crashing. Not sure if that's the cause.
Thanks, good to know. I must have used a slightly different version of the .PRO file for Junk when I editing that map previously. I forgot that I'd even added that item to it. :/
[added bug to wiki]


pipboy-x11 said:
Hi there,

Running 5.3 here. I'm not sure if this a bug or I've just messed the game somehow - that woman, Blades leader in Boneyard, has misteriously disappeared from the building. She was in the room and next time I arrive there - she simply isn't here.

Next, somehow Smitty doesn't offer to upgrade my power armor. I've finished Miles quest, even upgraded plasma rifle but I've returned with a set of power armor - and he doesn't even talk to me (no dialog opens up, just some message like "Hello, nice to see you").

If those are bugs - I could provide a save.

Thanks
Have you agreed to give them weapons from Regulators, and then told her you don't want to join them in the fight? If so, she disappears to go fight them with her buddies.

I think it might be handled better though, I'll add to Suggestions for now in the bugs wiki.

And yes, savegame would be useful to check into the bug with Razor disappearing.

EDIT: Ah, looks like it's a bug from vanilla:
Per said:
Don't go to talk to Zimmerman after getting the weapons and talking to Razor if you don't have the holodisk. If you don't have the disk you can't trigger the invasion, and Razor will disappear from the Blades map (leaving a ghostly corpse) after you've reported to her that you got the weapons. This means you can't get the 2000 xp for the invasion or even the 500 xp for taking out the Regulators yourself, although the Adytowners will help with the fight.
[bug added to wiki]


ziemeck said:
One more irritating thing with the debug version (5.4) I'm using: ALT+TAB does not work (on WinXP), in order to leave game without exiting it I must press CTRL+ALT+DEL ... I do not recall this in 5.3

1. Another bug: Tycho has no "Change armor" dialogue option in "Discuss combat tactics".

2. Bug in Cathedral:
While walking inside cathedral (groundlevel) after discussion with Laura (I said password) I am getting randomly teleported outside the building. (I can provide save if needed).

3. Maybe bug in cathedral:
On killing nightkin (gatling laser one) behind the altar all Children get hostile, except the one that was in same room with Laura, he remains there. There's also the guy in leather armor pn left side of church (not far from Lasher's room), who does not join fight either. I don't recll killing of the nightkin turned all those guys ngry, but I might be wrong.

4. Suggestion
Maybe on killing the shopkeeper his inventory should be accessible on the table he used to stnd next to. This might regard all thaders anyway.

5. Question
Should UFO encounter take place in early stage of the game on road from Brotherhood to Hub?
Thank you, I'll look into these.

The Alt-Tab issue is related to f1_res (hi-res patch/mod) which has been reported to Mash. I think I'll probably roll back to hi-res 3.0.6 for next FIXT release as I've had multiple bug reports for version 4.0.2 hi-res.

1. [added to bug wiki]
2. Has been fixed in my files
3. I'll look into it; for realism's sake, killing Nightkin should make Children hostile IMO as they're all part of the same crazy organization, but it should of course be uniform across the board -- only ones not joining in fight would be spies and the like. [Probably just wrong Team# in their scripts, added to bug wiki]
4. [added to bug wiki]
5. Not possible to change this in Fo1 engine, I'll ask killap if Fo2 engine can change this.
 
Hi there !

I also just finished FO1 using FIXT 5.3 alpha on Win XP.

Thanks for your great work, I just loved the install and all the options, this make-your-own-modded-fallout thing is perfect !

And the enhanced game experience too, of course.

I just happened to encounter the unduplicated bug listed in the Shady Sands section of the bug tracker :

UNDUPLICATED - The merchant random encounter around the town (Yellow man escorted by a gang of leather armored guards with rifles) has all his dialogue replaced with Error. In 5.3, you also have to use the Barter button to trade with him at all.

Actually, I encountered them during a trip from Lost Hills to Vault 13, but I might be mistaken.
I also noticed that the name of the merchant is replaced with 'Error', same is true for the description when you examine him.

I'm sorry I wasn't wise enough to take any screenshot or to save my game at the moment... I will try to encounter them with an old savegame.

[Hope my english is correct, I'm french, please forgive my mistakes]
 
Sduibek said:
3. I'll look into it; for realism's sake, killing Nightkin should make Children hostile IMO as they're all part of the same crazy organization, but it should of course be uniform across the board -- only ones not joining in fight would be spies and the like. [Probably just wrong Team# in their scripts, added to bug wiki]
Well, for realism's sake, a spy would try not to blow its cover by avoiding fighting you if you offend the crew it's infiltrated into, except it's really loyal to you. Could it be affected by things like taking a quest from their real faction?
 
Translation

One Suggestion for gambling:

I have no idea if that someone already mentioned, but there is one really annoying thing about it.

If you make character based on INT and LCK and make some better Gambling skill, you can make a fortune from nothing in a few minutes just holding buttons of 1 a 4

(I made like this from 500 caps to 15 000 in 2 minutes)

So my suggestion is: Would be possible to make for example some restriction, like that you could win only 2000-3000 caps per week on that certain game or even better company in town? So the real gambler would have to drive through whole conuntry to earn something.
Than crupier would warn you that you should stop with that and if you dont, some guard will you throw out of casino, beat you and steal your money? :)

That would be really great addition and making it real and less exploitable
 
Hey Sduibek, you are doing really good job. You made me to register here, but not only to say thanks, but because of I want to ask you:

01) How deep is your changelog?
Im asking because of doing translation into Czech language, well, modifying existing one so it can fit into your changes.
I just did 5.3 translation and I need to know that if you release newer version, will be all text changes written somewhere?
Would be really helpful in future times :)

02) Have you any idea when TeamX made Invasion procedures, why they did set order of fallen cities in that order?
I just cant see logic in it that Boneyard falls first.

03) Any news how is things going with next release? Im asking because of if has any meaning to debug my translation or it would be better to wait for next release.
Have you finally decided to skip 5.4 and make 6.0 instead?

Thanks for responses and keep up the good work (also made one suggestion in other topic :) )

EDIT: Oh, one last thing... is it possible to have some text actually not in the TEXT folder? Cause I cant find some texts talking about caps...

EDIT of EDIT: Well, I checked some scripts and you really do have text right inside of those (hhhooker.msg for example)
Will you pls extract these all textes into msg files where they should be pls? :)
 
I'd like to ask for a bit of help here.

I installed F1 (the GOG version) and FIXT on top of that. Initially, I got a message about a dll file gone missing, did some research and installed DX9.0c. Now, when I try to launch FIXT, I get a *CHI-CHIRP* in the background, then a *DING* whenever I press space or enter, and an application error window. Pointers would be more than welcome.

Hint, hint: I run on WIN7PRO x86
 
loutrasse said:
Hi there !
I also just finished FO1 using FIXT 5.3 alpha on Win XP.
Thanks for your great work, I just loved the install and all the options, this make-your-own-modded-fallout thing is perfect !
And the enhanced game experience too, of course.

I just happened to encounter the unduplicated bug listed in the Shady Sands section of the bug tracker:
UNDUPLICATED - The merchant random encounter around the town (Yellow man escorted by a gang of leather armored guards with rifles) has all his dialogue replaced with Error. In 5.3, you also have to use the Barter button to trade with him at all.
Actually, I encountered them during a trip from Lost Hills to Vault 13, but I might be mistaken. I also noticed that the name of the merchant is replaced with 'Error', same is true for the description when you examine him.

[Hope my english is correct, I'm french, please forgive my mistakes]
Hi! And welcome to the forum!

Thanks for the kind words, I'm glad you enjoyed it :)

I think the trader one is fixed, as I believe the issue was/is with Duc (which is fixed in my files that'll come with the next version) -- however there are indeed several traders, so I'll check again on that issue. [added to bug wiki]

And don't worry about your English, it looks fine to me. I have met many people in countries where English isn't the first language actually speak it better than citizens here (USA). That's America for ya :roll:


Khalashnikovf said:
If you make character based on INT and LCK and make some better Gambling skill, you can make a fortune from nothing in a few minutes just holding buttons of 1 a 4 (I made like this from 500 caps to 15 000 in 2 minutes)

So my suggestion is: Would be possible to make for example some restriction, like that you could win only 2000-3000 caps per week on that certain game or even better company in town? So the real gambler would have to drive through whole conuntry to earn something.
Than crupier would warn you that you should stop with that and if you dont, some guard will you throw out of casino, beat you and steal your money? :)

That would be really great addition and making it real and less exploitable
Ohhhh yeah that's bad. I hate those kind of exploits. Gambling is really hard to not have be "broken" in some manner or another, but I like your idea. That's a fairly realistic implementation.

Like maybe if you win a bunch in a short timespan, dialog initiates with a guard (or the dealer, if playing a table game) and they kick you out.

Thanks! [added to bug wiki]
 
Treupp said:
I'd like to ask for a bit of help here.

I installed F1 (the GOG version) and FIXT on top of that. Initially, I got a message about a dll file gone missing, did some research and installed DX9.0c. Now, when I try to launch FIXT, I get a *CHI-CHIRP* in the background, then a *DING* whenever I press space or enter, and an application error window. Pointers would be more than welcome.

Hint, hint: I run on WIN7PRO x86
Have you tried other modes? f1_res can run in DirectX or DirectDraw modes, you should try both. Also try a different resolution and different color bits (16 and 32). Also try disabling f1_res to see if that's the issue.

If you have to disable it to fix the issue, you can grab the older release of f1_res here: http://www.nma-fallout.com/forum/viewtopic.php?p=999955#999955



Oppen said:
Sduibek said:
3. I'll look into it; for realism's sake, killing Nightkin should make Children hostile IMO as they're all part of the same crazy organization, but it should of course be uniform across the board -- only ones not joining in fight would be spies and the like. [Probably just wrong Team# in their scripts, added to bug wiki]
Well, for realism's sake, a spy would try not to blow its cover by avoiding fighting you if you offend the crew it's infiltrated into, except it's really loyal to you.
Hmmm, fair enough.
Oppen said:
Could it be affected by things like taking a quest from their real faction?
Maybe, probably not though. Either way I'll check it out.



Khalashnikovf said:
Hey Sduibek, you are doing really good job. You made me to register here, but not only to say thanks, but because of I want to ask you:
Welcome to the forums! And thanks :) Nice username btw.

Khalashnikovf said:
01) How deep is your changelog?
Im asking because of doing translation into Czech language, well, modifying existing one so it can fit into your changes.
I just did 5.3 translation and I need to know that if you release newer version, will be all text changes written somewhere?
Would be really helpful in future times :)
Could you define deep? Do you mean detailed, like how specific do I get, and are there things changed that don't show up in the changelog?

Anyway the farther back you go in versions, the likelier it is that something was missed in the changelog(s). This is because at the beginning I was working on so many things, but also because I'm (trying to be) better over time at writing logs that don't suck :D

The other thing is I made so many text changes in the beginning, in the logs now it just says things like "lots of text fixes". I've made literally thousands of changes to the text and dialog files -- most of them being fixes to grammar, spelling, and punctuation.

I actually have a thread here about translating FIXT, but I abandoned it for the moment for a few reasons. I do plan, though, on eventually having it translated to all the major languages.

Would it work for you if I just saved a log of the differences between all the text files? Or I could just send you a thing that has the new versions of the changed files. This would be something I'd send to you as it would be much too detailed to go into the Changelog.

Khalashnikovf said:
02) Have you any idea when TeamX made Invasion procedures, why they did set order of fallen cities in that order?
I just cant see logic in it that Boneyard falls first.
As far as I know, TeamX did not change the numbers from the original game, nor the order.

I agree though, it's a very debatable issue as to where to start the invasions. My assumption in the past when I'd given it thought was (spoiler)
[spoiler:81255fdb6c]since The Master is under the Cathedral near Adytum, if he's spreading out from his vault, the first people killed would be all the non-believers in LA Boneyard and Adytum. [/spoiler:81255fdb6c]
Personally though I think it would make equal sense if the invasion started at Brotherhood (coming from Military Base).

I'll add to the bug wiki as Suggestion, thanks. Perhaps user can choose the order of invasions, or select from a few different order configurations.[added to bug wiki]

Khalashnikovf said:
03) Any news how is things going with next release? Im asking because of if has any meaning to debug my translation or it would be better to wait for next release.
You should be okay to just keep working on the current. I just checked and so far, only 12 dialog files have changed since v5.3.

Khalashnikovf said:
Have you finally decided to skip 5.4 and make 6.0 instead?
Yes, next release will be 6.0. This is because next release will include a loader/frontend, at least a dozen components made optional-&-customizable, highly increased functionality of NPC Armor Mod, and of course bug fixes.

Khalashnikovf said:
EDIT: Oh, one last thing... is it possible to have some text actually not in the TEXT folder? Cause I cant find some texts talking about caps...
Which text are you trying to find? I'll tell you where to find it.
 
Crash addition to a Shady Sands

Im adding heer bug savefile with leaving town and trying to get anywhere else via town buttons (sometimes even by cilcking on map)

Code:
http://www.ulozto.net/xu3apfM/mapcrashleavingshadytohub-rar
Its free srver, only enter those 4 captcha letters

Already added this .. into Shady Sands bug

also with another one where I cant make advice to a farmer with Crop Rotation. (Char is INT and PER enough).
 
loutrasse said:
Hi there !

I also just finished FO1 using FIXT 5.3 alpha on Win XP.

Thanks for your great work, I just loved the install and all the options, this make-your-own-modded-fallout thing is perfect !

And the enhanced game experience too, of course.

I just happened to encounter the unduplicated bug listed in the Shady Sands section of the bug tracker :

UNDUPLICATED - The merchant random encounter around the town (Yellow man escorted by a gang of leather armored guards with rifles) has all his dialogue replaced with Error. In 5.3, you also have to use the Barter button to trade with him at all.

Actually, I encountered them during a trip from Lost Hills to Vault 13, but I might be mistaken.
I also noticed that the name of the merchant is replaced with 'Error', same is true for the description when you examine him.

I'm sorry I wasn't wise enough to take any screenshot or to save my game at the moment... I will try to encounter them with an old savegame.

[Hope my english is correct, I'm french, please forgive my mistakes]

As Tandi says : "Finally! Someone else who sees!"
 
Sduibek said:
Khalashnikovf said:
EDIT: Oh, one last thing... is it possible to have some text actually not in the TEXT folder? Cause I cant find some texts talking about caps...
Which text are you trying to find? I'll tell you where to find it.
I already found them, they are in scripts directly, unfortunetely Im not able to modify it without error of course.
For example these:
Code:
self healed by poison somewhere in desert or b waiting in pipboy: "The poison has left your system"
Inspection on slut: "Upon further inspection ..."
Asking prostitu how much she wants or her job ... "XX caps"
talkign to Dogmeat "Move aside buddy. Good boy." and "Stupid mutt!"
I guess there will be more of it, but pls, could you extract All texts from scripts to text files actually? Would be really helpful.

Oh, and as for Invasion: Im guessing rather something like you said, it should start from Military Base, there are those nasty Mutants, so I like the idea of this (already trying right now):
Lets say that first invasion will be in those 90 days.
Brotherhood would survive for much longer time because of their great defense.
Code:
Junktown has good defending wall but not as great warriors (day 90)
Hub would be destroyed in day 100 (no defense, good warriors and lots of them)
Necropolis - In fact: What would in god sake attract Master on taht place? Maybe Race purification? Ok then, day 120
Boneyard: Gunrunners are great warriors so they can defend really great especially if Adytum will be united day 150(170)
Shady Sands: Small village, not interesting: Day 200
Brotherhood, finally beaten to death: Day 230
And Vault Ends classic in Day 500
It is setup which dont ruin your proper gameplay by forcing you to rush into brotherhood,Glow,Power Armor,Boneyard,Miles,Better Energy Armor.

Well, and here is last question: I cannot figure out what is that misterious line in vault.gam with Vault Discovered (day 180): What is that supposed to be? I never registered something in game connected to that?
 
Update: installing previous version of the patch did somewhat help running the game, but now all I see is a black screen with music in the background.

And as for the application error, it was something about "memory at x00000000" or something. I'll kep you posted.
 
Re: Crash addition to a Shady Sands

Khalashnikovf said:
Im adding heer bug savefile with leaving town and trying to get anywhere else via town buttons (sometimes even by cilcking on map)
Rest for a couple hours while still in Shady Sands then try again.

Also, did your character use Beer and get addiction to it? If so that's why, Beer is bugged.

Khalashnikovf said:
also with another one where I cant make advice to a farmer with Crop Rotation. (Char is INT and PER enough).
This quest doesn't check stats at all. It only checks if [spoiler:9dd701eafb]Science is 40% or above[/spoiler:9dd701eafb]
 
Re: Crash addition to a Shady Sands

Sduibek said:
Rest for a couple hours while still in Shady Sands then try again.

Tried that too, sometimes it works, but usually doesnt

Sduibek said:
Also, did your character use Beer and get addiction to it? If so that's why, Beer is bugged.

And no,Im not drinker so not even in game :)

Sduibek said:
This quest doesn't check stats at all. It only checks if ...
Completely forgot that! Sorry :)
 
Re: Crash addition to a Shady Sands

Khalashnikovf said:
Sduibek said:
Rest for a couple hours while still in Shady Sands then try again.

Tried that too, sometimes it works, but usually doesnt
Very strange. Are there any details you can provide that you feel may be causing it? To me it sounds pretty random so I'm not even sure what to research. If you have any theory as to what could be causing the crash that would be very appreciated.
 
Re: Crash addition to a Shady Sands

Sduibek said:
Very strange. Are there any details you can provide that you feel may be causing it? To me it sounds pretty random so I'm not even sure what to research. If you have any theory as to what could be causing the crash that would be very appreciated.

Will try to focus on it during weekend, maybe I discover something, but for now, there is none what I did somehow different from other game...
I was just pretty Charmic lad who saved Tandi from Raiders via Speech.
Then talked with hr in middle of desert, to see these new dialogs with her and then returned her to Shady, talked to Aradesh, her (slept with her) and then tried to leave.
Clicking on Hub button, crash. Clicking on map, crash less often. Managed to walk to different location, leaved it and crashed again.
Waiting via PipPoy not helping. Its just weird, I provided screen with error message in that save file.
 
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