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

Just wanna say I love Fixt, one thing I thought might be cool though is giving Nicole's talking head to Katja since they look identical, obviosly the voice and lips wont match but just using the idle animation from it for the sake of a background would be pretty swell.
 
ThegreatBenDoyle said:
Just wanna say I love Fixt, one thing I thought might be cool though is giving Nicole's talking head to Katja since they look identical, obviosly the voice and lips wont match but just using the idle animation from it for the sake of a background would be pretty swell.

Nah, Nicoles face is hers, not anyone else, especially not your NPC mates
 
Khalashnikovf said:
ThegreatBenDoyle said:
Just wanna say I love Fixt, one thing I thought might be cool though is giving Nicole's talking head to Katja since they look identical, obviosly the voice and lips wont match but just using the idle animation from it for the sake of a background would be pretty swell.

Nah, Nicoles face is hers, not anyone else, especially not your NPC mates
Yeah, that would be just as annoying as the thousands NPCs with the same voices in the newer Fallouts. Unique characters should be as unique as possible.
 
Hey just want to let you guys know I'm still alive and planning on releasing Alpha 6.

School has been ridiculously time-consuming lately (who knew ART classes took this many hours for homework?!?!?) so I haven't done any work on FIXT in at least a month, maybe two.

My mom is visiting from out of state on my break before Spring quarter starts, but I'll get the next version out as soon as I can.

I hope people like the new version, it will have a loader and customization utility courtesy of the work of TarkinMX, many more options to customize (already a dozen so far) and a Bug Fixes Only installation option :)
 
Oh, you bet Im lookign forward on it, especially if your will make those inscript textes in text files actually so I will be able to translate them too :)
Focus on functionality, fancy stuff can come anytime then
 
Khalashnikovf said:
Oh, you bet Im lookign forward on it, especially if your will make those inscript textes in text files actually so I will be able to translate them too :)
Focus on functionality, fancy stuff can come anytime then
I'll get back to you on this stuff as soon as I can. Thanks :)
 
@ Sduibek

I just saw in another thread about bugged good endings.
I quickly looked at it and saw that it's not bugged but unavailable because of cut content. Is this something you already have or have planned to implement?

The good ending for the Followers of the Apocalypse:
1:The Followers of the Apocalypse rise to become a major influence in New California.
2:With your help, they gain control of the LA Boneyard.
To get this ending you need to train Neil and followers in combat skills, or set "Gvar132:Train_followers" to 1.
There seem to be plenty of followers material to restore. Most or all of the text seems to be there, not as lucky with the scripts though.

Bad ending.
The mutant armies, led into battle by the fierce Super Mutants, destroy the Followers of the Apocalypse. Barely human carrion feeders pick over the Followers' remains.

Set "Gvar7:Followers_Invaded" to 1.
Not sure what the trigger is.

The good ending for the Hub:
1:With your assistance, Old Harold brings the ghoul population of the Hub into equality with the humans.
2:The two sides work together, and the Hub prospers.
3:Old Harold is still alive, as far as anyone knows.
Set "Gvar606:Kind_to_Harold" to 1 for this to happen.
There is nothing in his dialog or script that hints at what being "kind to Harold" means. Sure, you can give him some money, but that doesn't sound like enough. Based on what the ending says I would expect you to assist him in some way. Any idea what it was meant to be?

Bad ending for Junktown:

The mutants are slowed, but not stopped, by the brave defenders of Junktown. When the army finishes their brutal siege, nothing of Junktown remains.

Set "Gvar15:Junktown-Invaded" to 1.
Not sure of trigger.

Brotherhood bad ending:

The Brotherhood of Steel repels the first wave of a mutant invasion, but a traitor in their midst causes the Citadel to fall. Fortunately, the advanced technology is mastered slowly by the mutants, and they were unable to use it against you.
Didn't find what Gvar gives you this. Maybe some other setting i had was blocking it?
 
I will definitely be looking into restoring/completing endings, but not until after moved to FO2 engine.

Thanks for your detective work, that will come in handy :)
 
Sduibek said:
I will definitely be looking into restoring/completing endings, but not until after moved to FO2 engine.

Thanks for your detective work, that will come in handy :)

Are you really sure by that moveing onto FO2? There will be alot, I mean ALOT, of bugs, especially those invisible ones.
Its not like I dont trust you, I dont trust integrating FO1 time scripting on F02
 
Khalashnikovf said:
Sduibek said:
I will definitely be looking into restoring/completing endings, but not until after moved to FO2 engine.

Thanks for your detective work, that will come in handy :)

Are you really sure by that moveing onto FO2? There will be alot, I mean ALOT, of bugs, especially those invisible ones.
Its not like I dont trust you, I dont trust integrating FO1 time scripting on F02
I believe the benefits will far outweigh the issues.

The engine switch will not be a one-and-done, yes, but in the long term it will open up huge possibilities, and advantages for both fans and modders.
 
Treupp said:
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.
At this point you should be trying other settings in the file. Try other color bits, different resolutions, etc etc. It's extremely likely you're using a resolution or setting that your graphics card does not support. Set everything to boring defaults such as 8-bit color, 640x480 resolution, not windowed mode, etc.

I can't advice specific fixes but really you need to do trial and error combined with systemically eliminating causes (as you did already with updating DirectX)

Try disabling f1_res and ddraw one at a time to see which is causing the issue.

Also DO NOT MODIFY RESOLUTION OR COLOR BITS IN DDRAW. That breaks things.

There's a troubleshooting file that comes with FIXT for this sort of thing.


Khalashnikovf said:
I already found them, they are in scripts directly, unfortunetely Im not able to modify it without error of course.
The text examples you gave are not in script files, they are in DATA/TEXT/[language]/GAME. Remember there's two folders for text -- Dialog and Game.


C:\Games\Fallout\DATA\TEXT\ENGLISH
C:\Games\Fallout\DATA\TEXT\ENGLISH\CUTS
C:\Games\Fallout\DATA\TEXT\ENGLISH\DIALOG -- should be about 650 files
C:\Games\Fallout\DATA\TEXT\ENGLISH\GAME -- should be about 30 files <-- this is the one you're referring to.
C:\Games\Fallout\DATA\TEXT\ENGLISH\CREDITS.TXT
C:\Games\Fallout\DATA\TEXT\ENGLISH\QUOTES.TXT


Khalashnikovf said:
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?
As far as I can tell, nothing actually uses that global variable. Things read it but I've seen it have no real effects. Probably they planned to have the Vault get found by mutants before actually being invaded, a feature which never got implemented.
 
disgusting piece of shit.

texts are to large for box and stay bugged there.

Im going to try and fix this, otherwhise vanilla fallout owns this crap.


update: still no progress, windowed/1680x1050 to the one under 800x600 nothing fixes the text bug. disabling hi res, using windowed, trying direct(i got 11) and the draw thing. Nothing, only scale 2 give me an almost human resolution.

1680x1050= insanelly small.. game box? and letters still messed up

600x300 something(cant remember)= looks kinda fine, letters still messed and same graphics as normal fallout.
 
still fucking annoying not filling the monitor or bugging shit. What am i supossed to do? Toggle x2 scalling? my monitor is 1680x1050 NONE of the configuration seem to fix the text issue.

Also why is that i cant no longer alt+tab?
 
Sorry to hear it's not working for you. Those all sound like issues with the hires ( not coded by me), it shouldn't have any such problems you disable hires via the provided config exe.

I would try renaming or deleting f1res.dll and then ddraw.dll, one at a time, and running falloutw.exe directly instead of the bat file, to see if any of those is causing the problem.
 
Sduibek said:
Sorry to hear it's not working for you. Those all sound like issues with the hires ( not coded by me), it shouldn't have any such problems you disable hires via the provided config exe.

I would try renaming or deleting f1res.dll and then ddraw.dll, one at a time, and running falloutw.exe directly instead of the bat file, to see if any of those is causing the problem.
it looks awesome anyway, and the buggy text is no so important.. i memorize all the dialogs by now.

but the mini small gaming box it is annoying. What is hire? if yhou speak spanish pls lets speak spanish idk shit of english.

This configuration works almost fine: scaling x2(now the game box is ok, whit some fringes like in the cinema).


NOW I GET ITTT hires= Hi Res mod, omg i was thinkering what the fuck hires meaned. And no, if i disabled it the resolution is ok but the letters are still messed up.
1280x1024 resolution, i dont like it but its the only one that almost fits the monitor.
and thats it, i dont know that the draw thing and directx is are supposed to change.
 
Inferuz said:
disgusting piece of shit.

texts are to large for box and stay bugged there.

Im going to try and fix this, otherwhise vanilla fallout owns this crap.


update: still no progress, windowed/1680x1050 to the one under 800x600 nothing fixes the text bug. disabling hi res, using windowed, trying direct(i got 11) and the draw thing. Nothing, only scale 2 give me an almost human resolution.

1680x1050= insanelly small.. game box? and letters still messed up

600x300 something(cant remember)= looks kinda fine, letters still messed and same graphics as normal fallout.
so much rage in my last comment.

but this is karma, is not the better thing that happened to me this week, im gonna try next week and if im still fucked up im going to became a terrorist.

is this mod meant for fallout 1 and 2? in the readmes i found allot of stuff of F2 and i just dont get it.

also you should somewhere what the fuck do directx and draw diference from each other, there is nothing in the readmes(i checked all of them).
 
forget all the shit i said, screwing a little whit the configs i manage to make it fit the monitor and look good.

i got some missing textures in some places(when i come near to them they "fix", i walk away and they come back).

besides that everything works just fine, i still dont know the difference between direct(i got the latest..) and draw, i googled and they seem to work together otherwise in the config you can only choose one.

and that is pretty much it, good mod, does it work whit F2? Does it work along whit megamod?

How to alt+tab? I really need to sometimes search for a walkthrough, ctrl+tab, ctrl+shit+esc, home, and ctrl+alt+supr DO NOT work, i only see a little black system box and game never open again.
falloutw dont work either, i only make it work whit the bat file.
 
The mod is only for Fallout 1.

For the Alt-Tab issue, once again I believe that is caused by HiRes Mod.

in Windows you can get back to the game by opening Task Manager. Because it's still running, just isn't showing up properly.
 
OK, I think I found out what was wrong in 2 cases

1. Another bug: Tycho has no "Change armor" dialogue option in "Discuss combat tactics".
This is not bug. If Tycho does not have other armor than that one he is wearing the dialog is not present. On the other hand for Katja I don't get the informative line "she is wearing ...".


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.
Now I see that who gets hostile and who doesn't seems pretty random. Most of children attack though, either immediately or on your approaching.

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.
You can STEAL from table of dead dhopkeeper - and the inventory will magically appear there - despite it was not present before! This is how it worked vanilla and works in FIXT!!!

Hope this helps

I am puzzled by one thing though. After finishing Unity and destroying Military Base game ends despite I did not bring WaterChip

I am also very sad I cannot execute overseer before he reaches door to seal the vault with me outside... I remember good times watching him dead and still crawling towards gate.

I have noticed the scrolllocks in Necropolis middle map are stil not corrected - and I can scroll into blackness.

In the hub I have noticed one more thing - I cannot pin down Luigi (or whatever the mafia banker name is) for extortions. Shouldn't I be able to find out who was harassed by mafia and tell the sherrif so that banker went to jail? After killing Kane&Co the banker tells me to buzz off and if asked again calls for his thugs which seems ok if you want to get your hands on his safe.

I'd also appreciate some way of stealing from BoS's inventory these 2 PAs. Despite I robbed them in combat mode and escaped I got attacked on return. Not only at LV1, but also by (poor) guards on the surface. Anyway this is pretty lame you never really need these 4 sets of PA, unless you want to raze the mutantdom at cathedral and Military base, in which case you're almost guaranteed that without save+load you cannot win. You can though steal weapons from each and every mutie (200 steal does not guarantee success though, even with 10LK - which is lame).

That's all, FIXT in the last testing version done, except some minor quests in Hub.
 
Why is Tycho and Ian NEEEver using the good weapons? I toggled the "tycho and ian use all weapons" thing but they stick whit shotguns and powerfists.
 
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