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

It's not just perks for the weapons.

For starters, I've used the .PRO files from FIXT 5.3 as a base.

Also, I've re-adjusted the armor values to make the Weapon Penetrate perk actually matter. The armor values weren't optimized for the perk by itself, making penetrating weapons less effective then they should be.

There are also a few other minor changes I noted in a text file.

As for hosting, I was looking for a stable upload area and I figured that if you hosted the files, it would be like you're tossing your awaiting fans a cookie to hold them over :lol:
 
Just created this account cause I need some help with this FIXT pack. So I've already put in a lot of time on my character and I'm having a blast with this game. I ran into an issue with Slappy not teleporting me to the deathclaw cave so I thought I would download this and hope it fixes the issue. I'm running the GOG version of the game which I believe is 1.2.

Anyways, when I start up the game with the FIXT content installed, I can't load up my old saves. I can make a new character and everything is fine but with this I can't do much of anything.

http://imgur.com/vTZi438

Anyone advise me on what I can do? Thanks!
 
mrjongles said:
Just created this account cause I need some help with this FIXT pack. So I've already put in a lot of time on my character and I'm having a blast with this game. I ran into an issue with Slappy not teleporting me to the deathclaw cave so I thought I would download this and hope it fixes the issue. I'm running the GOG version of the game which I believe is 1.2.

Anyways, when I start up the game with the FIXT content installed, I can't load up my old saves. I can make a new character and everything is fine but with this I can't do much of anything.

http://imgur.com/vTZi438

Anyone advise me on what I can do? Thanks!
Hi and welcome to the forums!

I'm actually surprised it crashed, but being unable to use that character is not surprising.

Short Answer: Characters from vanilla Fallout 1 or other Fallout 1 patches/mods cannot be used in FIXT.

Long Answer: For the first few releases of FIXT, I didn't realize yet that I could utilize already-existing Global Variables in the table that the designers hadn't ever used. So I added a few new ones to the end (about seven total) which increased the total number of Global Variables. Assumedly to maintain basic compatibility between versions or releases, Fallout refuses to load characters that have a different total number of Global Variables than the current config allots. Thus, since a vanilla character or character from TeamX patch might have, say, 630 Global Variables, buta FIXT character has something like 637, the old character will not load once FIXT is installed.

There's no way around this, unfortunately. Sorry :(

If you're going to uninstall FIXT so that you can continue playing with that character, back up all your files first! That way if uninstalling FIXT deletes something you find out you needed, you can just copy it back over.
 
Not sure if this is a problem unique to Fallout FIXT, but have only had this problem since installing it so I figure it's a FIXT problem.

Every time I play the game, whenever there's more than a few NPCs on screen during a battle, every time my characters battle commands have been issued, everything temporarily freezes, and jumps to right after all the NPC actions are done. While this isn't exactly game stopping, it's rather annoying.

I run the game in 32 bit mode, windowed. Anyone else having this issue?
 
ZorgForg said:
Not sure if this is a problem unique to Fallout FIXT, but have only had this problem since installing it so I figure it's a FIXT problem.

Every time I play the game, whenever there's more than a few NPCs on screen during a battle, every time my characters battle commands have been issued, everything temporarily freezes, and jumps to right after all the NPC actions are done. While this isn't exactly game stopping, it's rather annoying.

I run the game in 32 bit mode, windowed. Anyone else having this issue?
Hi and welcome to the forums!


Try changing the NumPathNodes setting under MAP heading in f1_res.ini:

Code:
;Extends the path finding range by increasing the number of path nodes.
;Multiples of 2000 nodes, 1=2000(original), 2=4000, 3=6000, ...etc, 20=40000(max).
NumPathNodes=20

Try it at NumPathNodes=1 and see if that makes a difference.
 
Sduibek said:
ZorgForg said:
Not sure if this is a problem unique to Fallout FIXT, but have only had this problem since installing it so I figure it's a FIXT problem.

Every time I play the game, whenever there's more than a few NPCs on screen during a battle, every time my characters battle commands have been issued, everything temporarily freezes, and jumps to right after all the NPC actions are done. While this isn't exactly game stopping, it's rather annoying.

I run the game in 32 bit mode, windowed. Anyone else having this issue?
Hi and welcome to the forums!


Try changing the NumPathNodes setting under MAP heading in f1_res.ini:

Code:
;Extends the path finding range by increasing the number of path nodes.
;Multiples of 2000 nodes, 1=2000(original), 2=4000, 3=6000, ...etc, 20=40000(max).
NumPathNodes=20

Try it at NumPathNodes=1 and see if that makes a difference.

Alright this had an obvious effect but not quite 100% there. The windowed mode in combat will still say during turns "not responding", and music will stop, but I can still see the entire battle play out in real time. Anyway to get it so it plays out as it should in windowed mode?
 
Hmmm... That's really strange. Try disabling f1_res and ddraw, one at a time, and see if one of those is causing the issue. ( You can disable by renaming or moving the ini and dll files)
 
Any updates to this package yet? I noticed that the HiRez patch for fallout 1 is at version 4.0.2 now.
 
I was indeed, but so far I've failed miserably at that goal. I didn't have hardly any free time during my break, which I didn't anticipate, And then as of April 1st I've been back in school. Sigh.

I will of course release it as soon as it's done but that will be longer than I planned and wanted :(

I mean technically I could release 5.4 but it wouldn't have any of the modularity that I'm working on implementing, hence why I'm waiting until I can release 6.0 instead.
 
Take heart, Sduibek!

All is fine as long as you remember how to mod Fixt when you return to it! :P
 
Sduibek, you're to be most heartily commended for the work that you've put into improving the Fallout experience for all of us. This megamod is something that indeed should have been done, so I thank you for doing it :D

That said, I have a request: I've searched this thread, and it doesn't appear that anyone has yet brought up the issue of making your mod compatible for emulation through dosbox on Android. I'm setting up my SG Tab 2 7.0 to play Fallout, and I would love to be able to take this beautiful work with me. Is there any way you can think of to make this work?

Though it should be noted that, as of the time of this post, I have not attempted to run Fallout on my Tab and have no info on whether or not this set up functions, I've followed the instructions in this tutorial:

http://www.abandonia.com/vbullet/showthread.php?t=26128

I'll let you know once I've test-driven it. There are some files that are added and some that are replaced in the Fallout directory. I just wonder if it's possible to have the best of both worlds. :oops:

[EDIT]

Yup; just checked, and that tutorial/resource was spot-on.
 
I'm just reinstalling my good old Fallout and I will try this baby right now. It looks really neat.
 
Aralel said:
Sduibek, you're to be most heartily commended for the work that you've put into improving the Fallout experience for all of us. This megamod is something that indeed should have been done, so I thank you for doing it :D

That said, I have a request: I've searched this thread, and it doesn't appear that anyone has yet brought up the issue of making your mod compatible for emulation through dosbox on Android. I'm setting up my SG Tab 2 7.0 to play Fallout, and I would love to be able to take this beautiful work with me. Is there any way you can think of to make this work?

Though it should be noted that, as of the time of this post, I have not attempted to run Fallout on my Tab and have no info on whether or not this set up functions, I've followed the instructions in this tutorial:

http://www.abandonia.com/vbullet/showthread.php?t=26128

I'll let you know once I've test-driven it. There are some files that are added and some that are replaced in the Fallout directory. I just wonder if it's possible to have the best of both worlds. :oops:

[EDIT]

Yup; just checked, and that tutorial/resource was spot-on.
It's problematic because I'll be going to Fallout 2 engine eventually, which never supported or created DOS version. So in the long run, DOS/mobile FIXT will be impossible. On the other hand, people could always play the most recent FO1-engine version of FIXT for such purposes I suppose :shrug: That won't be happening for quite a while though because the engine switch is a lot of work, so it's not really a concern yet.

Can't you just install my mod on a Windows machine and copy over the whole folder? Or does your edit mean you tried it and it's working fine?

There's a couple fixes in the exe itself but other than that, everything is just scripts/graphics/text so I think it should work fine.
 
I just noticed that I've installed ol version of your Fixt *sigh*
Good thing I wasn't that far :)


Any chance, that you implement some of the Fallout 2 features in the future?
I'm talking about these:
- Different colors in targeting system (yellow for non visible objects, green for teammates)
- "Take all" button while looting
- More numbers when you want to give caps (three digit number is WAY too low :P )
- combat tactics button for your NPCs, where you can set armor, weapon and some other stuff.


Anyway, thank you for your hard work!


[EDIT]

Aw, now I installed 5.3 version (previously I had 5.2), and game runs with like 15fps. With previous version I had no graphic problems at all.

[EDIT2]
OK, I've installed newest graphic card drivers and its working like a charm!
 
@Lavo: All those features are planned but not possible until moved to Fallout 2 engine ;) In fact Fallout 2 provides them all without modification, so patience and it'll be done :D

--

Thanks for the kind words from everyone in these last few posts. I am very aware that the mod is a work-in-progress and has issues but it always is nice to see that people genuinely enjoy it or/and the effort put forth to make it 8-)
 
Question: I've noticed that the latest GOG installer of Fallout1 includes the files ddraw.dll and ddraw.ini. Are these files necessary and/or do they conflict with the HiRez patch?
 
Sduibek said:
irsmert said:
drawnacrol said:
Does anyone know if this mod will work for the GOG MAC version?

Any news on this? I just started playing Fallout on my Mac and would love to use this mod, but I'm at a total loss on how to install it (I put it in the directory with all of the other files... but it doesn't seem to be activated in any way.
I can see about making a Mac-friendly installer version. No ETA but I'm willing to do it.

I would love to see a mac compatible installer. In the mean time, can we somehow get the raw files and put them in the correct place ourselves?
 
Tjuh said:
Question: I've noticed that the latest GOG installer of Fallout1 includes the files ddraw.dll and ddraw.ini. Are these files necessary and/or do they conflict with the HiRez patch?
FIXT includes ddraw (Timeslip's plugin for Fallout games) so if they over-write the versions from your install that's fine. ddraw will not conflict with f1_res under normal settings and configurations. (Use f1_res for graphics changes, not ddraw)

My understanding of it is that GOG liked the addition of things like better graphics modes and scroll wheel support so much that they stole it without giving Timeslip credit :P

Anyway, thanks for mentioning that, I'll make sure the next release of FIXT backs up any existing versions of ddraw and/or f1_res before installing.


Lavo said:
Wow. I can't wait till you move it to F2 engine!
Are you planning to make long hair/bald dude playable characters? :)

BTW! If you need some Loading screens/main menu screen, you can use these I've made:
http://www.nma-fallout.com/forum/viewtopic.php?t=54121&start=40&sid=7189b5169389ca47e56ab38a48f37f3b

I can put there any background you want :)
I don't see why it wouldn't include playable races/types. That would be under "optional" though of course, in consideration of those that prefer the Bug Fixes Only install.

I'll comment on the other thread directly re: the backgrounds :D


JoshuaRaven said:
I would love to see a mac compatible installer. In the mean time, can we somehow get the raw files and put them in the correct place ourselves?
Currently you'd have to run the installer on a Windows system and then copy the files over manually, unfortunately. And as far as I know, ddraw and f1_res only work on Windows. Usually what people do is run VirtualPC, or WINE, some kind of Windows-virtualization.

If I can track down a good Mac installer comparable to Inno Setup, I may just make a Mac installer eventually.

That's a good question though, I'll make sure there's some kind of Manual Install option in the next release. I kind of prefer not to because it'll be more work, but soime people do need a manual version for whatever reason, so... :shrug:
 
Back
Top