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

critter_injure(dude_obj, 2) - What does this do?

As far as I can tell from my testing, this code does absolutely nothing -- but it's used for several Brahma scripts, the Lieutenant script, and many times in the desert random encounter scripts.

Any ideas? I'm confused.

These are the valid ones. Interestingly, I think it's impossible (in Fallout 1 at least) to be Blinded in both eyes.....

Code:
Crippled LEFT LEG	critter_injure(dude_obj, 4);
Crippled RIGHT LEG	critter_injure(dude_obj, 8);
Crippled LEFT ARM	critter_injure(dude_obj, 16);
Crippled RIGHT ARM	critter_injure(dude_obj, 32);
Blindness (-5 Perception)	critter_injure(dude_obj, 64);

***Add them together to cause multiple at once, for example:
Cripple BOTH Legs	critter_injure(dude_obj, 12);
 
Sduibek said:
critter_injure(dude_obj, 2) - What does this do?

As far as I can tell from my testing, this code does absolutely nothing -- but it's used for several Brahma scripts, the Lieutenant script, and many times in the desert random encounter scripts.

Any ideas? I'm confused.

These are the valid ones. Interestingly, I think it's impossible (in Fallout 1 at least) to be Blinded in both eyes.....

Code:
Crippled LEFT LEG	critter_injure(dude_obj, 4);
Crippled RIGHT LEG	critter_injure(dude_obj, 8);
Crippled LEFT ARM	critter_injure(dude_obj, 16);
Crippled RIGHT ARM	critter_injure(dude_obj, 32);
Blindness (-5 Perception)	critter_injure(dude_obj, 64);

***Add them together to cause multiple at once, for example:
Cripple BOTH Legs	critter_injure(dude_obj, 12);

in define.h it is listed as

Code:
#define DAM_STUNNED                           (2) // 0x00000002
maybe the player is imune?i am assuming that it was tried on obj_dude,if not,disregard

Nirran
 
Sduibek said:
-- Tandi can be ordered around now, this leaves room later for combat tactics etc etc:

It will be a good day when when Tandi becomes a full fledged NPC, IMO.

-- If you set a timer on an explosive you're holding in an active hand slot, it automatically drops once the timer is set :)

This has always been a pain, thank God someone has fixed it. :clap:

-- The red force field emitters can be destroyed, sort of. I tried for several hours to find a way to fry the actual red field itself, but no luck. So for now, if you want to you can blow up the emitter thingy but the red field still exists and causes damage. Yeah, it looks stupid visually but I like it. Always pissed me off that an already-damaged device couldn't be damaged by HIGH EXPLOSIVES lol. Anyway, if you don't like the change, don't use explosives on them! ;)

Sorry but this looks wrong - the map shouldn't remove the wall piece just to accommodate the force field - the force field itself should be removed, or at least the scenery blocker that prevents the PC from walking through them. Sorry Sduibek but I think it breaks the believability of the game using this method.

24y4ooy.jpg


I can build a new wall piece for the blown wall emitter, but still just removing the force field would work best. How about extending the timer on the removed force field (the repair skill method), but reloading the map could effect that...:confused:

003blownwall.gif


PS - Could you add the version number to the future RAR files...thanks Sduibek. :mrgreen:
 
.Pixote. said:
If you set a timer on an explosive you're holding in an active hand slot, it automatically drops once the timer is set :)
This has always been a pain, thank God someone has fixed it. :clap:
Right? ;) It's kind of sad how simple the code is, all that's required is adding this to OBJ_DUDE.INT:
Code:
	if (obj_pid(critter_inven_obj(dude_obj, 1)) == 206) then begin
		drop_obj(critter_inven_obj(dude_obj, 1));
	end
	if (obj_pid(critter_inven_obj(dude_obj, 2)) == 206) then begin
		drop_obj(critter_inven_obj(dude_obj, 2));
	end
	if (obj_pid(critter_inven_obj(dude_obj, 1)) == 209) then begin
		drop_obj(critter_inven_obj(dude_obj, 2));
	end
	if (obj_pid(critter_inven_obj(dude_obj, 2)) == 209) then begin
		drop_obj(critter_inven_obj(dude_obj, 2));
	end
Sorry but this looks wrong - the map shouldn't remove the wall piece just to accommodate the force field - the force field itself should be removed, or at least the scenery blocker that prevents the PC from walking through them. Sorry Sduibek but I think it breaks the believability of the game using this method.

I can build a new wall piece for the blown wall emitter, but still just removing the force field would work best. How about extending the timer on the removed force field (the repair skill method), but reloading the map could effect that...:confused:
I know I know. Sigh. I tried so many methods of removing the red field and either i'm retarded, or they use really weird pointers for those objects. The problem might be that it's a scenery item and the damage is caused by a hex script or whatever.... but I can't figure out how to disable/remove the damage script on that hex...

Cool graphics!

PS - Could you add the version number to the future RAR files...thanks Sduibek. :mrgreen:
Oh dang, that's a really good point. Consider it done! Thank you!


I'm working on a fix/improvement for Night Vision, if anyone would like to give me feedback on it click here:
http://www.nma-fallout.com/forum/viewtopic.php?p=867063#867063


EDIT: Okay, I know how to make the red forcefields destroyable in a proper fashion now. I should be able to upload it tonight :mrgreen:
 
Nirran said:
in define.h it is listed as

Code:
#define DAM_STUNNED                           (2) // 0x00000002
maybe the player is imune?i am assuming that it was tried on obj_dude,if not,disregard

Nirran
Awesome, thanks!
 
I am working on a fix for Night Vision, which is badly broken in Fo1 -- consider this, you're using a Perk which are rare and valuable, to increase brightness by 10 (max is 100) -- oooOOoooOOO amazing. It also affects %chance to hit, but in all honesty that's probably just a side effect of more light (i'll test this later).

Rank 2 of Night Vision has another stupid +10, and Rank 3 doesn't work at all, at best it works just like Rank 1.

Here's some ideas for new brightness values... the additional value is above each image:


No Night Vision perk (i.e. default night time lighting level)

281a9vs.jpg


Night Vision level 1, bonus light + 40
2j68lex.jpg


Night Vision level 1, bonus light + 45
21c5n3c.jpg


Night Vision level 1, bonus light + 49
16hvott.jpg


Night Vision level 1, bonus light + 50
2vts5er.jpg



Night Vision level 2, bonus light + 50
2cgj6sl.jpg



Night Vision level 3, bonus light + 50
a9xnrs.jpg



Night Vision level 3, bonus light + 100 (i.e. would always have max lighting no matter what)
28vqfmf.jpg
 
Sduibek said:
Night Vision level 1, bonus light + 50
2vts5er.jpg

This should be the brightest light level IMO, anything brighter spoils the night-time ambiance...so Night Vision level 1, bonus light + 50 should be the level 3 perk. Does this lighter environment also affect the other critters targeting ability? If it also improves their skill then this perk is truly broken.
 
.Pixote. said:
Does this lighter environment also affect the other critters targeting ability? If it also improves their skill then this perk is truly broken.
Aw shit, that's a good point. I'll check it out.
 
Not sure whether this bug is caused by FIXT or not, but since I recently did a fresh install of Fallout and doing nothing but applying your mod/patch that might be the case.

I can't enter Vault 15!

When I use the manhole (yeah, that sounded weird), the "use" animation plays and then... nothing.

The only thing I've changed from the default settings is the screen resolution (changed to 1280*800 to fit my widescreen laptop).

Any thoughts/suggestions?
 
Sduibek grats on this mod :D, i'm still doing a playthrough on fallout 2 with the new RP so I haven't tested it yet (but I will after I finish FO2) so I've got one question, is this a Restoration Project or just a patch and some added content by you?

Also my opinion on the night vision, I think it shouldn't give that kind of bonus since I think it ruins the night in-game, where night time will be short (then again, it's an optional perk) and I agree with .Pixote. on that one
 
tiagop said:
so I've got one question, is this a Restoration Project or just a patch and some added content by you?
Basically all three is my ultimate goal. For now i'm doing fixes and improvements and all that, and small restorations, eventually I do with to include everything from FO1 Restoration Project and the (non-buggy) restorations from the Update Mod. Should become pretty clear if you skim through the thread for it
 
Thanks Sduibek, I skimmed through the thread but I don't know what content was cut out from Fallout 1, so I asked
 
gothdeus said:
I can't enter Vault 15!
Just tested this... yeah I broke it somehow. Not sure how I managed that, I was in Vault 15 when play-testing a few days ago. I'll have a fixed version uploaded today.

gothdeus said:
When I use the manhole (yeah, that sounded weird)
Heh heh heh ;)
 
New version up! v0.9995


NEW STUFF:
Intergrated Wasteland Ghost's Restoration Mod/Project into mine. The only thing I haven't done is Laura's script, because it's all crazy so it'll take me a while to figure it out.
-- Random encounter fixes from above are included
-- Invasion code is included, however it is DISABLED at this time. I find the invasions supremely annoying. Patience, soon I will have a download link that includes invasion :)
-- all dialog entries from Restoration
-- I am NOT linking DethClaw cave/random encounter/quest like RP does... personally I think the Deathclaw is rare enough in Fo1 as it is, if anything i'd like to see it more often in random enocunters, not less. Which you will, since you can now get desert-only encounters in mountain and city squares ;)
-- Begun adding comments to some scripts, the Global Vars file, etc to those who may eventually want my SSL source.
-- No more stealing exploit at Killian's store. (thanks Nevill)
-- Tycho aggro w/ Junktown fixes - you can't hire him if you kill JT residents, if you do he'll leave your party, etc. (thanks Nevill)
-- Centaurs & Floaters radiate you on hit.
-- Flares now make no light during combat if held in your hand. It's unrealistic yes, but otherwise the light can be badly exploited.
-- No more duplicate experience if you kill the radscorpions and then collapse the wall. Several other minor fixes to that map as well.
-- Animal Friend fixes -- wasn't implemented properly on a couple of the scripts it applied to.
-- Irwin dissapears from map when saved and has walked off map
-- Since someone asked, Vault15 shack now always has 1 scorp, and will have 2 if you fail a Luck roll.
-- WEAPON DROP MOD IMPLEMENTED! Hell yeah ;)
-- Normalized sound files for the game... ended up changing about 384 if I remember correctly. Examples are dynamite/C4 is louder, 14mm pistol won't explode your brain, various death sfx were way louder or way quiter than others, lowered volume of the "ca-chunk" when moving around your inventory. Many others.

I apologize for the messiness of what I typed above, lack of sleep is making me woozy.

Those of you who've already been playing will note that i'm using MegaUpload now... it sucks because of the 30-second wait, I really hate that, but Box.net had a 20MB-per-file-upload limit. So that's that.

EDIT: Oh, and there's some new screenshots too.
 
good one, i suggest to register in the 4shared of my signature and get a free account, you can make the files stay there for 90 days if you config it to do so and the size limit is 2047 MB with 15 GB of storage. You can upload every update you did there and this way you and all the people can keep track of your work with ease. In case 15 GB is not enough just create another account with other email. ;)
 
Enabled hot-linking on the files, so now there's no wait time or click-through or anything. Woo!
 
I had a thought while sleeping earlier today... What about if the look of your hired NPCs never changed, but when you mouse over them, it displays what armour they are wearing?

So the appearance throughout the game would be:
Tycho - leather armor
Katja - leather jacket
Ian - leather jacket (blue pants)

However if you floated the mouse over them, besides just saying "You see: Ian" it would say for example "He is wearing: Combat Armor Mk II"

Thoughts?


EDIT: Some bug reports from a user
Code:
1) Dr. Morbid will correctly charge you 10 caps for examination if you are healthy and not irradiated. However, if you are substantially irradiated (4 bottles of Nuka-Cola would do fine), he will try to heal you (wasting 10 minutes of your time) for 0 caps.

2) The guy who is in charge of box matches, Gustofer, is panically afraid of weapons. He runs away from the player in the latter has a gun. Thus he can be lured from the guards and nobody will care.

3) If Saul goes hostile and moves, he will teleport back to the place designated by the script once you end combat, much like Dr. Morbid from my previous report.

4) The gamblers at Gizmo's casino can be killed without repercussions. Not only casino guards do not care if you kill them, but Junktown guards, too.
 
Sduibek said:
I had a thought while sleeping earlier today... What about if the look of your hired NPCs never changed, but when you mouse over them, it displays what armour they are wearing?

So the appearance throughout the game would be:
Tycho - leather armor
Katja - leather jacket
Ian - leather jacket (blue pants)

However if you floated the mouse over them, besides just saying "You see: Ian" it would say for example "He is wearing: Combat Armor Mk II"

Thoughts?

I like the idea. I was never a fan of mods that totally alter their appearance when they don different armor, because in my opinion, that robs them of their "personality."
 
So i've started learning the mapper, because let's face it, there are map-based fixes in addition to script-based ones :)

One thing i've noticed is that if I try to equip any items on a given character, the mapper immediately crashes.

Has anyone else had this happen?
 
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