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

There's a few things I'm not sure whether or not they would be considered "Bug-Fixes Only". I've finished tabulating the list of things that need to be removed/rolled back for the Fixes Only install option. These were the only ones that weren't an obvious decision one way or the other.

Please forgive me if not knowing if these count is a stupid question. I never claimed to be a genius :P


- FULL RANGE OF ENCOUNTERS ON ALL TERRAIN TYPES -- Fallout vanilla only had two areas on Mountain squares - North and South. Desert by comparison has about 13 areas. (One for each town, basically, and a couple others). FIXT changes this so that Mountain and City squares have encounters based on location as Desert does, instead of just a handful of rat and radscorpion encounters. It's not new encounters, just the same stuff copied over to occur on the non-Desert terrain types.

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- USABLE FLARES -- In FIXT, you can run around with a Lit Flare in your hand and it lights up the area around you. (Same as if you dropped it on the ground)

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- BOB OF BOB'S BITS CAN BE TURNED IN TO THE POLICE

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- MILITARY BASE RED FIELDS CAN BE PERMANENTLY DESTROYED -- In vanilla, explosives did nothing to them.

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Elitech said:
Sduibek said:
[spoiler:677e3d378b]Player will have choice on install:
1) Can't use "small" weapons as Super Mutant (pistols, rifles, etc)
or
2) Can use all weapons as normal, but they will display as other weapons. This is because Super Mutant only has graphics frames for Big Guns and non-pistol-sized Energy Weapons: minigun/gatling laser, flamer/laser rifle/plasma rifle, and rocket launcher.
[/spoiler:677e3d378b]

Answer/feedback to sdb spoiler, so read at ur own peril...

[spoiler:677e3d378b] I dont think Mutants should be able to use guns... Just imagine trying to put a finger thats at least twice (prolly more) the width of a normal human finger to pull the trigger... u could use ur finger nails I guess, but still...

Big guns only FTW, in my opinion. In no Fo game do Muties use small guns as far as i know, player should b no exception.[/spoiler:677e3d378b]

[spoiler:677e3d378b]But they can use energy weapons, which are pretty much the same...[/spoiler:677e3d378b]
 
Oppen said:
[spoiler:e41e361e1b]But they can use energy weapons, which are pretty much the same...[/spoiler:e41e361e1b]

[spoiler:e41e361e1b]
Call that "evening the field out"...at least a little. Great armor and any weapon VS muties with close range weapons (well, except rocket launcher) & no armor. Not really fair xD

Also, as far as I remember, energy weapons have a slightly higher str req...? U can say they're bulkier and a bit bigger, hence making em usable for muties.[/spoiler:e41e361e1b]
 
Oppen said:
[spoiler:c353cfb8c9]But they can use energy weapons, which are pretty much the same...[/spoiler:c353cfb8c9]

No idea why we're spoilering, but fine:

[spoiler:c353cfb8c9]Did anyone ever end up making laser/plasma projectiles compatible with small arms? If so, the laser rifle might be better suited as a small rifle.

As to the question: Mutants shouldn't be able to use small guns in my opinion; I also don't think they should be able to use fist enhancements (power fists, etc.) - how the hell does a super mutant fit on a power fist? Considered changing this for my own mod, but didn't care that much about it in the end.[/spoiler:c353cfb8c9]
 
I love this "patch", but I have a problem.
When I use WINDOWED=1, and SCALE_X2=1 at the same time, my world map controls bug out. Is this a known issue, and if it is, does it have a fix?
I'd really like to play the game with upscaled graphics, just like if I had a lower DPI-monitor like back in the good old days, and at the same time, in windowed mode with a custom resolution (I like the game a bit wider).
Thanks.
 
K4tz said:
I love this "patch", but I have a problem.
When I use WINDOWED=1, and SCALE_X2=1 at the same time, my world map controls bug out. Is this a known issue, and if it is, does it have a fix?
I'd really like to play the game with upscaled graphics, just like if I had a lower DPI-monitor like back in the good old days, and at the same time, in windowed mode with a custom resolution (I like the game a bit wider).
Thanks.
Hi!

Try this version: http://www.nma-fallout.com/forum/dload.php?action=file&file_id=1426
 
VAULT13.GAM (Global variables file) said:
BUG_FIXES_ONLY :=0; // (171) // CHOSEN BY PLAYER -- Did player choose fixes-only install option? 0 no, 1 yes // was "GANGS" -- Sduibek
Big things have small beginnings.
 
Sduibek said:
There's a few things I'm not sure whether or not they would be considered "Bug-Fixes Only". I've finished tabulating the list of things that need to be removed/rolled back for the Fixes Only install option. These were the only ones that weren't an obvious decision one way or the other.
It can be a slippery slope when considering what is a fix and not, especially after you've taken the time to implement it.

The role of thumb I followed is, well, was it a bug? And by bug I mean logic error in the code, be it wrong variable, pointing to wrong dialogue node, invalid skill check, etc. Basically something that doesn't require you to add tons of lines of code but rather you look at it and go, oh yeah that's clearly not right, this is broken.

The encounters to me definitely sounds like an addition, unless they made a silly mistake to prevent the encounters from happening.

Flares sound like an addition as well. I mean, you physically had to add new code to make this happen. It's a sweet addition, I might add, but there's no bug here.

I'm not sure about the Bob situation, but sounds like a plausible bug fix. I'm just not sure how you went about unlocking it.

Destroying the force fields could be considered fixing a bug, buuut was anything really broken here? Illogical yes, but broken? Eh.

Like I said, it can be tough to decide and if you want the purists to be happy, always stick with minimal changes to your fix pack and save the goodies for the addon.

Just my two cents. ;)
 
Cool, thanks. Between you guys and RPGCodex I'm getting great feedback on this Fixes Only process :cool: :salute:
 
Elitech said:
[spoiler:1452f85c14]
Call that "evening the field out"...at least a little. Great armor and any weapon VS muties with close range weapons (well, except rocket launcher) & no armor. Not really fair xD

Also, as far as I remember, energy weapons have a slightly higher str req...? U can say they're bulkier and a bit bigger, hence making em usable for muties.[/spoiler:1452f85c14]

[spoiler:1452f85c14]I don't remember having an extra strength requirement, but I didn't really pay attention. I agree about evening it out, but still, if their fingers are too big for small weapons [which triggers were designed for humans], their fingers are too big for energy weapons [which triggers were designed for humans]. One might say that, since the mutant we'll be playing is a dumb one, he/she just likes things that go 'REAL BOOM' or 'FUNNY LIGHTS' as an in-game explanation of that inability. Your PC just doesn't like them anymore; maybe it even doesn't consider it that destructive, with its enhanced resistance and such, and forgets minor creatures are actually pretty sensitive to gunshots. For the other mutants, we don't need explanations, they just use the most powerful weapons they know how to use.[/spoiler:1452f85c14]

JimTheDinosaur said:
No idea why we're spoilering, but fine:

[spoiler:1452f85c14]Did anyone ever end up making laser/plasma projectiles compatible with small arms? If so, the laser rifle might be better suited as a small rifle.

As to the question: Mutants shouldn't be able to use small guns in my opinion; I also don't think they should be able to use fist enhancements (power fists, etc.) - how the hell does a super mutant fit on a power fist? Considered changing this for my own mod, but didn't care that much about it in the end.[/spoiler:1452f85c14]
I think we don't want to spoil the surprise. Someone might have chose to not open Sduibek's spoiler to avoid the announcement and just enjoy it when it's out, with the plus of a nice surprise.

I don't understand the first point. What I meant was that ergonomically they're quite the same as small weapons, so a big finger making it unusable for a mutant should do the same for energy weapons.

I agree about the power fists, I never thought about it.
 
Oppen said:
[spoiler:06778fb373]I don't remember having an extra strength requirement, but I didn't really pay attention. I agree about evening it out, but still, if their fingers are too big for small weapons [which triggers were designed for humans], their fingers are too big for energy weapons [which triggers were designed for humans].[/spoiler:06778fb373]

[spoiler:06778fb373]Since I cant get my hands on any of the energy and/or plasma weapons from the game irl, we can take it as a plausibility that those "strong" weapons were designed for wide enough use and with no "classical" trigger as we know it so that soldiers wearing power armor just like those wearing nothing could use it. Even today, weapons are being designed to shoot when u press a button, not when u pull a trigger... Dont wanna go too deeply into discussion, its a plausible explanation, nothing more.[/spoiler:06778fb373]

Love the SHINY LIGHTS explanation xD
 
Sduibek said:
K4tz said:
I love this "patch", but I have a problem.
When I use WINDOWED=1, and SCALE_X2=1 at the same time, my world map controls bug out. Is this a known issue, and if it is, does it have a fix?
I'd really like to play the game with upscaled graphics, just like if I had a lower DPI-monitor like back in the good old days, and at the same time, in windowed mode with a custom resolution (I like the game a bit wider).
Thanks.
Hi!

Try this version: http://www.nma-fallout.com/forum/dload.php?action=file&file_id=1426
Thanks for your fast answer! :)
Unfortunately, a clean install of this mod did not fix my issue. I patched the game, started a new character and went out to the world map, and the problem persists. The mouse acts as if the game was actually much smaller, and I can not click straight on top of the graphics. I need to sort of.. "guess-click" my way through the map.
I guess I just have to play the game in full-screen, or at least when I am travelling the map. *chuckles*
Thanks for your quick support.

Edit: I just now realised that it is actually not you who made this part of the patch. LOL! I'll go ask the guy who made it, see if he knows. Thanks again. ^^

Edit 2: I see that my bug has actually already been reported. Good job!
 
I would also try changing settings in ddraw.ini, just to see if that is related. Play with the BackgroundMouse setting and see if anything changes.

Also try disabling ddraw (just move files named ddraw out of the Fallout directory) and see if problem persists, so that we know it's just the hi-res mod causing it.

EDIT: K4tz please provide as much info as you can. Version of Fallout you're using, version of f1_res you're using, version of FIXT, what resolution you're playing at, etc. Actually if you could get a screenshot of what f1_res_Config.exe is displaying or upload a copy of your ddraw.ini and f1_res.ini that would be excellent.
 
Elitech said:
[spoiler:8c8e791221]Since I cant get my hands on any of the energy and/or plasma weapons from the game irl, we can take it as a plausibility that those "strong" weapons were designed for wide enough use and with no "classical" trigger as we know it so that soldiers wearing power armor just like those wearing nothing could use it. Even today, weapons are being designed to shoot when u press a button, not when u pull a trigger... Dont wanna go too deeply into discussion, its a plausible explanation, nothing more.[/spoiler:8c8e791221]

[spoiler:8c8e791221]But there's a picture in game which shows a trigger, IIRC. Anyway, maybe the whole gun is bigger than it looks, because of what you said about having the power armor.

Also, I actually pictured the mutant yelling "YAY! LIGHTS!" after shooting.[/spoiler:8c8e791221]
 
If the player's homies kill or damage a monster, should it affect global variables and reputation for the player?

The original game is inconsistent; about 50 scripts check if the "source_obj" (who did the killing or dealt the damage) is the Player OR a party member of the player. The rest of them just check if it came from the Player.

Is-player-OR-party-member checking upon damage/kill would be things like:
Ian kills a child, player's Childkiller counter goes up.
Tycho shoots Killian in the face, now Junktown "good guys" are hostile.
Katja stabs Decker to death, player's Karma goes up.

This could be argued both ways; I think it's much more realistic to include party members in the checks, but this also means if the NPC party members misses and hits the wrong person, it could enrage an entire town. I personally don't have a problem with that but I've heard lots of people bitching about it in the past.

EDIT: I guess this could be an optional selection............ user selects on install "NPC party members affect user karma" or something.

UPDATE: All the scripts that check for party member on Damage_proc are in The Hub. No other scripts check that, they only check if it came from the Player.
 
Is the fomods wikia still the place to post bug reports

Hiho

First off, I'd like to take a moment to say thank you for your awesome work. You and other modders are keeping the game going strong even when those making a buck off of it aren't bothering as much.

As for my question, at the beginning of this thread you direct bugs to the fomods wikia, but at a glance, this thread seems more active - at least as far as replies go. Is the wikia still the place to report bugs, or should I bring my troubles here? :)
 
Wiki is still the place for bugs, but if you have questions I'm happy to answer them here :)
 
I'm having trouble in combat when playing in window mode. I'm pretty sure it qualifies as a bug, so I posted it under the "new bugs" section on the wiki, but for what it's worth:

When playing in window mode, the companion and enemy combat turns sort of fast-forward, while the game hangs. This leaves me trying to figure out what I missed during the blackout after each round of combat :).
 
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