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

Just finished restoration of military base codes for those running Fixes Only, and some tweaks in the options for those not.

Also done implementing the "warning if loading a character from old version of FIXT" check/message.

It's frustrating with programming, when you think something will take you 20minutes and it takes several hours. :?
 
Oppen said:
Salk said:
Sduibek,

what about donations? I think they'd not solve much in terms of economical issues but it'd be a small tangible way of appreciation from those who enjoyed FIXT a lot.

The problem with donations is Bethesda. I'm sure Sduibek has been offered donations before, and I'm also pretty sure he rejected them because then Beth could argue that he's leveraging comercially their IP. I'd pay him if it weren't for this (he can always get mate and some free beers if he comes to visit to Argentina, of course).

Eh, idk... It's a donation, ur donating money for, i.e., his rent... Gray area, cant touch this ;)
 
I think Elitech is right, I don't think donations count in terms of legal douchebagginess such as suing modders.

Salk said:
what about donations? I think they'd not solve much in terms of economical issues but it'd be a small tangible way of appreciation from those who enjoyed FIXT a lot.
Oppen said:
I'm sure Sduibek has been offered donations before, and I'm also pretty sure he rejected them because then Beth could argue that he's leveraging comercially their IP. I'd pay him if it weren't for this (he can always get mate and some free beers if he comes to visit to Argentina, of course).
I've actually considered the whole "click here if you wish to donate" thing previously. But I haven't ever been directed asked/offered it. And I definitely wouldn't complain if people wanted to give me money :P

Hmmm. If there are persons who do wish to donate to show their enjoyment of the mod or whatever, what's the best method for something like that? PayPal I guess?
 
Sduibek said:
I think Elitech is right, I don't think donations count in terms of legal douchebagginess such as suing modders.

Salk said:
what about donations? I think they'd not solve much in terms of economical issues but it'd be a small tangible way of appreciation from those who enjoyed FIXT a lot.
Oppen said:
I'm sure Sduibek has been offered donations before, and I'm also pretty sure he rejected them because then Beth could argue that he's leveraging comercially their IP. I'd pay him if it weren't for this (he can always get mate and some free beers if he comes to visit to Argentina, of course).
I've actually considered the whole "click here if you wish to donate" thing previously. But I haven't ever been directed asked/offered it. And I definitely wouldn't complain if people wanted to give me money :P

Hmmm. If there are persons who do wish to donate to show their enjoyment of the mod or whatever, what's the best method for something like that? PayPal I guess?

OK, then. I will probably donate some bucks (if you give us a way to) around middle to end of september, when I get paid. Sadly, I can't donate too much (I get paid around U$S450 a month, and since this job is temporary I should not spend it all), but if more people sum up you could get your rent :)

Anyway, I'm sure I remember someone rejecting donation offers, was it Killap then?

On the method, I have no idea. I know I'd be able to donate a bit less if you use Paypal, because of the conversion rate from my national currency, which is more expensive than official.
 
Haven't played it yet, but if it'll get you working on the conversion sooner, I'll chip in 8-). Seriously, I can tell that you've probably already spent more time working on FO1 than any of the developers who've actually made the game (for those who think I'm joking, go back and read some of Sduibek's posts; the guy has an attention to detail that scares me sometimes, and definitely scared Tim Cain). It'd be a shame if you'd see zilch for it in return, especially given your money woes.
 
Oppen said:
Anyway, I'm sure I remember someone rejecting donation offers, was it Killap then?
I never outright refused, but I certainly just passed over the offers. Still, over the years I did receive 2 copies of F2 (GoG and Steam), another Steam game, and some money from one individual. I've never setup a paypal or similar system for donations and honestly don't plan to. It's always about giving back in my eyes. But, there is no harm in putting one up, Sduibek, and if the public is generous enough, you'll surely get something. Personally, I'm just waiting to cash in on all my free beers and couch stay-overs around the world. 8-)
 
First regarding the donation: If any of you modding guys is here in Germany, then the beer will on me. :clap:

Second: I think I found more bugs.

1) I'm not quite sure if this my fault, but I got attacked in Junktown in the bar. I killed the guy (whoever he was). Every guard and every other person is still friendly to me, but whenever I come in sight of one from the Skulz gang (even if it is cute Sherry) they'll attack. If I fight back and kill the attackers (the Skulz gang) then everyone in Junktown attacks on sight, even all guards and Killian. Seems kinda wrong to me.

2) It is now possible to have multiple medical surgeries (pleonasm?) at BoS. The 2nd one however is more expensive than the 1st. But when I left BoS for a short trip to the Hub and came back a little later, the 2nd surgieres were as cheap as the 1st ones, like the price was reset. Is this intentional? Seems wrong to me. When I then did the 2nd surgery (for the 1st price) for one stat, the 3rd surgery was then on the price level of the 2nd.

3) This is no bug I guess, but was there something changed regarding the experience points gained when killing men and women? I killed some of the Skulz gang in Junkttown and some additional people and they give XP like 45 or 65 or 150. Is this variety present in the vanilla Fallout?
 
killap said:
Personally, I'm just waiting to cash in on all my free beers and couch stay-overs around the world. 8-)

You can have my couch if you visit Melbourne Australia, (the worlds most livable city, 2 years running). :P
 
I'd like to donate some bucks to show my support to this project and I think Paypal would be a good way to accept donations.

I'd even recommend to inform the user about the possibility of donations in the next FIXT installer, with link to your Paypal page.
 
I am very close to finishing the next version. I have completed work on the 50+ things that needed to be modified to support "Fixes Only", and now I'm just making sure everything exists properly in the installer. I should be able to release it today.
 
#2 is already fixed in my files, I think #3 is how it's always been because I made very few changes, if any, to exp earned from kills. Not sure about #1, I'll have to look into that. Sounds like a bug. Realistically it probably won't make it into this release though. I'm really pushing to get it out, now that I'm so close.
 
No release tonight guys, sorry. Moving between units in our building took longer than expected. Tomorrow :)
 
Russian version

Hi,
Where I can get a Russian version of Fallout Fixt?

For the little story behind the request... I'm French, I got an import (US) version of the game when I was 16 and would play it night after night. I picked up a lot of my early English there. Ended up playing it in Spanish when I wanted to practice it. Then in Hungarian 10 years later when I was learning that language! :) Finally, I've been learning Russian for a couple of months and feel ready to click around the Wasteland to practice some.

Thanks for the work Sduibek and the rest of the guys behind it.

Best-
Fabien
 
No russian version of FiXIT just yet.

But you can try to check out my database in my signature to see if some translations or mods in russian will catch your eye.
 
Installer is being compiled and uploaded.

I haven't made a comprehensive "changed since Vanilla" changelog yet, just a "changed since last version" changelog. I'm feeling lazy so you'll just have to suffer until I do the comprehensive one :P
 
-NEW VERSION UP-

This is a very big release, so there's probably issues that exist. So please keep an eye out for any issues or bugs and report them at http://falloutmods.wikia.com/wiki/Fallout_FIXT_bug_reports :)

Download Here

VERIFYING THAT THE NEW VERSION IS INSTALLED PROPERLY:
- When loading a game from older versions, a dialog will initiate with a warning and will display the current version.
- Click "CREDITS" on main menu will begin with Fallout FIXT credits, and displays current version.
- Version is displayed at bottom-right of main menu background. (May be hard to see at higher resolutions)
- If the player examines themselves (hold mouse over self, click-and-hold, release on Binoculars icon) they'll get a new message.


CHANGES SINCE ALPHA 5.3:
//////////////////////////////////////////////////////////////////////
Alpha 6.0 changes: [September 3, 2013]
//////////////////////////////////////////////////////////////////////


MAJOR OVERHAUL:
- Installer now has a "Bug Fixes Only" install mode, which disables all the optional content and added content for those who don't want it. Basically this is the "Megapatch" install mode.
- Since NPC Mod isn't a bug fix, Ian/Katja/Tycho do not gain levels if Bug Fixes Only is chosen. They do however have the commands such as change armor, step aside, etc.

FIXES:
- Weapon Drop no longer applies to rocks or flares (their graphics bug out when dropped)
- The random encounter "What's left of Duc's hostile guards" spawns half of the original range, instead of same number which made no sense if some were already killed.
- Game acknowledges when all Irwin's raiders are dead.
- Can't ask to go back to irwin's once quest is completed anymore (doesn't matter anyway)
- Shady Sands Barterman shouldn't say Error anymore, and optimized barter exit code
- Duc's dialog works again, optimized barter exit code, can tag along to Shady Sands
- Cows dialog is now merged and they don't talk on caravan maps. Also removed weapon drop code and rotate-to-talk for cows.
- Improved drunk cows.
- Cows on caravan maps no longer wander from the carts.
- Improved Kalnor dialog tree a bit (no longer gives "Go on" as only option in certain circumstances)
- Vats Control Computer no longer says "invalid entry" erroneously when pulling up Logs
- Claimed countdown times and actual applied countdown times are now synced for Vats Control Computer
- The countdown timer for Military Base bomb now displays updates at exactly 5-second intervals.
- NPCs no longer act like you're holding a weapon in their face if you're holding a Flare.
- Ian/Katja/Tycho no longer use Flares or Grenades in combat. They tended to prefer Flares over all other weapons, and tended to kill the player with Grenades.
- Leveled-up versions of Ian/Katja/Tycho now have higher Bonus HP instead of Base HP, fixing the HP display issues.
- Extended flamer attack mod is now optional.
- Ian/Katja/Tycho can now be left at their original appearance.
- Stupid characters can now interact with the "active" hookers, fixed bugs with them and many small improvements to their script and dialog.
- Keycard to activate Vats Control Computer instead of Science check now spawns on Lou. Code was in vat computer's script for swiping the card, but for some reason item didn't exist.
- Master's Vault computer no longer checks Repair on Lockpick skill usage.
- Holdable flares no longer destroy when hitting exit grids. [They do last forever now though. Look for that in an upcoming patch.]
- "Eye" robot now uses the "goes up in smoke" death animation for criticals with weapons such as flamethrower and Alien Blaster. Previously it just fell down which was stupid.
- Game time now resets automatically, so the "13-year lockup" never happens, meaning you can basically play forever.

ADDITIONS:
- Added hint from Sammael of where to look for the parts, and a miniquest from him
- Player is warned if loading a character from a previous version of FIXT (or previous version of Fallout for that matter).
- More distance values available for optional Weapon Drop Mod
- Includes BMP version of the new (optional) splash screens, so player can preview them.
- Animated Containers mod is included. A patch will soon be released that'll make this optional.
- Finally updated CREDITS.TXT! So now everyone who's been a part of FIXT has credit listed in the game :)

BALANCE CHANGES:
- Stapleton's bartermod changed from -50 to -40

UPDATES:
- f1_res version 4.0.2 included
- Default f1_res.ini settings changed for compatibility with certain systems
- Default ddraw.ini settings changed for compatibility with certain systems

ROLLBACKS:
- Removed Elder from Shady Sands (didn't really serve a purpose)
- Removed Heather and the Followers Spy quest (eventually these will be added back as an optional restoration)
- Removed extra guards, cooks from Shady Sands that I'd added previously.
- Removed the second Radscorpion from Vault 15 shack.
- Some stuff like changed addiction titles is now purely optional.
- Skill points awarded from Thomas and Tycho are back at their original values.
- Removed prisoner from the Khans camp.
- Back to original version of Radscorpion Caves. Having the Baby and Mother scorpions was a cool idea, but its implementation caused many issues.
- Removed pretty much all offensive language from "active" hooker dialog. It wasn't adding anything to the game.
- Restored code in Radscorpion Cave Wall script, it had unintended effects.
- Code for receiving radiation at The Glow back to normal function and values.
- remove extra ghouls from Necrop vault
- Restored to original values, changes to various inventory items.

NEW OPTIONAL CONTENT: [This is all disabled if player chose Fixes Only]
- Vats Control Computer has Medical Uplink menu restored (although it doesn't do much yet)
- Vats Control Computer has option to disable base alarms (Science of 75 and 8 Intelligence needed)
- Vats Control Computer countdown times tweaked a bit. (For example, 30-second is removed since it's impossible to escape the base that fast)
- Vats Control Computer has two new countdown times (5min, 10min) if player passes a Science and INT check.
- Can customize "Days Left" for Water Chip timeout quest, or disable the timer entirely.
- Can remove the 30-day timer at Necropolis, which caused invasion even if invasions were otherwise disabled.
- ChildKiller karma image from Fallout 2 (Vault Boy kicking a pregnant woman's stomach)
- Slow critters can be set to run faster (20FPS, same as all other critters).
- Can set running animation to 20FPS when wearing Power Armor as well (previously it was 18FPS, slower than all other armors, even slower than NPCs who wear Power Armor; the one without a helmet)
- Can make player always use "bend down pickup" animation on containers, instead of "magic hands" animation. This saves time for lazy or impatient players.
- Can now choose between US font, US condensed font, or EU/UK font.
- IAN/KATJA/TYCHO: Can choose whether or not their appearance changes when wearing different armor.
- IAN/KATJA/TYCHO: Can choose normal weapons available for use or all weapons available for use.
- IAN: Can choose blue pants or black pants appearance, and can change idle animations to cigarette smoking.
- TYCHO: Can choose brown pants or green pants appearance.
- DOGMEAT: Can give him the "Red Dog" appearance, meaning he now looks different than all other dogs in the game.
- IAN/KATJA/TYCHO: Can set running animation to 24FPS, meaning they'll stay closer to player much easier.
- Can change player's idle animation to cigarette smoking, if male.
- Player can heal to full HP on levelup.
- Can have player's title display on levelup.
- Can have player's level# display on levelup.
- Hunter (Avellone) can now show up infinitely, just like in Fallout 2.
- Ghouls, Rad Rats, Floaters, and Centaurs can be enabled to give radiation damage when attacking player.
- Animal Friend perk can apply to Radscorpions.
- Number of kills to become Child-Killer can be customized, as can whether your friends killing children counts toward that tally.
- Can customize light levels underground (20/30/40, 40 being original default)
- Can choose number of operations available at Brotherhood's Doctor, as well as whether Charisma can be increased there.
- Can use item weights for Power Armor from Fallout 2. (42 and 50 lb, Fallout 1 is 85 and 100 lb)
- Can use higher damage version of grenades
- STAPLETON: Can choose minimum and maximum number of books restocked, how many weeks between restock, and if restock amount varies based on Game Difficulty level.
- Can enable or disable custom addiction titles.
- Can enable detailed Trait descriptions, which explain exactly what they all do. Recommended. The same will eventually be done with Perks as well.
- Can choose whether Bob can be turned into the cops, and if he goes to jail when turned in.
- Can install playable demo
- Can install official screensaver
- Fallout Bible
- Strategy Guide
- Vision Statement

PROBABLY USELESS INFORMATION:
- The copy of FALLOUTD.EXE that FIXT uses is from TeamX unofficial v1.2
- The copy of FalloutW.exe that FIXT uses is from TeamX Restoration Project (v1.0b1)
^ Additional changes to FalloutW.exe are to remove the Tim Cain face icon. (Sorry Tim, it's not personal, I promise!)
- Removed unneeded gfx files (about 350)
- Renamed internal files "assblow" to "kalnor" (no idea why they were using that name for him...)
 
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