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

Today I'm working on finally finishing the added/improved death animations and normalizing volume for combat sfx files. I've worked on this in the past but didn't finish either of the projects.

After that I'll get back to work on important stuff like installer customizations and in-game customizations.

Here's the list of completed stuff so far:
FIXED! Crashes giving holodisks to people (Cabbot, Rutger, Jon)
FIXED! Crash getting holodisk from dying mutant
FIXED! Error/mismatched holodisk Pipboy entries
FIXED! Empty holodisk records in PIP-Boy
FIXED! Centaurs and Ghouls in random encounters are no longer called Floaters.
FIXED! Crash leaving MB, from the Crack Assault Paladin(s)
(CHANGED: ^ they now leave upon arriving at Level 3 instead of accompanying you back up to Level 1. Necessary for the fix.)
FIXED! Can no longer get infinite Karma by using multiple explosives on Radscorpion Caves wall. (lolz)
CHANGED/FIXED: Discard after no longer needed now applies to all holodisks as intended in previous Fixt versions. There are 12 in total.
CHANGED: Lt no longer start with keycard because the computer tech already has it. (I added this item to him in previous Fixt versions but changed my mind, it wasn't a good idea)
 
lolz, I worked on Fixt for 16 hours yesterday.

Anyway I got sidetracked fixing a bunch of smaller bugs >_< Hopefully today I can finish the gfx & sfx for the death animations. I'm also going to finish a few more splash screens.

Then on to the customizations :P
 
Could you be more specific?
I haven't played Fallout in 18 months so I don't remember the base formulae for the Vault Dweller. In Fallout 2 Barter was 0 + (4 * CH). I think Small Guns was 5 + (4 * AG). Fallout has smaller starting ranges, normally 2 * Primary Statistic. If it were possible to change these starting points/formulae it would probably be a good thing.

I wasn't suggesting anything too radical, although i'd love to see some radical changes in the AP calculations and the Trade calculations.
 
I haven't played Fallout in 18 months so I don't remember the base formulae for the Vault Dweller. In Fallout 2 Barter was 0 + (4 * CH). I think Small Guns was 5 + (4 * AG). Fallout has smaller starting ranges, normally 2 * Primary Statistic. If it were possible to change these starting points/formulae it would probably be a good thing.

I wasn't suggesting anything too radical, although i'd love to see some radical changes in the AP calculations and the Trade calculations.
Ahhh got it!

These should be fairly easy to do once we're in the Fallout 2 engine :)
 
I did end up finishing the restored/improved death sfx & gfx.

Today is my day off, but I might not get any work done on Fixt. My next to-do is fixing the broken half of the Restored Endings Add-On, but today I got sidetracked updating my resume & cover letter for a potential promotion at work.

EDIT: Oh and to give people an idea what to expect, my plans after Fixt 0.90alpha patch & installer are released is to create a Let's Play of myself playing the mod :D
 
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Out of sheer bloody-minded curiosity would it actually be possible to change the default calculation for Action Points? The default formula is:

INT (5 + ( AG * 0.5))

The game would be more interesting if the formula could be changed to:

INT (6.5 + (AG * 0.35))

I doubt anyone plays the game with AG 1 and 5 AP.
 
Good endings for The Hub & The Followers should now be working properly. Applies to the add-on and Fixt (on my computer, not the released versions).
 
Currently working on the "Play after being dipped" and "Play after V13 is dead" optional features. After that the next goal is the installer customizations & implementation of in-game customizations. When those are finished I can package everything for release :D
 
Sduibek, I completed the fixt 0.81alpha yesterday (before the restored good endings got updated to 2.0) and I'm eager to know if you fixed the wrong Military Base - Cathedral sequence in the ending (for example, I destroyed the Cathedral first then M.B. though visited M.B. first without entering it and Ron Perlman says: "You managed to destroy the Vats, then you killed the Master before he could realize his twisted plans. With the Master gone, his armies flee to the east in fear of retribution from the remaining normals.").
Also I couldn't find a way to finish the game if I start slaughter in vault13 after completing the game (since overseer just attacks, no way to speak with him), maybe you should add a rock (like the one in the start of RP which allows to check version) with functionality of finishing the game.
And just to be sure, the invasion endings are disabled by default, correct? (i.e. followers get invaded in 90 days, hub in 140 days). I've chosen the 1.1 version default 'only necropolis get invaded' option so I don't expect any city to be invaded if I spend time going to glow, improving my stats with bos operations ect..
 
There are also some fixes by teamx I have issues with:
1) The locker near the Lieutenant for some reason is not locked (it was in 1.1)
2) "You can't escape the Lieutenant's interrogation by pressing 'A' (should work correctly now: alert no longer goes on while you are in a cell)." - this one does not make sense because it's still rather easy to 'a'-run to him and grab some items in the locker nearby (not during interrogation though: first kill the mutants guarding the M.B entrance, enter it, 'a'-run thru the levels repairing the yellow forcefields where nessecary taking the elevators to the next levels) and it makes one viable speedrun route impossible although 'a'-running still works everywhere else. Could you check the original code and say if it was intended for player to not be able to run away from Lieutenant with 'a' when captured? If it was not considered by the devs as 'a'-running was not exploited back then, could you not exclude this 'fix' from the next version of Fixt?
 
Sduibek, I have a question about few cut quests: "Disarm Traps for the Facility" and "Find Children spy in the Followers" - are they restored in 0.90alpha?
 
Yeah I noticed the unlocked Lieutenant's locker too. Weird.
Not sure about the combat running exploit and switched endings, I'll take a look.
Crafty added a fix to his version of ddraw/Sfall for the combat running exploit, but it causes significant issues with melee so I disabled it. (It makes so you can't start combat first ever, which in my opinion is unacceptable)
 
Progress update: Play as mutant after being dipped is working, although to be honest there's not much to do afterward. So it's more of a fun proof than an actual exciting feature.

The walking animations for Super Mutants is slow so even after doubling the FPS is still frustrating how long it takes to go anywhere.

Being dipped maxes Strength and Endurance, but sets Charisma and Intelligence to 2. You also take damage and rads from it. (Temporary) and the effect of being inconspicuous while wearing robes applies to dipped players.

Trying to equip human armor or use unsupported weapon types will destroy the armor and/or weapon. Super Mutant "armor" is set at 10AC (same as Metal Armor) with 10DT/50%DR across the board (a little better than Brotherhood Armor).

Screenshots to come.
 
That sounds cool as hell man. This is actually going to make me go back and play Fallout 1 which I rarely do. I'm more of a Fallout 2 fan but that might be about to change. ;)

I'm still going to do that LP of this too. I'm glad to see you continuing to add new features like the dipped Mutant. I like the idea of separate modules that can somewhat stray from the normal game elements. Forgive me if you have already answered this before, but what are your plans for this mod in the future?
 
It might be more sensible to have the dipping decrease your intelligence a bit, because since the Vault Dweller is a Vault-born human with no radiation it means he would only get somewhat dumber... maybe IN = 4 or 5 if it was 7 or 8?

As for mutants running, maybe make a MAMTNTAT.FRM with edited frames including the increased FPS?
 
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