ChrisB
First time out of the vault
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Okay why are invasions disabled by default in FIXT? It says 64,000 as the date for invasions in the VAULT13.GAM file.
@ChrisB This can happens sometimes if there was an error during install.Okay why are invasions disabled by default in FIXT? It says 64,000 as the date for invasions in the VAULT13.GAM file.
@PegasusOrgans Hello! Thanks for the kind wordsI was wondering if you could give a rough break-down of stuff that'll be in the new .90 release. More obvious adds, less small fixes and upkeep. Also, are you planning to keep releasing versions up to and (well) past 1.0? And are there any bigger mods that you'd like to add, but for one reason or another haven't been able to? Lastly, I remember talk of merging the two games, or, at least, using the Fallout 2 engine for Fallout 1, is that still happening? And do you intend that for .90 or later
@Dholland662 That should work, yeah. Let me know if it doesn't. None of Fixt's settings are in the registry (just game files) so I don't foresee any major problems with doing this.Moving data to a new computer. I assume I just move the fallout fixt folder from my steam folder for Fallout1 to the same folder once I download the game again on the new computer.
Is that correct? If not, let me know. dont want to lose save data
@gustarballs1983 Thanks for the info on ammunition and damage! Changes to this will wait until the engine conversion is complete, because changing these is far easier in Fallout 2 engine.oh yeah as a side note: the ability to trade with brotherhood when you come in with a caravan should also be an option.
the basic principle is they trade weaponry, ammo and meds for food and water. Finally a way to get rid of those pesky mutated fruits, iguanas, those water flasks from v13 or nuka colas for a reasonable exchange rate.
After 0.90 is released, all future releases will be in the Fallout 2 engine
Thanks for the info on ammunition and damage! Changes to this will wait until the engine conversion is complete, because changing these is far easier in Fallout 2 engine.
Could you do me a favor and just copy-paste your post into Ideas/Suggestions on the Bugs Wiki?
Thanks everyone for your patience while I work on the next release!
Party Member AI is all built-in in Fallout 2 and Fixt already has the NPC Mod so I don't see a need to focus on this. Unless I misunderstood what you meant?It's a good thing to spend some time for polishing !
A question : can you add an ingame option for IA/human controls for companions ?