Fallout patch 2.0

Heh.. I missed this thread somehow previously.

I too have been working on a bug-fix patch for Fallout 1.

It's going along slowly, as first, I've got to learn this stuff as I go. Right now I'm concentrating mainly on scripts and dialogues (mostly because I've got those figured out better than say how the hell to get mapping working well for FO1 maps =p)

The other reason it's not quick is that I have to re-re-re-play the game while doing this to find, fix, then test everything until I'm satisified that it not only works, but works in as many potential situations as I can thnk of (varried stats -especially INT, possible exploits, etc etc.)

Anyways.. lol :)

-Wraith
 
That is why I made this thread - so people can post bugs and other "bad things" they come across instead of me trying to test every possible situation.
 
Actualy, part of the TeamX also works on Fallout1 patch :-)

There were first release already (msg files in Russian, english translation on the way, now phase of proof-reading).

26 NPC and 3 not included in original game was added. A lot of scripts were editetd.

Full lists of NPC added:

Shady Sands
The Elder from Shady Sands
The old storyteller of Shady Sands, Agatha
The Barterman from Shady Sands
Only a bodyguard from Shady Sands for the Barterman

JunkTown
Bob from Junktown. Pretty much a dead beat
Phernandez - Gambler in Junktown

Hub
Ruphus - cyber hack in the Hub
Den - psycho person who knows too much

Adytum (Regulators)
Julianna from the Adytum

Adytum (Blades)
Fire, second in command of the Blades
Beca and Jade. Quartermistress of the Blades
Dolgan, the weaponmaster from the Blades
Michelle, leader of the scouts for the Blades
Romero - Just a Blade in love w/ some chick in Adytum
Dragon, Night watchman for the Blades

Adytum (Followers)
Alan - Recent enthusiastic Follower convert
Amber - teacher for the Followers)
Nail - head of the Followers guard
Marny - The Doctor/Nurse of the Followers
Jake - second in command of the Followers
Piter - Head of the Follower's scouts
Heather, a spy for the Children

Leader of the Super Mutant Scouts in Boneyar
Generic Scout Super Mutant in the Boneyar

Brotherhood of Steel
Farli from the Brotherhood of Steel
Brenden - New Initiate of the BOS

The mainteiner of this project is Pal. If you want to cooperate - say it. I`ll sent a message to him.
 
WraithUV said:
I too have been working on a bug-fix patch for Fallout 1.
Raven_2 said:
Actualy, part of the TeamX also works on Fallout1 patch

Then you should swear a Pact of Brotherhood and jioin forces!

(Also, only the fenced area was Adytum. The Blades and Followers area (the library) should be referred to as Boneyard.)
 
Tnx Raven for mentioning us (part of Team-X). But i think we should first of all finish translation of Mod back to English, and purified mod from errors , and only then as say Silencer "...jioin forces" on this foundation
 
The TeamX's patch sounds like a mod. The storyteller Agatha, for example - I had a thought of adding her myself, but since I found no "stories" for her to tell in her .msg file, either I would have to write them myself (thus making the patch a mod), or leave the Agatha as she is - just an NPC who doesn't really do or say anything important. That, plus the fact that she wasn't put in the original game made me decide against it.

I do not want to "improve" the game by adding new stuff, I just want to make it [more] playable and maybe a bit more realistic - so that players can enjoy the original Fallout the way it was, minus the bugs/glitches, inconsistencies, etc., and maybe plus a bit of realism.
 
Shadowbird said:
The TeamX's patch sounds like a mod. The storyteller Agatha, for example - I had a thought of adding her myself, but since I found no "stories" for her to tell in her .msg file, either I would have to write them myself (thus making the patch a mod
It Is a Mod. Raven was wrong. it's current status are mod v. 1.2.5

Shadowbird said:
I do not want to "improve" the game by adding new stuff, I just want to make it [more] playable and maybe a bit more realistic - so that players can enjoy the original Fallout the way it was, minus the bugs/glitches, inconsistencies, etc., and maybe plus a bit of realism.
Again. it's not a NEW stuff. these all NPC's planned and they was in project but as always with problem of insufficient time BIS rejected all of them. We just did Fallout1 more alive, returning they back.
 
pal said:
Again. it's not a NEW stuff. these all NPC's planned and they was in project but as always with problem of insufficient time BIS rejected all of them. We just did Fallout1 more alive, returning they back.
If these planned characters where never really completed, you would *have* to add new stuff if you want to bring them back the way they were intended. For example, what about the Agatha the storyteller? Does she tell any stories to player? If yes, where do they come from? If no, I don't see any point in bringing her back...
 
Shadowbird said:
For example, what about the Agatha the storyteller? Does she tell any stories to player? If yes, where do they come from? If no, I don't see any point in bringing her back...
She still doesn't tell story, but it's a question of time, because mod is not completed too :)
Point in bringing her back (also as all others NPC's) is to make good game fuller, atmospheric to sate with new characters.
 
Nice stuff you have here. I hope you can finish it.

It seems Junktown can get a bit messy if you try to solve the quests in unusual way. I'll just give an example.

I took the quest to assassinate Killian. I told Killian I had been hired to kill him and took the quest to get Gizmo's confession. I snuck to Killian's bedroom, waited until he came and killed him. I snuck out, unseen by the guards and took the reward from Gizmo.
Then I talked to Lars. He asked me for help getting rid of Gizmo. Since I didn't return Gizmo's confession to Killian, I believe he shouldn't. I accepted, and guess who helped us kill Gizmo? Killian. Alive and kicking. Now that was too much for me. :roll:
 
It been a while since the last update, so what is the progress on the Fallout 1 patches ?

I would love to hear some news on both patches
 
I posted on TeamX's forums for some info about there Fallout 1 patch. I though you people might to here it aswell.

Wasteland Ghost @ teamX forums said:
The project actually consists of three parts:
1. Patch
2. Restoration pack
3. Some additions
Now we're working on first two parts. We've made some corrections on part 1 and wrote a lot of documentation on part 2. I believe, you'll see the first results very soon .
 
Just a quick note - The F1 restoration project Team have released a mini patch which can be grabbed at: http://www.teamx.ru/cgi-bin/load.cgi?files/mods/f1rest140805eng.rar


Minifix includes following changes and fixes:
1. Lance - Shady Sands long range patrol (desert random encounters around SS)
2. Possibility to join wandering merchants (desert random encounters around
Hub, BOS and Junktown). Now You can use their to reach some cities.
3. Fixed caravans: drawing at the destination town, caravan customers, mini
quest with caravan unload, now you can lost and abandon caravan. Includes
water merchant caravan fix: you couldn't sent caravan after waterchip
return.

Edit

This is quite an interesting read for modders, it goes through all the text that was completed and removed from the game:

http://www.svatopluk.com/fallout/missing.stm
 
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