Fallout: Tactics Redux Mod released

I've found a strange bug. In the Newton mission, after I rescue all of the Reaver leaders they not only do not disappear but one of them becomes the protagonist (so if he dies, game over). While having a 10 person team has it's advantages (carrying items becomes easier and having a bonus guy with high gambling and bartering skills) the gameplay becomes a mess, especially with turn based combat on. I can dismiss 3 out of 4 of these guys but not the main (heck, I can dismiss my character...). If you can, please fix it in the next release.

And thanks for this mod (although to be honest I haven't noticed any changes besides the names of weapons changed to be honest but last time I played Tactics was like 10 years ago).

Edit:
I've found a solution. All I had to do to prevent this was to not get into APC with the 4 leaders. Strange. Having APC + 4 additional characters is rather advantageous (even though it makes gameplay messy).
 


As requiem_for_a_starfury mentioned, the Reavers at Newton/recruit pool trouble is an example of a larger intractable problem with the game. I added a thematically-integrated message asking the player not to put the Reaver Elders into any vehicle for the updated version 1.1.

I'm actually glad to hear Goral and apparently most others haven't found a lot of visible changes in the actual missions, since when fixing bugs and such my goal was to seamlessly blend the changes into the existing material. I didn't maintain a changelog since I didn't think anyone would care to ever read such, but a number of problems were fixed in each and every mission. Overall I think the missions I spent the most time working on bugfix-wise were Quincy (related to the Mayor) and Jefferson (the latter largely involving restoration of the "Mutant Retreat" subplot). Most players may find the most noticeable changes (if they recall the original iterations) at Kansas City (where the confused "best" victory conditions were rationalized and Hazmat now appears in the BOS bunker after the mission) and Osceolla (on a number of messy matters related to Gammorin). I also spent a lot of time collectively on the Special Encounters, as they were all poorly made in technical terms (though unfortunately I just discovered I did not in fact fully rectify the "Exit Grids not working on second visit" bug for all of these maps). For example, changes in the "Gas Station" and "Nuka-Phil" encounters fall into what I consider the "dramaticly noticeable" category. Fallout Tactics was a "rush job" when in original development, as any examination in the game editors shows this very clearly. I'm pleased that my many fixes and modifications then seem to be cleanly integrated into the game, without adding any new problems or bugs. :D

Endocore

 
Wow, you did manage to complete (sort of) something i just begun in last 1,5 years with russian version of FoT. Congratulations!

About strange burst bugs (especially one with 0% chance and hitting everyone in area): some time ago we at russian forum found a HEX solution (changing value in BOS.exe), and it seems to work.

There are also solutions for random colors in random encounters (Pink mutants give me a headache), for tagname "clearing" (could be useful for some global quests or w/e).

I mailed Jarekfall and asked him to add those changes in FT Improver (so people won't need modified BOS.exe), but he didn't answered :(

P.S.: lost this thread right after i closed it. Can someone move all but BN's message to FT modding section?
 
I've just been trying out your mod, Endocore, and so far I like it. Sure, it could use some tweaking, but the idea is solid and it makes Tactics seem more like real Fallout. Good job.

I especially like the higher lethality of combat.
 


Thanks to all for the comments.

@TwoEyedYum

Is there any English language documentation on your work regarding burst fire mechanics? That sounds like something I'd be interested in studying.
 
Endocore said:
@TwoEyedYum

Is there any English language documentation on your work regarding burst fire mechanics? That sounds like something I'd be interested in studying.
Jarekfall's topic with some observations. But there we just talk about it. Nothing useful, i think. Any studying has sense only when you can work with HEX. We at russian forum found solution only with help of man who knew how to test and edit such things.

About solution itself: at address 21959B change 28 to 01 (open Bos.exe with any HEX-editor). That partially removes burst bug, now 0% chance IS 0% chance for every target.

Still i'd like to see this in FT Improver, so modmakers won't need to download modified BOS.exe files for every fix. For now we have these fixes...

No more pink and violet mutants in random encounters:
2AE3F4 83 -> 33
2AE3F5 E1 -> С9
2AE3F6 07 -> 90

+1 tile range for actions like using, lockpicking etc (prevents player or NPC being stuck in tight places):
424D06 80 -> 00
424D07 3F -> 40

NPC also benefit from Night Person trait (also means you can check for night/day in triggers via checking, let's say, special invisible NPC with this trait):
Beginning at 17C7BF change 6 bytes to 0F 85 B3 03 00 00

Tagname of player and recruits won't be erased after entering/leaving missions:
F6857 12 -> 56

Music won't be interrupted (Custom & Display World Text)
283BE8 01 -> 00
0D0487 01 -> 00

Music won't be interrupted ("Dialogues")
0FB548 01 -> 00
 
Retread Interest

Retread Interest




Before I installed Redux Mod, I revisited an unfinished FOT attempt, first mission save.

Shot a lot of ammo and died a lot of lives.

Just started Redux Mod, the extra small guns help is appreciated.

The training mag's seem strong.

Fine, because the raiders' shot guns and burst fire at close range are certain, kiss of death.

FOT player has to reach out and "cull" some one.


Learning to walk again in FOT, which means a lot of crouching and crawling. Thanks! :)


///////////////

Recall in discussions from 'back in the day' about burst trajectories.

The resultant cone of effect had such a dramatic flare, and seemingly random hits / kills, that one might think the simulation was mimicking rifling worn to soothe bore,

or 'smart' munitions
by passing cover and nailing those hunkered down. :hide:



4too
 


@all

No one has yet mentioned one issue I feel is genuinely very important to enhancing the game-- the replacement of the standard game's mediocre soundtrack. In every single gaming session, I never cease to be surprised how much the soundtrack suggestions I offered in my documentation directly and noticeably enhance my enjoyment of playing the game. Though I sifted through a lot of material to hone the specific recommendations I made, I'm sure others may have even better ideas and I'm interested to hear about such. Since to avoid offending the USA's corrupt copyright regime I refrained from actually including any music with the mod, I feel players who may not have taken the time to read far into my (admittedly long-winded) documentation are truly missing out on a better gaming experience. Ideally, I'd like to find some inspiring (suitably martial-themed) royalty-free/public-license music to include in the mod for everyone's enjoyment.

By the way, hopefully everyone reading in the USA will keep in mind that American copyright laws are due for a periodic legislative review that will occur in the next federal Congress, whose members will be elected in November of this very year. American law in this area sets the standard for the entire world, and the general issue quite directly concerns our hobby. Unless legislators are made to feel the weight of public opinion (in other words, what YOU think), the inevitable result will be yet more outrageously contrived restrictions on all so-called intellectual property that are directly contrary to the Public Interest and devoid of any benefit to the nation as a whole. Copyrights in perpetuity vanquish creativity, as few worthwhile ideas flourish in a vacuum; cultural benefits aside, the best way to increase commerce in intellectual and artistic endeavors is to stimulate such pursuits rather than forbid their fruition at gunpoint. Therefore if a federal candidate parrots some scripted response that draconian copyright laws are needed to "help businesses" or "protect national interests abroad" he's either ignorant, or a fool, or a whore, or all of these. Democracy only works when the People vigorously exercise their power at the ballot box, so tell your federal Congressional candidates what they must do if they desire your vote-- and follow through with your demands by casting your ballot accordingly. In my local district, an unusually bold liar who apparently thought he had scored an irrevocable lifetime ticket on the gravy-train express upon election to his first term in Congress in 2008 was quickly ousted from office in 2010 by the outraged citizens he brazenly scoffed at during his initial term. My point in mentioning this is to emphasize that the System does in fact still work-- but only if and when the People vote to create swift and profound consequences for those competing in elections.

@TwoEyedYum

Good job on those discoveries :clap: , and thanks for the info. In the future, if anyone would like to build on my material and make some brand-spanking new missions I think the recruit tagname resolution will in particular be invaluable. I share your reluctance to redistribute exe files, even though in the case of FOT my reading of the Editor EULA implies this may in fact be a legitmate use. However, such practices often create considerable confusion for would-be players (traditionally, this is exactly why I was never enthusiastic about the TeamX FO1 materials-- every single iteration contains a different and absolutely undocumented exectuable). For these reasons FT Improver is a great idea and a good program (which would be even better if as you mentioned it incorporated the options you've uncovered) which I would have included with Redux if I had pursued a slightly different course of changes to the game.

The original game's burst-fire issues are unfortunate, and a prominent example (among many) of why the game was so poorly received years ago-- while MF surely knew how to make a quick buck, they apparently knew rather little about making a tactical combat game (for the record my genre favorite is Tactics Ogre) much less simple physics. The matter you mentioned is one part of the problem, while another is the engine's technique of resolving DR/DT for each bullet in a burst individually (which unfortunately can never be revised). On the other hand, I do feel the engine's artificial limits on what might otherwise be an overpowering effectiveness of burst fire lend a bit of practical incentive to pursue a more deliberate style of play (sneaking around, etc) which is my own preferred technique anyway.

@4too and UniversalWolf

The increased lethality of weapons always seemed to me the most economical way to increase the (happy) burden for the player to apply genuine tactical thinking to resolving the game's encounters. I'm glad to hear others are enjoying this approach as well. Soldiers under fire should have their noses in the dirt, deliberately moving from one covered position to another to find an advantage. Hopefully in every mission, merely charging into battle will now more often result in little more than a literal locker full of dog tags collected from slain Brothers. Much more work needs to be done in this area, since in turn-based mode my troops usually operate in independent groups of two or three soldiers (in other words, the maps aren't yet challenging enough to require a full squad except occassionally in CTB)-- but at least we've made a start on the right path. A related notion that needs much more work in my opinion is to limit access to stimpacks and encourage the player to use medic characters carrying medical kits who must work through firefights to keep the team going. The spectre of Monty Haul is irascible, and the game still has far too many stimpacks, super stimpacks, ultra stimpacks, and so forth in circulation, but I admittedly didn't take enough care to properly excise anything resembling a sufficient number of them. For now, the only progress I made on this aspect of play was to increase the critical hit chance for most weapons, which results in more crippled limbs requiring a doctor's personal touch rather than a trip to the pharmacy for easy relief.

In the late-game missions which I've recently been replaying, players may have considerable trouble against the robots. The general idea is that the robots are heavily armor-plated, and to emphasize the unique nature of their menace player-characters will have to innovate and cobble together sometimes unusual assortments of kit rather than rely on conventional small arms. I advise everyone to stock up on EMP grenades/bombs (and skill points to spend on the throwing skill) when fighting Behemoths in particular, as these enemies approach invulnerability to many other weapons (including weapons usually effective against other sorts of robots). Since the Behemoth bots are armed with long range cannons that may easily dispense death in one turn even to high-level player-characters with a few hundred hit points, hopefully careful tactics will be required to deploy one's soldiers to ambush the bots and then lure the enemies into position for an overwhelming simultaneous attack from a half-dozen grenades before the enemy can retaliate. If you prefer to stick to plasma and pulse rifles, even with the Sniper perk you'll likely need a dozen hits to take down a Behemoth-- thus cover, ambush, and maneuver will again be critical. The tank from Newton may be helpful in Scott City, but even in that case if you face off with a Behemoth your tank will likely only withstand two or three direct hits from the enemy. In my opinion, that's what Fallout Tactics should be all about. Pacification bots remain less fearsome than they deserve for various reasons (too clunky to merit high Agility, and too indiscriminate in their use of area attacks affecting their own allies to justify increasing their weapon power), but are likewise tough to kill and should be given a wide berth. As previously mentioned, in some cases Humanoid bots now wield radiation-generating plasma rifles that will seriously ruin your day if you're not prepared and alert.

This approach also increases the relevance of what remains in the game of the Reaver storyline (in other words, victory would not be plausible without obtaining the Reaver's vital "EMP" technology). I also made some efforts to clarify in-game texts regarding how various weapons may achieve a practical pseudo-EMP effect, which hopefully will be more satisfying to players (standard science-fiction disclaimers apply) than the original game's apparent assertion that for example 12 gauge shotgun shells are capable of producing nuclear explosions-- and thousands of the things are just laying around in musty crates all over the wasteland.


Endocore

 
Endocore said:


@all

No one has yet mentioned one issue I feel is genuinely very important to enhancing the game-- the replacement of the standard game's mediocre soundtrack. In every single gaming session, I never cease to be surprised how much the soundtrack suggestions I offered in my documentation directly and noticeably enhance my enjoyment of playing the game. Though I sifted through a lot of material to hone the specific recommendations I made, I'm sure others may have even better ideas and I'm interested to hear about such. Since to avoid offending the USA's corrupt copyright regime I refrained from actually including any music with the mod, I feel players who may not have taken the time to read far into my (admittedly long-winded) documentation are truly missing out on a better gaming experience. Ideally, I'd like to find some inspiring (suitably martial-themed) royalty-free/public-license music to include in the mod for everyone's enjoyment.

The originals soundtrack isn't that bad in my humble opinion. :oops:
Depending what you mean with "Martial themed" music, I can send you some apocalyptic ambient I did (it's under creative commons license so feel free to take it). This reminds me that I need to update my thread where I posted these here on NMA; lots of new stuff.

Also, I will download your modification now, unlike some others I find the game to be pretty fun, completed it just some months ago infact. :) Thanks for your work Endocore!
 
Endocore said:
No one has yet mentioned one issue I feel is genuinely very important to enhancing the game-- the replacement of the standard game's mediocre soundtrack.
I play with the music off, so I don't even know what the original tracks sound like.

The thing I notice most is the reworking of the different guns. It makes sense to replace them with fictional or semi-fictional models rather than have "real" guns but get them all horribly, horribly wrong like in vanilla.
 


@Surf Solar

Thanks. I listened to some of the "What Remains" music some time ago (and still have them stored); though I don't remember the specific titles I thought some of the pieces were very good both intrinsically as well as for FO/FO2 projects. In this case though by "suitably martial," I meant something like "What would we hear if John Phillips Sousa wrote a score for the latest Jerry Bruckheimer mega-blockbuster?" For now, most of my recommendations were reminiscent of stuff associated with this. Key elements to me in this context are recurring tension and rather epic orchestral arrangements including a sonorous theme.

@all

I finished my latest playthrough and corrected a few problems reported by others, so I'll assemble the files and have an updated version 1.1 of Fallout Tactics Redux available within a week. Since everything seems to be working as I intended for now, though of course I will maintan interest in the materials going forward I won't be actively working on Redux for some time. Therefore if any players have found any problems in the mod, please report such promptly so I can consider revisions to include in the updated version.

The updated version 1.1 material will consist of minor changes and refinements here and there, with no new major innovations. I didn't keep a log of every little thing, but from memory examples of included updates are:

--Bugfixes: Further changes to a number of text files to correct spelling and grammar errors.
--Bugfixes: Fixed "Combat Knife" entity that called for an invalid animation and thus was not usable by characters.
--Enhanced Play: Modified inventories of Special Encounter "Trader" merchants to be slightly more relevant in the early portions of the game.
--Bugfixes: Changed the portrait of "Cypher the Informant," as the portrait seen in Mission 2 did not match the portrait used when later meeting Cypher in the BOS Bunker.
--Enhanced Play: In Mission 8 (Springfield), I added a prostitute character; her dialogue was already written, but I forgot to include her last time when adding the other marketplace vendors. I also added two new minefields to hinder the player who may try to sneak into various Raider fortifications. Finally, the Raider sniper in the belltower will now hopefully prefer to use his 14mm sniper rifle against the player-characters (though some randomness is involved, so maybe not) as he was previously carrying the wrong type of ammunition.
--Bugfixes: In Mission 23 (Scott City) I fixed the turret control switch (again), the stubborn "secret underground footlocker" that would never open (again), and General Dekker's incorrect comment in his spoken sound file that the exit grids are available after finding General Barnaky. On the matter of the turrets by Kerr's door, these now become inactive after using the switch in the room below but they will reactivate and defend themselves if directly attacked-- so watch your aim with that Gauss minigun, Brother. Several suspicious robot entities were also deleted and replaced with fresh versions. Having played the game many times, I've always noted an unusual number of CTDs during this mission. After deleting the suspicious entities found in the original game and playing the map three times to test the other fixes mentioned, I didn't have any CTDs on the last play-- so hopefully Mission 23 is permanently improved in a profound way. Though not really a bugfix, I also added some scenery to the large empty room in the northwest corner of the rooftop lab area.
--Bugfixes: Destroying Generator 2 in Jefferson should now correctly disable several nearby security turrets. My previous fix attempt didn't work, but I didn't test this new attempt as I'm sick of playing that mission and can't try it again for at least three or four years. :) Nonetheless, one more option remains to be tried if this latest fix attempt still doesn't work-- so comments are welcome.
--Narrowed down Special Encounters still susceptible to "Exit Grids not working on second or later visit" bug to Brothers Grimm, Komodo Man, CPF vs PFC, and Phil. Though yet another different approach is now tried with these four maps to banish the bug forever, some randomness may be involved and players who for some reason want to revisit any of these four encounters are encouraged to save the game before entering these maps.
--A few trivial bugfixes here and there I've already forgotten that wouldn't merit individual mention anyway (for example, the elevator control in Mission 25 now displays the correct text all the time instead of only 2 out of 3 times if the generators have not yet been repaired, the player can now take any already-owned vehicle into the Osceolla map, the box is fixed in Mission 1 that was supposed to say "Fallout Tactics Redux version X" rather than "BOS Starting Equipment," and so forth).
--Enhanced Play: Added a few new portrait options for custom main player-characters.

Some things notably not changed will be:

--I looked at the Reaver Elders in Newton (particularly the Ambassador) to see why their character record screens show odd values (for example, -1 skill points available) but couldn't find the underlying cause of the problem at this time.

--Random encounters still occur with considerable frequency in the final part of the game due to the cumulative way the engine activates encounter sets. However, no incremental steps remain to be tried on this matter-- the encounter chances are at the minimum settings, and to decrease them any further would quite literally remove all random encounters from the game. I think the encounters that do remain in the later game are fairly fun (particularly the one with five Pacification Bots plus a horde of Humanoid and Security bots), so I'm reluctant to go further on the matter at this time.

--Damage values for regular explosive-type weapons (land mines, rockets) are very high against most enemies (humans, mutants) but not high enough against robots. Until I can think of a better way to achieve a middle ground for mundane explosive damage against all enemies, I'm leaving this category alone.

--Most of the recruitable ghouls have the "Fear the Reaper" trait, and half of them have the "Glowing One" trait. Initially I left these alone because I thought perhaps those who select a ghoul team might enjoy such, but who knows? If anyone is fond of using ghoul soldiers, what would you like to see in a ghoul recruit?

Some new ideas I seriously considered but left unchanged were:

--In Mission 24 (Cheyenne Mountain), the player-characters go to considerable trouble and place themselves in extreme peril to detonate a nuclear bomb, because this is "THE ONLY way to get into Vault Zero." Yet moments later when the player's team arrives at Mission 25 (Vault Zero), we find Dagger Squad is not only already inside the Vault, but that they've apparently been there for some time and are lounging around drinking coffee and smoking cigarettes. Hmm. The problem is that if Dagger Squad is removed, the player is denied a final opportunity to barter for essential supplies he may have forgotten to bring along. If someone has a good idea to address this issue, I'm all ears (or, eyes, or whatever).

--I certaintly don't want to waste time stirring up pointless controversy, but I think the question ought be asked: Should Roshambo get the last laugh in Osceolla? On a personal level I was never fond of the actual Roshambo-- years ago, this was quite directly why I never made an account to post at NMA; however I genuinely do have tremendous respect for the years of service he and his iconic deathclaw gave this community. Microforte's inclusion of a very petty (yet highly visible, apparently to prove they were quite serious) joke at Roshambo's expense further demonstrates how very disconnected from reality and from their likely audience those chaps really were. History has clearly shown the critics were right and Microforte was wrong-- about everything. On the other hand, do those playing the game these days even have any awareness of the larger issues to which I'm referring? If not, then perhaps we should continue to allow sleeping dogs their slumber. Or perhaps this bit of the game should be left unchanged as a metaphorical "Remember the Alamo" moment?

Endocore

 
Great work Endocore!!! Fallout Tactics is one of my favorite games so I'm really looking forward to trying out V1.1 next week.
 
If anyone is fond of using ghoul soldiers, what would you like to see in a ghoul recruit?
Dunno about traits, but i see ghouls as quite unusual mutants with twisted bodies. For me that means that their stats may vary VERY much from ghoul to ghoul. 12 ST + 4 PE + 6 AG + 1 LK for example - strong but somewhat clumsy ghoul. Dillon already makes a point - 14 PE and weak at everything else (didn't seen yet if you changed him or not). So let them all be freaks with interesting specializations and weaknesses. And i hope to see Babs without uber-steal ^^

The problem is that if Dagger Squad is removed, the player is denied a final opportunity to barter for essential supplies he may have forgotten to bring along. If someone has a good idea to address this issue, I'm all ears (or, eyes, or whatever).
Most simple idea: little cutscene (as in SaintLouis) with main squad already standing and Dagger squad arriving. For sake of sanity would be nice to change tiles, so we see blasted doors (btw, there are huge tiles for this already in game files) through which Dagger arrives. Cutscene may contain some dialogues ("Wow, you made it! We will be here to watch your back, boys!" or something).

Should Roshambo get the last laugh in Osceolla?
Being not that good eng-speaker i can't say if players will get any joke about NMA member in FoT. Also, I didn't knew THAT member good enough.
But ingame character may have some change, if you want.
 


@drawnacrol

Thanks, I hope you enjoy playing and will have more fun than ever.

@ TwoEyedYum

Poor Babs:

Babs is exceptionally beautiful for a ghoul, with a very slender figure-- in fact she's so slender that on closer inspection one sees several of her body parts are altogether missing. Though this handicap has left her physically weak, she's able to demonstrate notable flexibilty and thinks nothing of twisting into otherwise anatomically impossible postures.

Perhaps she should be assigned as liason to Quincy. :)

Good job on the other ideas, which are very sound suggestions.

*****

Updated 6-15-12

The aforementioned update for Fallout Tactics Redux to version 1.1 is now available. As mentioned, the update is concerned with minor tweaks and small bugfixes rather than any sweeping changes or revisions. After giving the file a few days in public to see if anyone uncovers a blunder like last time regarding the Combat Knife, I'll ask the mods if they're able to modify the NMA download page to include a link to the new files rather than the original version.

A more technical discussion of the Redux mod seems to be shaping up here. I also made a page for the mod on the FO Modding wiki.

Please enjoy the mod. :)

 
Now I know why you had such great feedback on my mod and my work on the Mapper -- you're a gifted modder yourself!

Great work. I'm not a big fan of Tactics but it's awesome to see it get this sort of attention :clap:
 
You should make installer or faq about how to make it working without replacing basic ft files.

How mod works: instead of name folder "core" put the name of mod (one word), then create shortcut to ft (maybe on the desktop) with added to path: -path [put here the name of mod].
Example of path for mod named RepairMod:
"C:\Program files\Fallout Tactics\BOS.exe" -path RepairMod

Ofcourse folder with modded files named RepairMod should be placed in C:\Program files\Fallout Tactics\ folder

Why to do that? Because of multiplayer. Changed files will result in ingame split (player with changed ft will have his/her own world... ;D).
Also allow to change back to clean ft by removing changed folder or just don't use created shortcut instead of reinstallation.

[Edit]
I know it's maybe grave digging, but someone need to write it to protect new multiplayer players from crashing ft. This is also small advice for mod creator.
 


Thanks to all for the comments.

@Gawron

You've made an interesting point, but I don't agree; many years ago Red also proposed "mofo certification," and I didn't care for that idea either. In both cases, experience tells me these techniques cause much more confusion and consternation for average end-users than the way I've arranged.

On the other hand, I've never been interested in multi-player FOT. Thus for those who do use the multi-player functionality, the -path technique (search the forum if Gawron's instructions and the FOT documentation aren't sufficiently enlightening) should probably be utilized.

 
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