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Fallout 1 'megamod': Fallout FIXT
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Sduibek
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PostPosted: Wed Dec 15, 2010 20:39    Post subject: Fallout 1 'megamod': Fallout FIXT Reply with quote

TO REPORT BUGS CLICK HERE


Goal of Fallout FIXT: To enhance, fix and improve the Fallout 1 experience. This includes fixing bugs, restoring features, modifying balance, adding features, and many fixes to text/dialog. In addition to that, all other available mods and patches are rolled into FIXT (see below), meaning that Fallout FIXT is the only thing needed for "the best" Fallout 1 experience.

Major or "non-canon" changes to the game by Fallout FIXT are usually optional during installation. If such changes aren't optional at the moment, they will be made optional in a future release. In a lot of ways this is really intended to be more of a patch than a mod. (As of Alpha 5.3, some controversial changes and additions by the mod aren't optional. These will be optional in future releases.)


http://www.urbandictionary.com/define.php?term=fixt wrote:
FIXT:
To fix a phrase or sentence so that it is more truthful, commonly used in gaming forums.
http://dictionary.reference.com/browse/fixt wrote:
verb
a simple past tense and past participle of fix.


Current Version: alpha 5.3 (September 30, 2012)

Download Size: 116MB
Installed Size: 354MB (if all options selected)

Main Download Link (Dropbox)

Alternate/Mirror #1 (GameFront)

NOTE: GameFront DOES NOT WORK IN SOME COUNTRIES. If download fails, just use Mirror #2 below or check supported country list here.

Alternate/Mirror #2 (MediaFire)


Ghouly89 wrote:
You did this all by yourself? Or is this mod a compilation of a bunch of fixes?
Both.
I used the newest available as base for each file (scripts, dialog etc). I first extracted/installed patches 1.1, 1.2, 1.2.1, and 1.3.5 in that order. So if TeamX updated a file in 1.3.5, that's the version I started with, whereas if it hasn't been changed since 1.2 official patch that's the version I started with, and so on. I then copied over the rest of the files (scripts, dialogs, maps etc) from the main data file (master.dat) that hadn't been changed by previous patches/mods/updates.
From there it's just a matter of merging any additional patches, changes and fixes into the dialog and script files, and then doing my own fixes/changes/updates to everything.


These are all included with my mod; do NOT download or install them:

FULLY INTEGRATED PATCHES:
- Official Interplay patches (1.1, 1.2)
- TeamX patches (1.2, 1.21, 1.3.5)
- No Children Fix
- Cathedral Crash Fix (and other fixes by Sduibek for the Cathedral, Military Base and The Glow crashes)
- Nimrod's Dialog Fixes
- FreeSpace variable is set to 0 by default, so you won't have to worry about that crash either.

FULLY INTEGRATED MODS:
- Fallout 1 Restoration Mod, version 1.0b1 [Created by Wasteland Ghost. Portions by Mynah, hamster, Wasteland Hellbringer.]
--- Invasions are now entirely optional (including Necropolis), and invasion dates can be customized, anywhere from instant to 4x their default values.
--- Deathclaw status is no longer linked, i.e. killing it on the world map or in the cave does not prevent it from appearing at the other.
- Extended Flamer Attack Mod [Created by .Pixote.]
- Endgame Mod [Created by Corpse]
- TeamX NPCs 3.5
- Sfall ddraw 1.18e (including shaders.fx for D3D modes) [Created by Timeslip]
- hires patch 4.0.1 [Created by Mash]

OPTIONAL MODS:
- Weapon Drop Mod [Created by Josan12 and MIB88]
--- Customizable distance values.
- "Nixie Numbers" for GUI

INCLUDED UTILITIES:
- Two tools that can be run before running FalloutW.exe (not made by me) are included in the [Fallout]\Scrambled Colors Fixes folder, to help with those experiencing color palette issues.
- f1_screen_refresh.exe

MISC:
- Fallout 1 official manual (PDF format, version you can get from GOG.com)




Graphics are set to 800x600 @ 32bit with the included settings files, although you can change this of course, by editing ddraw.ini and/or f1_res.ini (should be self-explanatory once you open the files for editing)


//////////////////////////////////////////////////////////////////////
CHANGES/UPDATES/FIXES by Sduibek for Fallout FIXT: (Organization of this list sucks, sorry. It will be better with the next release)
//////////////////////////////////////////////////////////////////////


Click here to see the hidden message (It might contain spoilers)


Screenshots are in the post below.


.


Last edited by Sduibek on Sun Jun 16, 2013 12:11; edited 153 times in total
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Sduibek
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PostPosted: Wed Dec 22, 2010 0:04    Post subject: Reply with quote

.
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These are a bunch of screenshots showing what's been added/changed/fixed/improved in Fallout FIXT. However, some of these definitely are spoliers -- a few of the ones i'm really proud of you might not have seen before or been aware of, if you hadn't played the game dozens of times like I have. You've been warned, don't come crying to me if you see something you didn't want to see!

NOTE: Some of these display features that are optional, or will become optional in future releases.
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.
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Click here to see the hidden message (It might contain spoilers)

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Screenshots - REPORT BUGS HERE - Updates/Feedback/Discussion - Troubleshooting
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Last edited by Sduibek on Sun Jun 16, 2013 12:12; edited 17 times in total
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drawnacrol
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PostPosted: Sat Dec 25, 2010 1:37    Post subject: Reply with quote

I'm going to install Fallout 1 in the next few days and I'll use this, cheers
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Felipefpl
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PostPosted: Sat Dec 25, 2010 3:58    Post subject: Reply with quote

a good thing to do (AND HARD AS HELL I RECOGNIZE) is merge all the official/unofficial patches with fixes (including yours) into a single file to make the installation easier (something i believe i suggested to wasteland ghost and got no answer) also, it's lacking the VERY MUCH NEEDED cathedral's fix, without it a lot of p p l wont be able to go up from the 3rd level. Wink
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.Pixote.
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PostPosted: Sat Dec 25, 2010 10:40    Post subject: Reply with quote

I'm working on 'Black Boxing" the Fallout 1 maps...that way the maps wont have any of the broken edges that are visible with the high resolution patch. This will obviously take time - so which of the maps versions should I work with. There will be some added proto-types to build to ensure this will work correctly, but with Cubik's map converter everything should be fine.

@Sduibek - good work man. Wink
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Fallout 2 Blue Cave Mod . New Fallout 2 World Map . Fallout 2 Official Guide PDF . The Complete Fallout 1 & 2 Artwork . Fallout Tactics Artwork for Fallout Mods . New Fallout 1 + 2 Hi-Res Main Menu Screens . The Extended Flamer Attack Mod .
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Sduibek
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PostPosted: Sun Dec 26, 2010 21:33    Post subject: Reply with quote

Felipefpl wrote:
a good thing to do (AND HARD AS HELL I RECOGNIZE) is merge all the official/unofficial patches with fixes (including yours) into a single file to make the installation easier (something i believe i suggested to wasteland ghost and got no answer) also, it's lacking the VERY MUCH NEEDED cathedral's fix, without it a lot of p p l wont be able to go up from the 3rd level. Wink
I'll see what I can do, I think Nullsoft's installer is free isn't it? I'll see if there's an "easy"(er) way to set it up like you say. I agree that that would be pretty awesome Smile


.Pixote. wrote:
I'm working on 'Black Boxing" the Fallout 1 maps...that way the maps wont have any of the broken edges that are visible with the high resolution patch. This will obviously take time - so which of the maps versions should I work with. There will be some added proto-types to build to ensure this will work correctly, but with Cubik's map converter everything should be fine.
Personally I enjoy playing it at 640x480 after trying other resolutions, but I'm probably in the minority on that Wink

What is Cubik's map converter?

As far as which maps to use, for now just use the ones from TeamX 1.3.5 -- I haven't mad any map changes yet.
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Last edited by Sduibek on Mon Jan 10, 2011 23:49; edited 1 time in total
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.Pixote.
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PostPosted: Mon Dec 27, 2010 0:10    Post subject: Reply with quote

Sduibek wrote:
What is Cubik's map converter?

As far as which maps to use, for now just use the ones from TeamX 1.3.5 -- I haven't made any map changes yet.


It's a small program that converts Fallout 1 maps edited and built in the Official Fallout 2 mapper, so they run properly in Fallout 1. Normally they don't...I think it adds more digits to the hex numbers, or something to make them compatible. Search the threads for the program.

http://cubik2k.w.interii.pl/pliki/fofo_map_converter_V2.zip

I personally prefer to play the game at the 800x600 resolution setting. I will be using TeamX 1.3.5 maps as the basic maps to work from.
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Sduibek
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PostPosted: Mon Dec 27, 2010 19:49    Post subject: Reply with quote

Cool, thanks. I didn't realize he'd actually made a tool to do that hex-editing fix for the ladder coordinates automatically Smile

Now if I only I could get the BIS Mapper working on my system. Sigh. Someday i'll figure it out >_<
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Sduibek
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PostPosted: Mon Dec 27, 2010 19:55    Post subject: Reply with quote

[moved]
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Salk
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PostPosted: Wed Dec 29, 2010 9:23    Post subject: Reply with quote

A commendable project but I find it as confusing as the patches/fixes offers for Fallout 1 are today. When you open the archive there are several read me files in the same directory. It would be best to create a read me file for this project telling specifically what it does and how it should be installed. And yes, Nullsoft installer is free and would be much needed in order to make all this more user-friendly and avoid unnecessary duplications.
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Sduibek
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PostPosted: Wed Dec 29, 2010 19:44    Post subject: Reply with quote

Salk wrote:
A commendable project but I find it as confusing as the patches/fixes offers for Fallout 1 are today.
Could you elaborate on this?

Thank you for the feedback Applause
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Release date for next version: July 1st 2013 ||| Current Version: alpha 5.3 (Sep 30, 2012)
Screenshots - REPORT BUGS HERE - Updates/Feedback/Discussion - Troubleshooting
Status of "Fallout 1 using Fallout 2 engine" project


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Salk
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PostPosted: Fri Dec 31, 2010 8:32    Post subject: Reply with quote

Sduibek wrote:
Salk wrote:
A commendable project but I find it as confusing as the patches/fixes offers for Fallout 1 are today.
Could you elaborate on this?

EDIT: I haven't had access to my home computer in a while, but hopefully within the next week I will be uploading a version that is more streamlined and with a Install/Readme doc.

Thank you for the feedback Applause


What I mean is that this archive comes as a disjointed collection of existing patches without (like you yourself are saying) its own Install/Read me documentation. How does this differentiate and improve over downloading the single files?

Ideally it would come with an installer (and an uninstaller), giving chance to select what components the user wants installed.

But as I said, the project is very commendable and I do believe it's well worth our interest. Especially if you will be able to deliver and add your own fixes.
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Felipefpl
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PostPosted: Fri Dec 31, 2010 18:29    Post subject: Reply with quote

Quote:
EDIT: I'll see what I can do, I think Nullsoft's installer is free isn't it? I'll see if there's an "easy"(er) way to set it up like you say. I agree that that would be pretty awesome Smile


err, i believe you misunderstood, i was talking about merging all the fixes in 1 single file, for example: if patch 1.2 has a fix to junktown, 1.3.5 has another and your patch has another one, why not merge them all together into a single file? Wink

i like the idea of nsis too, killap uses it.
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Sduibek
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PostPosted: Fri Dec 31, 2010 19:39    Post subject: Reply with quote

Felipefpl wrote:
err, i believe you misunderstood, i was talking about merging all the fixes in 1 single file, for example: if patch 1.2 has a fix to junktown, 1.3.5 has another and your patch has another one, why not merge them all together into a single file? Wink
This specifically I have already done, sort of -- I have edited/updated/fixed/whatever several hundred scripts for this patch, probably more, and almost every single dialog file in the game.

Just extract and overwrite all files to get "the new stuff". I used the newest files as base (1.3.5 usually, some like you say though are from 1.2 as TeamX might not have modified them, etc etc) and so thus almost every file in my download is "new" or updated from the most recent versions available.

EDIT: As far as incorporating all available fixes, that is exactly what I intend to do. I intend to include fixes provided by TeamX, the Update Mod, and others, as well as my own fixes, the Dialog Fixes from Nimrod (there's like twice as many now, my own and his combined), and also my own fixes from The Ultimate Fallout Guide that haven't been addressed yet.
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Tungu
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PostPosted: Sat Jan 01, 2011 18:32    Post subject: Reply with quote

Sduibek, big thanks for gathering all this stuff in one place, it really saves much time and effort on Fallout installation. I'm now going for a playthrough with TeamX's Restoration on top of FIXT.
There was one thing - I believe you're missing party members' protos in \DATA\PROTO\CRITTERS\ which should be there as a part of TeamX's NPC mod; my game crashed on Ian's first levelup until I copied them manually.
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Sduibek
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PostPosted: Tue Jan 04, 2011 19:46    Post subject: Reply with quote

Tungu wrote:
Sduibek, big thanks for gathering all this stuff in one place, it really saves much time and effort on Fallout installation. I'm now going for a playthrough with TeamX's Restoration on top of FIXT.
There was one thing - I believe you're missing party members' protos in \DATA\PROTO\CRITTERS\ which should be there as a part of TeamX's NPC mod; my game crashed on Ian's first levelup until I copied them manually.
Cool, thanks for the heads up. I know i'm missing some of the files from 1.2/1.3.5/NPC in this file, I haven't had time lately to make sure it's got everything included Sad

Not sure if Restoration Mod will work with this... might be a bit buggy but hey if it works, even better Smile I was planning on probably including that stuff anyway, although for me personally i'd disable the Invasion stuff by default (with instructions on how to enable of course) since i'm not personally a fan of all the towns going poof. I like to take my time playing the game Smile
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Tungu
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PostPosted: Tue Jan 04, 2011 22:28    Post subject: Reply with quote

So far works ok. I'm following Per's guide generally doing everything he described. Done: V13 (including water chip), SS, V15, Raiders, Junktown, Hub, Necropolis, got Katja in party but not much more. Then again, Restoration Project now consists of invasion+caravans+random encounters fixes, so I didn't really get involved with it yet. As for invasion, I added 100 days to every time limit, not sure about the whole idea.
Noted Mrs. Stapleton has no books to sell and badly overprices the rest stuff, but haven't checked it without Restoration.
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Sduibek
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PostPosted: Wed Jan 05, 2011 22:34    Post subject: Reply with quote

Wow, I forgot to include ANY files from the Maps folder. That's really embarassing Sad

I'll have an updated link within the hour.
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Sduibek
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PostPosted: Wed Jan 05, 2011 22:56    Post subject: Reply with quote

Sduibek wrote:
Wow, I forgot to include ANY files from the Maps folder. That's really embarassing Sad

I'll have an updated link within the hour.
Done. Total scripts updated by TeamX and/or myself: 520, dialog files changed/fixed: 383. Also included some art files and other misc files that I hadn't included before (argg)

Tungu, could you please try to purchase from Stapleton again and see if she has any books? Shouldn't need to start a new character, but exit to the worldmap first and then go back to see her, just in case.

EDIT: Updated again. Now two versions are available, only difference is whether NPC change their look when switching armors. (i.e. The alternate version of TeamX's NPC Mod)

EDIT2: Added "installation" instructions to OP above.
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PostPosted: Thu Jan 06, 2011 7:37    Post subject: Reply with quote

She has, but in a new game only - I wasn't able to make her sell books when loading from old save (exiting to world, other maps, resave etc.).

I suppose next is subject to "further fix / improve Stapleton's bartering", but still: when using Steal on her, dialog window pops up to prevent it, but if you exit from dialog by answer 2, you get to the steal interface.
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