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

Discussion in 'Fallout General Modding' started by Sduibek, Dec 15, 2010.

  1. lostabroad2

    lostabroad2 First time out of the vault

    81
    Apr 2, 2013
    Thank you for the work you are doing with the game. I hope the conversion with the Fallout 2 engine is going well. The 'Change Log for Fallout Fixt' file says that you welcome feedback. I post mine here rather than adding to the 'Vote for features' thread.
    You've changed the effects of fruit to 1-6 HP + 10 rads. I understand why you've done this but I think the game would be better if you reversed the principles. Fruit should provide a small, (1-3) HP boost and help pass rads, (approx 2), through your system. The caveat is obviously that there's still significant background radiation, (everywhere), that should be adding rads to your system. As a default it should be 3-6 rads a day and delivered when the 'healing rate' kicks in at the end of the day. The rationale is that the generations living outside the Vaults would have become slightly less susceptible to background radiation than those who were hidden underground. Farmers would have developed crops that helped the population rather than poisoned them. Either way it makes Fruit a more useful item.
    Stimpaks are too effective and too plentiful in the game. I think it would be better if they added (1-4 + EN) HPs. This would also increase the value of the EN stat and healing skills in general which I also think would be a good thing.
     
  2. lostabroad2

    lostabroad2 First time out of the vault

    81
    Apr 2, 2013
    I'm getting a lot of crashes and game errors so I could use some advice. I loaded a clean 1.0 UK version, updated it with 6.72 alpha, then updated it with 6.73 alpha with the custom options, on a Windows XP system. Is it worth reinstalling the original version and then trying a team X 1.2 patch before trying the 2 Fixt patches? If not is there something else I should try? There are some things that clearly aren't right. The default game speed was 1.04 rather than the posted 1.08. Also the encounter rate adapter that's supposed to be available with 1.18e seems to be missing.
     
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Hmmm. Definitely sounds like something strange is going on. Could you give more detail on when and where it crashes? Screenshots of the Windows crash messages aren't necessary. But for example, is it the standard crashes people have been getting pre-patch: crashes when giving Holodisks to people.

    Also, if you would please provide the contents of install.log from {Fallout Fixt}/DATA/FIXT. You can just paste it here within a "[ spoiler ]" tag. (remove spaces to use)

    You really shouldn't need any of the TeamX stuff before installing mine, since I overwrite any files it would have installed (scripts, text, falloutw.exe, etc)

    What if you move all f1_res.* and ddraw.* files out from the Fallout folder, does that get rid of the crashes?
     
  4. lostabroad2

    lostabroad2 First time out of the vault

    81
    Apr 2, 2013
    Problem #1 is rescuing Tandi. Once rescued I can interact with her on most screens but if I click on her at any mountain location the game crashes. (There is a lone raider encounter in the mountains near Shady Sands that is related to the Khans. Could this be connected?). If I try to talk to her after a random encounter fight the game crashes. After freeing Tandi by fighting Garl the Raiders don't become hostile no matter how often I return to the camp, (unless i've returned her to Shady Sands). Planting ticking dynamite causes problems. If I kill Tandi by planting dynamite on her and going to the exit grid her dead body follows me to each location screen I go to unless I return to Shady Sands. (Creepy!!!!). If I return her dead body appears outside the walls and becomes a blood stain on subsequent visits. On such visits a blood stain can also be found at Tandi's expected starting placement inside Aradesh's building. Curiously killing Tandi with dynamite counts as a a successful return which is rewarded with xp and caps. Planting ticking dynamite on Garl before speaking to him then running away but staying in the Raiders camp will result in the explosion killing Gwen and 1 of the women prisoners. The amount of damage done to Gwen, the woman prisoner, and Garl is recorded and you receive 100 xp. If you do the same but leave the camp you are notified of the damage done to Garl but the 2 deaths aren't listed and there's no xp. Neither of these events turn the Raiders hostile. You can still fight Garl for Tandi's release. If you try the same thing but put the ticking dynamite in a bag bought form the Shady Sands trader you'll get the same results but if you now choose to fight Garl the game crashes. (Bag bug???). If you visit the Raiders camp before Tandi is kidnapped you can kill some Raiders, (excluding Garl), and on return to Shady Sands still get the rescue Tandi quest. However, on arrival back at the Raiders camp the Raiders now view Tandi as part of your party and shoot her before you can get into the building.
    At Junktown I arrived at night, waited outside until 6am, stayed at the motel until rescuing Sinthia at 10am then went to the Skum Pit. A gang member was inside turned hostile during our conversation. He then started shooting at a woman who wasn't in the bar who was hit twice before being saved by the bar owner. On another attempt I entered the Skulls room at the motel, (unarmed), and spoke to 1 of the gang members who immediately turned hostile. I fled the scene but Ian fought and killed at least 1 of the gang members. I reached the exit grid without making any hostile moves but the guards on the next level still attacked me.
    If you're anywhere near finishing the F2 engine conversion i'd rather you stayed on that rather than looking at possible F1 engine issues. I'll keep posting minor issues on the fixt bug page though if you don't mind.
     
  5. lostabroad2

    lostabroad2 First time out of the vault

    81
    Apr 2, 2013
    Not sure how the spoiler works but i'll give it a go.
    -----------------INSTALL BEGINS-----------------

    Each-time backup of savegames:
    Aborting each-time backup of savegames because this is first Fixt install.

    Backup check:
    Performing first time backup of savegames...
    SAVEGAMES BACKUP SUCCESSFUL

    x86: Running Install32bit.bat:
    Cathedral Crash Fix patch successful or already applied or not needed = masterdat
    Cathedral Crash Fix patch successful or already applied or not needed = critterdat
    Done checking fallout.cfg entries.
    Done deleting temp files.
    BugFixesOnly_disable
    BOS_LORRI_CHA_ENABLED = 0
    CAN_REPORT_BITS_BOB = 1
    BITS_BOB_GOES_TO_JAIL = 0
    BITS_BOB_GOES_TO_JAIL = 1
    ANIMAL_FRIEND_RADSCORPS = 0
    ANIMAL_FRIEND_RADSCORPS = 1
    FREAKS_GIVE_RADS_ON_HIT = 1
    GHOULS_GIVE_RADS_ON_HIT = 1
    HUNTER_RESPAWNS = 1
    DISPLAY_TITLE_ON_LVLUP = 1
    INVASIONS_NECROPOLIS_ONLY
    NECRO_30_DAYS_GVAR225 = 0
    NECRO_30_DAYS_GVAR225 = 1
    STAPLE_BOOKS_RESPAWN_MIN = 3
    STAPLE_DIFFICULTY_BASED = 1
    VAULT_WATER_64000
    VAULT_WATER_150_DEFAULT
    ENABLE_HOOKERS = 1
    TANDI_SEX_ENABLED = 1
    BOS_LORRI_SEX_ENABLED = 1

    x86: Running Install32bit.bat:
    Cathedral Crash Fix patch successful or already applied or not needed = masterdat
    Cathedral Crash Fix patch successful or already applied or not needed = critterdat
    Done checking fallout.cfg entries.
    Done deleting temp files.

    Begin install cleanup, move VAULT13.GAM...
    Success!
    Success!
    Success!
    globalvars.tmp deleted.
    ----------------INSTALL FINISHED----------------
     
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Okay, thank you. No errors in the log, so that was a bust. :|

    And yes, please post anything you find in the bugs wiki (link in my signature). That is very helpful and much appreciated! :nod:

    I am surprised you are getting so many errors. I know what is causing the Tandi ones; not sure about all the others without doing a bit of testing. And I agree; things like explosives-crash are much easier to fix in the F2 engine.

    I am sorry to hear that you're experiencing so many issues with the mod. :( I am currently looking for a job, so I can't do much with Fixt except for a little bit of time on the forums, but I hope to have a job before the end of the month, so ideally I'll have a playable version of the F2-engine "within a few months from now". I can't know for sure though, because I haven't worked with the engine conversation for a while so I have forgotten how to do certain aspects of it.
     
    Last edited: Jun 18, 2014
  7. Tosxychor

    Tosxychor First time out of the vault

    2
    Jun 18, 2014
    Hey Sduibeck, long time Fallout fan, first time poster here, and I'm loving your mod so far! Giving your companions different armor, getting a good windowed resolution, arresting Lenny, and all other sorts of cool additions are definitely improving my experience.

    One thing is troubling me, tho: after trying out the weapon drop mod I found out I don't really want it anymore in my game. So I tried reinstalling the mod without the weapon drop option checked, but it enables it anyway. Removing the DATA/SCRIPTS folder makes characters stop dropping their weapons, but understandably also cripples all the other additions. So basically, I can't stop any mod setup from putting the drop weapon code into my scripts, no matter where I install it. So I'm asking this: can someone provide me with a copy of their DATA/SCRIPTS folder, coming out from a FULL_CUSTOM standard installation, without the weapon drop mod activated? I would be very thankful for that.
     
  8. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Hi there, and welcome to the forum :)

    TarkinMX has been helping me by making a utility that you can make such changes outside of the game, but it's never been public-released yet, so until then you'll need to make the changes manually.

    Go into {Fallout Fixt}\DATA\DATA and open VAULT13.GAM with a text editor (e.g. Notepad) and modify this line:

    change to
    You can mess around with other stuff in the file if you want, but you probably shouldn't unless you're sure it won't break the game ;)
     
    Last edited: Jun 18, 2014
  9. DGT

    DGT It Wandered In From the Wastes

    150
    Apr 7, 2006
    Posted on the wiki as well, Sduibek, but getting a consistent crash when trying to talk to Zimmerman in Adytum after making the Blades deal with the Gun Runners. Dialogue exits directly to an error message.
     
  10. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    This should be fixed with 6.7.3, are you using that version? Can check from clicking Credits (main menu)

    Also, check Troubleshooting Guide in my signature, scroll to bottom of file.
     
  11. Tosxychor

    Tosxychor First time out of the vault

    2
    Jun 18, 2014
    Thanks for the reply, and the welcome!

    I checked, and to my befuddlement, the mod status was already at 0. I left it there, and as usual, all enemies drop their weapons on death. Any other leads?
     
  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Where is Fixt installed right now?

    Also, do any of you have it working in Windows 8? I need to know if it can actually work successfully in that operating system.
     
    Last edited: Jun 21, 2014
  13. DGT

    DGT It Wandered In From the Wastes

    150
    Apr 7, 2006
    I am using 6.7.3, and that fixed it -- thanks!
     
  14. Luffier

    Luffier First time out of the vault

    2
    Oct 11, 2013
    For those interested, I've recently released the spanish translation (for version 6.7.3). You can found it here.

    Saludos.
     
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    @Luffier Thank you again. Su contribución es muy apreciada :D
     
    Last edited by a moderator: Jan 9, 2016
  16. ravenbober

    ravenbober First time out of the vault

    9
    Jun 26, 2014
    Good day, I am writing to you from Russia, here we also love Fallout and your mod in particular. So.
    1. The first mistake - you can wait for the night Killian Darkwater and it is not out of the store. This greatly facilitates the theft.
    2. Open shelves when people close should be problematic. They were in his house should not allow others to steal. It is clear that the only part of cowardly people (for example to link to large power), but mostly all have to be angry, if something is open in their house.
    3. The Vince in the Hub every time there is a question - what's his name? Even if he already seemed to be.
    While this is all going to have to unsubscribe.
     
  17. SpookyNooky

    SpookyNooky First time out of the vault

    27
    Aug 28, 2013
    Hi. When I choose the installation type Standard (Half-Purist) which new content gets installed and which is left out?
     
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    IT'S A SECRET, LOL.

    Hm. I guess making a list could be useful. - Where would I put the list, though?

    I don't want it directly in the installer, because I specifically made them not show a list (unlike with Custom) so that people don't get all the spoilers.
     
  19. SpookyNooky

    SpookyNooky First time out of the vault

    27
    Aug 28, 2013
    What about a link to a txt file in the start post with a spoiler warning?
     
  20. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Hm. Yeah that makes sense actually and would be easy. Thank you.