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. Prisoner416

    Prisoner416 First time out of the vault

    24
    Nov 3, 2014
    Updated the bug report page with a mess of stuff.
     
  2. Ceratisa

    Ceratisa Sarcastic SOB

    238
    Nov 4, 2013
    Nice Prisoner I never spend enough time playing with that stuff to notice some of the things you picked up on.
     
  3. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Hi Sduibek
    I've fiddled a little with TeamX's fallout npc armor mod proto files. thanks to cubik2k's editor it wasn't that hard. I've managed to change their hp to properly adjust at lvlup and at armor change (well all except power and hardned power armor since the ediotor takes bonus [+3 exactly]str from those protos and adds them to base hp and it's uneditable in this editor) so most works perfectly and at switch to PA or HPA npc have 3max hp less than current hp (as always save/load fixes this). previously in FIXT 6.7.3 most of this was screwed and most of the time you'd get 75/50 hp or something like that when changing npc armor.
    Further more adjusted HP/lvl for each proto to what they would gain after four levels based on their endurance (they level up once per player's 4 lvls so that seemed logical) additionally I've pumped some of their skills at lvl 3 way up, so now at lvl 3 they are proficient with big guns and energy weapons and have decent skill lvl so they won't hit player char all the time.
    I've tested this with Vad's editor and gave them hardned power armor and turbo plasma rifle each.. so yeah.. now they kick ass instead of beeing sissies in combat..
    contact me if You want me to somehow pass theese edited files over to You.

    Additionaly I have a feature to request for FIXT..
    since You've managed to allow players to pilage through broderhood armory and have those 2 additional power armors in comparsion to what player could obtain normally (one from Kyle and one from Talus)
    it would be a good idea to allow player to upgrade all of those fancy Power armors to their hardned versions ( miles never mumbled anything about not beeing able to repeat the process nor does he lack materials [he's a chemmist he makes chemicals from scrap] so why not leting him upgrade 3 more power armor suits) same for Smitty he can upgrade plasma rifle and doesn't say that he can't do it more than once.. so why not.
    to make it happen (and avoid cheating evry time evryone plays this game) two scripts have to be edited smitty's and miles script from boneyard. alternatively You could manage to squeeze into FIXT another gizmo made by TeamX called "FixIt"
    it's sort of a external program working inside Fallout that could be set to create hardned power armor and turbo plasma rifle (sort of a thing as craft system in FOnline was). FixIt was designed to work for Fallout 2, but i'm sure it can be retrofitted into Fallout 1 just editing of object_dude.int (or a workbench script) is required to add proper strings under look at pproc section plus including some of their sources to the script (wich are provided in the downloadable package) and voila.
    As to why i'm referring to eryone cheating :) ... it's simple now we've got a chance to properly armor our party members however two guys at boneyard said that they can help you and say "come any time" they help You once and next thing You know they end up speaking in float and one just love that your team has inferior armors to his... one loves such scenarios so much that he ditches all 3 of those power armors in hub downtown with rest of luggage and multiplies HPA ant turboplasma in vad's editor to have a proper cowboy style assault playthrough..
    so will You help me there Sduibek..
     
  4. Prisoner416

    Prisoner416 First time out of the vault

    24
    Nov 3, 2014
    I'm a tad OCD, but it comes in handy for editing. I did some logging of typos for the New Vegas patch, and some for Fallout Three that haven't been processed yet.

    Other then that... I like seeing if things can be broken. :P
     
  5. Prisoner416

    Prisoner416 First time out of the vault

    24
    Nov 3, 2014
    What the... why was sduibek's most informative post deleted?
     
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I took it down; I didn't like the tone I was setting. It's okay :)
     
  7. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I'm about 45% through the Khan Academy tutorials for JavaScript, so this is good news. It's getting me back into a "programming mindset" if that makes sense. Since I haven't coded anything in a while I got rusty; once I'm done with their tutorials I should be much more comfortable to get going on my HTML/JS schoolwork, but also to dive back into Fixt.

    Win/Win!

    I posted this before, but to those who didn't see it, here's the gameplan, in this order:
    1. MINOR: Release a new small patch, including an updated troubleshooting file.
    2. MINOR: Release the language packs that the fans have created. (Spanish, French, Czech)
    3. MAJOR: After that, the next release will be an installer release (i.e. not a patch), including the above language options, and using the Fallout2 engine.

    All future Fixt releases after that will use the Fallout2 engine. Fallout1 engine will be abandoned permanently. This decision is final and will be awesome :) [No, you won't need to own Fallout 2 for it to function.]
     
    Last edited: Dec 22, 2014
    • [Like] [Like] x 3
  8. BigBoss

    BigBoss Your Local Scrub

    956
    Dec 24, 2012
    Hm. I'm not sure how I feel about that. The Fallout 1 engine is unique to that game.
     
    • [Like] [Like] x 2
  9. Salk

    Salk First time out of the vault

    66
    May 5, 2010
    I feel that it's a great plan.

    Good luck, Sduibek!
     
  10. phobos2077

    phobos2077 A Smooth-Skin
    Modder

    659
    Apr 24, 2010
    That's a great idea! Full power of sfall will be at your disposal ;-) (not to mention possible Fallout 2 engine remakes that, with some additional work, will run your mod)
     
    Last edited: Jan 6, 2015
    • [Like] [Like] x 2
  11. Ceratisa

    Ceratisa Sarcastic SOB

    238
    Nov 4, 2013
    If you use the Fallout 2 engine will I be able to push NPCs and punch OR kick?
     
  12. coldroll

    coldroll Fuck Bethesda

    189
    Jul 4, 2012
    Adding the ability to punch or kick would definitely improve the melee skill in Fallout 1 since the option wasn't available in the original and wouldn't break any gameplay elements either.
     
    • [Like] [Like] x 1
  13. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Yes.
     
    Last edited: Jan 9, 2015
    • [Like] [Like] x 1
  14. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    Would be nice if you can release the last version for FO1 engine in full packages/installers.
     
    • [Like] [Like] x 1
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Hmm, fair enough. Alpha 7. I definitely prefer the installer over the patches. That shouldn't be too hard either; mostly just integrating the patch files into the installer and cross-checking various things.

    I can hardly believe Fixt is over 4 years old. That's crazy that it's been so long and still no Fo2 engine support!
     
    Last edited: Jan 9, 2015
    • [Like] [Like] x 2
  16. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    Hurry up you lazy bum...:look:
     
  17. coldroll

    coldroll Fuck Bethesda

    189
    Jul 4, 2012
    Don't feel bad porting a game to a new engine can take a long time. The Half-Life remake Black Mesa was supposed to come out in early 2009 but they decided to move the game to an new engine and it wasn't released until the end of 2012, and now because of engine limitations they're moving it to an even newer engine which they started two years ago. Plus there isn't much documentation on the Fallout 1 and 2 engine so I'd say you're doing quite well.
     
    Last edited: Jan 11, 2015
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    So it turns out that the website I need to create for school must be completed by Feb 15th. This means, in theory, I'll have enough time between Feb 15th and the last week of March (my 30th birthday and start of next school quarter) to release the mod. Excellent!
     
    Last edited: Apr 3, 2015
    • [Like] [Like] x 6
  19. SMBComix

    SMBComix It Wandered In From the Wastes

    133
    Apr 22, 2014
    Sduibek, I'm not surprised by your image at all. Yay for good news!
     
  20. YouCanCallMe_Jim

    YouCanCallMe_Jim First time out of the vault

    3
    Jan 20, 2015
    Well, ich spreche Deutsch und das recht gut, but my English isn't always that well. Anyways I risked a translation and I used something I wrote to automate the job a bit, to get a delta between the vanilla stuff and yours, not to repeat one and the same phrase again and again and so on.... If you are interested in a "blind" German translation so far, please let me know!

    I didn't find the time to play it yet ... but I'll!
     
    Last edited: Jan 20, 2015