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. Sn1p3r187

    Sn1p3r187 Carolinian Shaolin Monk

    Apr 7, 2014
    Ah alrighty then. Remind us when you have it up. Thanks :)
     
  2. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    --> Alpha 7.1 released <--

    Changes since alpha 7.0:
    - Now includes various icons you can use for shortcuts or whatever, in {Fallout Fixt}\"Icons (.ico)" folder.
    - Holding capacity of the backpack and duffel bag increased by 50% each. [RATIONALE: Realism. In vanilla they were very close to the holding capacity of the small bag. In actuality they'd hold quite a bit more than a small bag.]
    - Reverted some PIP-Boy UI text changes. (Thanks tuluse)
    - Fixed issue with flamethrower and nonworking flares.
    - Fixed issue with party member HP display.
    - Fixed issue of "bend down to pick up" animation playing when it shouldn't.
    - Fixed some other minor stuff.

    Existing broken flares in your inventory will probably still be broken. Sorry guys :(
     
  3. Theomniadept

    Theomniadept First time out of the vault

    18
    Mar 22, 2015
    Can I install 7.1 over 7 and not have to start over?
     
  4. Theomniadept

    Theomniadept First time out of the vault

    18
    Mar 22, 2015
    Don't mean to double post but....I just hit a weird bug.

    Zug Zug, the man who is too smart to use words, was just minding his own business running around the streets of Old Town in the Hub.

    The thugs in the building where the Brotherhood member is imprisoned decided randomly to shoot through the window to try to kill Zug Zug. unprovoked. Is this normal??

    EDIT: Nope, found out what happened: I was across the street and a child randomly opened the door. So obviously that's why -I- need to die and not that little idiot who got Zug Zug shot to death.
     
    Last edited: Apr 5, 2015
  5. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Yes.
    If it were me personally, I wouldn't ever start a new character unless I had to. (i.e. corrupted save slots, unwinnable game due to a crash, etc) I don't like starting over :P

    You'll get a warning for any save slots from 7.0 until you re-save on that slot. The warning isn't to scare people, it's just a friendly reminder.
     
  6. Erer08

    Erer08 First time out of the vault

    40
    May 26, 2014
    At the Khans, I stole Garl's ammo, planted a dynamite to Gwen, fled, returned, looted Gwen's corpse, tried to save, and the game crashed. It crashes everytime I do this. I have a savegame, in which the only thing you need to do is planting a dynamite to Gwen, flee, return, loot the corpse and save. If you need it, I'll upload it.
     
  7. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    AFAIK it's one of the known engine bugs related to dynamites. It got fixed in FO2 with sfall. Not sure if FO1 has the same bug.
     
  8. Erer08

    Erer08 First time out of the vault

    40
    May 26, 2014
    I have also found another, kinda weird bug. When I killed Gizmo, and got back there for loot, Killian was walking out of Gizmo's office, and if I talk to him, he's treating me as if he has never seen me before. If I talk to him again, he asks for evidence, and if I tell him I interviewed Gizmo, he even gives me reward. Weird. Savegame (Just talk to Killian): http://www.mediafire.com/download/1t59cw6cb5x0wtv/SLOT04.rar

    EDIT:It looks like he stops walking at Phil's house.
     
    Last edited: Apr 5, 2015
  9. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    lol yes that is strange. Thanks, I'll check it out. How exactly did you kill Gizmo?

    NovaRain is correct:
     
    Last edited: Apr 5, 2015
  10. Erer08

    Erer08 First time out of the vault

    40
    May 26, 2014
    I've killed Gizmo with Killian, Lars and the other guys who came. Then after a blackout I was at the entrance, got a reward, came back for looting, and it was like this. I had no idea what's going on.
     
  11. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Finally added Fallout Fixt source code (and source for my "developer tool") to my GitHub.
     
  12. Sn1p3r187

    Sn1p3r187 Carolinian Shaolin Monk

    Apr 7, 2014
    Hey do you ever think you could ask Tim Cain for the missing content of the Vipers base camp? So that way we could fight the Vipers along with the Khans?
     
  13. Sn1p3r187

    Sn1p3r187 Carolinian Shaolin Monk

    Apr 7, 2014
  14. The_Proletarian

    The_Proletarian Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    I think everybody is waiting for the Fallout 2 version of the mod. I know I will never replay Fallout until then.

    Are you sticking to the plan? Will the next release be for the Fallout 2 engine?
     
    • [Like] [Like] x 1
  15. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    @Sduibek

    just finished hybrid playthrough of alpha 7.0/7.1 of FIXT switched to 7.1 around Boneyard (during dethclaw powerleveling)
    I can confirm that bug with Ian current/max HP being screwed up was fixed rest of the npc's was working correctly since alpha 7.0
    Bugs that I have found:
    -there is no way to get: "Find spy among the followers" quest active in your pipboy since teamX removed the dialog option from the ghoul in follower basement somwhere around 1.3.4 patch. for now I made a workaround by simply talking to restored Heather (a.k.a. the spy) and telling her i'd kill her and after killing her nobody around there seemes to care one bit.. and additionally You get the quest as already crossed out in the pipboy (the quest was not active but killing her without the quest marks it in the pipboy as crossed out/compleated)
    -i got no holodisk from Razor (Blades boss) although she states she gives me one.. so there is no way of aproching zimmerman with the holodisk in hand after giving weapons to the blades (just before the fight for Adytum, razor line I'll talk to zimmerman first) zimmerman just tells me to kill razor because there is no line tegarding the holodisk , because i don't have it, not to mention there is no pipboy entry from that holodisk.
    -the holodisk from mrs. stapleton in the hub is still marked as "Error" after adding it's contents to Your pipboy.
    there is one ghost entry in the pipboy (it's not listed it's just an empty space between two entries as if it was written in space button as characters) and there is one entry that has 15 pages of "Error" written line under line
    -when fighting in military base i got wierd debug info in log window like "dude pos." followed by some numbers and a couple of other info wich i assume is debug info
    -Mr.Handy in the military base after joining Your party speaks only in float, follows You anywhere but You can't make him step aside or slefheal and he sometimes corners you and You can't talk to him to get the fuck out of the way You stated it as not correct behaviour but it hasn't been fixed since Alpha 6.7.3 and it's still broken in Alpha 7.1

    Feature request.
    Since moving to Fo2 engine where follower NPC's do have carry weight limit on the contrary to Fo1 there is a potential problem of having to travel back and forth from raider base to nearby city (eg. junktown) because after killing all theese raiders there is so much loot from them that even with 10 str and IAN in party one is not goint to be able to carry it all at one go.
    to counter this eigther make theese two slaves You rescued a temprary party (eg. two battered scarred girls left aroud a pile of bodies in a middle of nowwhere could be escorted to nearby city [shady sands or junktown] and they'll help You carry Your stuff. Or alternatively there can be additional npc at the raiders map in already closed prison cell #2 next to the one where tandi is held hostage. this NPC could join Your party after the fight and be a permanent party member.

    as of how he could be like he could have 10 STR so carry weight limit would be 275 additionaly as he levels up new proto files could have carry weght limit further pushed upward (it could simulate picking of carry weight perks or pack rat perk by that npc) so he could max out at 475lbs wich is a legit in game limit of 10str (275lbs)+3x strongback perk (3x50lbs)+pack rat perk (50lbs)=475lbs he could specialize eigther in unarmed/melle or energy weapons (yes there would be finally a use for that second turboplasma rifle found in game [as if nobody knows one of the super mutants in master's vault has it - level 4 where the nuke is] as of how could he look like I thought that he could use a black male model in game his name could be for example Jo (as this falls in nice in the southwestern folklore) not to mention black male model is fully supported in terms of graphic (be it armor and/or weapons) by Fo2 Restoration project (sgt. Cat Joules uses this model) so all the frm's are here just need to put them together. As of how Jo could behave well Jo could be a mercenary for hire so to hire him we'd need to pay him in caps this may sound wierd but a script for such a person already exists. it's probably never been used but belive me it exists it's a part of cpt.Corpse cheating tool for Fo1 there are additional scripts to use with this mod and i fiddled with the cheating tool way back when there was no FIXT yet there was an option to pick a script from a number and attach a proto to it so i i tested those scripts one by one and on a Super Mutant Lieutenant proto and i actually got myself a lieutenant mercenary for hire canYou belive it!!! so I'm quite sure this can be retrofitted into a black male model to have that extra carrying power we'd be missing in Fo2 engine..

    So tell me @Sduibek what do You think of this
     
    Last edited by a moderator: Jan 9, 2016
  16. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Well yes, that was an April Fool's post ;)



    Yes. The next release will be the engine conversion.

    Plans necessarily changed a little bit; I ended up releasing an installer (alpha 7) instead of a patch, because I realized that made more sense -- the first step in that plan.

    I also changed my mind about releasing the translations, because they'd be outdated anyway; this means players would get crashes because the new versions usually include new entries, and fallout crashes when it can't display a given text/dialog entry -- the second step in the plan.

    I ended up releasing alpha 7.1 soon after because alpha 7 introduced some annoying issues accidentally.

    EDIT: @Proletären @phobos2077 @JimTheDinosaur Thinking about this further: I made a deadline for the Fixt release (end of March) and succeeded. So I'm going to do the same here. The first release date of engine conversion, warts and all, will be May 1st. I think it will have a lot of issues but whatever. This will give people a chance to start testing it.



    Most of the features/suggestions sounds pretty good. Thank you for the bug reports and testing. I am dissapointed that there's still issues with the holodisks. :irked: At least it's not crashes though.

    If you have time/willingness, adding these to the bugs wiki would be much appreciated. :nod:
     
    Last edited by a moderator: Jan 9, 2016
    • [Like] [Like] x 2
  17. The_Proletarian

    The_Proletarian Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Yeah I know but I thought that maybe you were a bit serious about the few downloads. Anyways I'm really looking forward to the 1st of may now.
     
  18. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    not sure if evrything is in the right places (had to add Mr.Handy to list of followers) but it's in the bug wiki from now on.
    the suggestion on carryweight npc however was already there (this idea of mine is not new though) however crudely described deleted the old entry and posted the one from nma post..
    additionally it seemes a lot of pm's do not reach the target since mostly I've putten those ideas in pms to @Sduibek and it seemes they were lost somwhere on the way not sure how but i guess they did get lost or forgotten since no response was ever made to them.
    on a side note I'd like to know @Sduibek what tool did You use to edit those hp points for party npc's because Fallout utility for critter tinkering (or FUCK) has a trojan so i don't use it in it and the other tool seemes to have glitches with powered armor proto files where extra 3str add to the base hp and base hp is not editable in that editor despite the possibility to enable such feature becaause I'm planning to make a mini mod for my personal use wich would crank up hp/lvl of Katja Ian and Tycho to what player's hp/lvl formula based on their endurances and multiplied by 4 (because they lvlup 1 lvl evry 4 player's lvl) so effectively they should gain 4 lvls wirth of hp evry their lvl (it's far more than teamX left us with when i calculated it some time ago) and additionally crank up their weapon skills so that they're proficient with big guns and energy weapons too and good at using them not like their small guns now where evry third hit is in player's back :p
     
    Last edited: Apr 6, 2015
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
  20. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Thanks for quick reply, however you did not answer me.. what tool did you use specificly to edit hp of party npc's the tool i mention that does not allow to edit base values directly is in fact cubi2k's tool.
    Oh and sorry for any text issues I'm writing this from a low end chineese tablet it's got 1Ghz single core arm and around 300MB of ram.. and I just hate touchscreens my fingers are just to thick for it, and so the writing comes slow... :p