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. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Listen man.. Fixt is considered obsolete for years now.. last major update was like 2015. the 0.81a ( and I presume that is what you're playing. If not then it's time to update) previous versions of fixt had a lot of bugs, Fixt itself still has a lot of bugs.. if you intend Your bug report to be heard out i suggest moving on to more recently developed projects which are still maintained by it's creators. Namely Fallout: Et Tu or so called "fallout 1 ported to fallout 2 engine" ( the final and never reached goal of Fallout Fixt).
     
  2. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    The mentioned issue sounds to me like Fog of War is activated. Can't remember if that was a thing in Fo1 Sfall, though.
     
  3. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Fixt's sfall nope, however Fixt used HRP v4.1.8 most recent of old times, and fog of war is actually HRP feature not sfall's if i recall right... right?

    EDIT: besides that guy said he can see whole map only npc's are vanishing.. that usually happened between 6:00 and 7:00 as 6:00 is native Fo1 wake time, and 7:00 is fixt script time to set as morning, this was especially true in V13 lvl3 and possibly kids in shady sands. You fixed this bug few years back in Et Tu after shoveling the fixt coding out & replacing it with more finesse rotator's code ;)
     
    Last edited: Oct 11, 2022
  4. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Hm, but kids in Shady Sands should run off-map and not just toggle invisible. At least that's how I remember it right now.
     
  5. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Well yes but in fixt they uset to run into map at 6:00 and blink visible/invisible between 6:00 and 7:00 as they were the critters scripted by sduibek to work at 7:00 same as appearance of lvl3 V13 citizens, they all blinked until 7:00 intil they became stabile. Anyways Long story short.. as 've said You did fix this bug a long while ago, and hence why You prolly don't remember... nothig to worry about
     
  6. Paramedic

    Paramedic First time out of the vault

    6
    Oct 11, 2022
    Thanks... I did not know that....

    But.. I actually just gave "Fallout Et Tu" a try, and unfortunately it is also causing problems... When I start the game it asks if I want to disable a high resolution patch by Mash? If I say "yes" it comes with a error, saying it could not disable it. The game starts, though... If I say "no" it runs without an error. I do not know why it asks me about the high resolution patch?
    When the game runs, there is no intro with the overseer talking? In shady sands all the buildings looks very strange like having graphic fault...
     
  7. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    Either you installed your game under C:\Program Files directory or the permission to write the exe is limited.
    As for buildings look strange, make sure you install et tu correctly. It's a Fallout 2 mod that requires files from Fallout 1, if you install it on Fallout 1 game it will not work.
     
  8. Paramedic

    Paramedic First time out of the vault

    6
    Oct 11, 2022
  9. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Clearly something went wrong, since your mentioned issues are indicators that Fo1 files were not installed correctly.
     
  10. Paramedic

    Paramedic First time out of the vault

    6
    Oct 11, 2022
    I actually tried to install everything twice, but perhaps I should give it a third try...
     
  11. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    You might check if your game is installed under some directories that require special permission to write/modify files.
     
  12. Paramedic

    Paramedic First time out of the vault

    6
    Oct 11, 2022
    What directories could it be?

    C:\Program files directory?
    Currently I have Fallout 1 i C:\Games\Fallout and Fallout 2 in C:\Program files\blackisle\Fallout2.

    First time I had them both under C:\games directory and then I was not able to get the games work at all...
     
  13. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    In newer windows, some system folders like C:\Program Files (and "x86" one if you're using 64bit windows) are protected by TrustedInstaller special account. Programs need to have elevated permission to make file changes under those folders.

    The reason I suspect the file permission is that from your post above, sfall cannot disable Mash's HRP from the game exe, which usually happens for game installed under those special folders. And if you did follow the installation guide, undat.exe might have trouble extracting assets from FO1 to FO2 folder as well, so you don't actually have proper files for et tu.
     
  14. Paramedic

    Paramedic First time out of the vault

    6
    Oct 11, 2022
    Should I try to install both Fallout games i C:\Games\ ??

    What is "Mash´s HRP? Is it a part og "Fallout et tu"? Because I did not install any other mods??
     
  15. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    1. Yes.
    2. It's those "f2_res.*" files, and the main component is f2_res.dll. Current Steam/GOG release already has it bundled (along with older sfall 3.2) and many TCs have it as well. In Steam/GOG release, fallout2HR.exe is a pre-patched exe that will use Mash's HRP while fallout2.exe is the original unpatched one.
     
  16. Huey Iroquois

    Huey Iroquois First time out of the vault

    5
    Oct 17, 2022
    Is there a workaround for the Nuka-Cola truck special encounter crash? (I tried et tu, but I find fixt easier to use.)

    Edit: I found the bug. There's a typo in the COLATRUK script. "destroy_object(Cokes)" should be "destroy_object(Coke)". (I don't know whether it's worth uploading the fixed file.)
     
    Last edited: Oct 25, 2022
  17. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    there is one, try not setting GVAR that gives multiply of Fortune Finder perk too high. setting this too high with high enaugh luck generates so huge amount of caps the game crashes. in an add on so called 0.90b which is listed several pages back in this thread Sduibek fixed this himself by actually limiting how high the Fortune finder perk multipiler GVAR can give, as far as I'm aware it's the only reason to crash there, otherwise it's the unstable sfall1 by Crafty which is unsupported anymore unfortuneatly.
     
  18. Huey Iroquois

    Huey Iroquois First time out of the vault

    5
    Oct 17, 2022
    Thanks, but I don't know how to set GVARs, and I can't find 0.90b or any evidence to support its existence. Right now, I'm testing the idea that lowering my luck from 10 to 9 might help. 10 makes the game a little too easy anyway.
     
  19. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    don't worry you can just hunt for cola truck encounter while having 9 luck and get the +1 Lk boost from chuck later so that You'll have 10 for the endgame :)
     
  20. Underqualified Gunman

    Underqualified Gunman First time out of the vault

    1
    Dec 6, 2022
    Say is there a standalone version of the nixietube numbers in this mod?