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Fallout Fixt by Sduibek

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.nma-fallout.com/forum/viewtopic.php?t=57362

Goal of Fallout FIXT: To enhance, fix and improve what Fallout 1 already offered. Thus far, this includes fixing lots of bugs, restoring intended features, modifying imbalance where applicable, 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.

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)
 

Unkillable Cat

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True bros are also idiots and should be treated as such.

That said, I don't see a reason to use even half of the stuff in this mod, but it's a nice option to have a MegaMod for Fallout 1.
 

sea

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Is there any way to disable the optional content with this pack? I'd love an all-in-one patch but without the other changes.
 

Jaesun

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- Official Interplay patches (1.1, 1.2)
- TeamX patches (1.2, 1.21, 1.3.5)

Last time I played, I played with only this (and SFall). Fallout is now pretty much 100% bug free. TeamX did a good job with this. <3

Having played Fallout OVER SEVEN TIMES it would be interesting to play with a mega-mod as it were. Maybe I'll give this a try over the weekend.
 

sea

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Well I mean, the list there says a few are optional, but what about the restoration patches? TeamX NPCs? Flamer attack mod? Invasion stuff? They seem like they are "fully integrated" and thus not optional, or is that not the case?
 

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Well I mean, the list there says a few are optional, but what about the restoration patches? TeamX NPCs? Flamer attack mod? Invasion stuff? They seem like they are "fully integrated" and thus not optional, or is that not the case?

But the Integrated stuff is not optional?

You can set the invasion stuff to work the same as the default game.

As for those other things, they're considered enhancements and thus are not optional. The TeamX NPC mod lets NPCs wear armor like in FO2, and changes their appearance when they do. If you don't like that, just don't give them armor I guess.
 

Jaesun

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Oh and it get's worse (just to name a few):

- Intelligence required for healing, poison and radiation treatment from Lori reduced to 4
- Player can now have 'intimate relations' with Lori and Tandi (Lori is Charisma-or-Speech check, Tandi's check is same as before but easier if player is female)
- Tycho now gives 10 skillpoints to Outdoorsman instead of 5
- Player now gets 3 skillpoints from each "phase" of watching Thomas, instead of 1
- Beating Zax at chess is slightly easier and checks modified. Requires Intelligence of 10, Luck of at least 7, if those are met there's a 33% chance of winning
- Radiation at The Glow reduced overall, but now also scales based on game difficulty

:retarded:

Never mind. You know if he just did an exclusive BUG FIX ONLY mod I'd be OK with this. But all these changes (and more) are just fucking stupid.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Jaesun Well, it's a tradeoff I guess. Most of the things even in "Script/Gameplay Changes" are decent.

SCRIPT/GAMEPLAY CHANGES:
- Improved the Children of Cathedral healers' code for radiation and poison treatment
- Improved code for detecting and curing poison for all healers
- Intelligence required for healing, poison and radiation treatment from Lori reduced to 4
- Stupid characters can now get healing, poison and radiation treatment from Lori
- Player can now have 'intimate relations' with Lori and Tandi (Lori is Charisma-or-Speech check, Tandi's check is same as before but easier if player is female)
- Tycho now gives 10 skillpoints to Outdoorsman instead of 5
- Player now gets 3 skillpoints from each "phase" of watching Thomas, instead of 1
- Beating Zax at chess is slightly easier and checks modified. Requires Intelligence of 10, Luck of at least 7, if those are met there's a 33% chance of winning
- Code for Tycho attacking the player if player murders Junktown citizens improved. In some cases he still might behave improperly, but at this point it's an engine bug
- Dogmeat now interacts properly with Stupid characters.
- The Master no longer re-initiates dialog saying "You think you can destroy me? Destroy? Me!" regardless of how dialog ended. This means he will now suicide properly
- Removed the last of the annoying HP increases for critters introduced in previous FIXT versions (this included rats, scorpions, manti, peasants, children and guards)
- After teleported by Izo out of Gizmo's office, game no longer crashes if character is holding a weapon or Sneak enabled
- Junktown Casino guards' cooloff between weapon checks is now longer, only pings if the player is close or they can see you
- Weapon drop mod disabled for Gizmo
- No more crashes from Casino slot machines
- Killian's wares are now combined and moved to his inventory whenever talking to him, thus if bartering via button or dialog you'll always see all his stuff. Players new to Fallout didn't understand why he only sold Desert Eagles, and needing to access the shelves to get his other inventory isn't documented anywhere
- For the fix above, after dialog all the original item types go back to their respective shelves but leaves a couple items on him (stims, ammo, Desert Eagle) and puts everything else off-screen
- If Killian dies, some of his items go into his safe instead of staying in his inventory
- Can no longer talk to Watershed ghoul prisoner repeatedly for infinite experience
- Karma received from Watershed ghoul prisoner immediately (before it didn't until he walked completely off the map)
- All scripts originally using Critter_Action changed back to Critter_Action from critter_p_proc (this was causing scripts not to trigger)
- After killing Lieutenant, countdown for the base destruction triggers for 500 ticks. (It's no longer required to destroy the base "diplomatically" using bomb interaction)
- Radiation at The Glow reduced overall, but now also scales based on game difficulty
- Animal Friend now works for all: dog types, rat types, scorpion types
- Slideshow for Raiders trigger fixed (# of critters in Global Variable didn't match number on map)
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Seems there are probably going to be more updated versions of this later this month, so don't hurry to replay.
 

Jaesun

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Yeah. This is what makes me HEADSLAMDESK.jpg A modder does all this GREAT job at fixing a lot of remaining bugs...... then adds/changes all this retarded shit.

I have no interest in this. Let me know if he ever does a BUGS ONLY FIX version, and/or all these retarded changes as optional.

The Fallout modding community REALLY needs something like WeiDU to completely add what you want and not select retarded shit.
 

ghostdog

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All you need for a bug-free fallout ride are the Official, TeamX and SFALL patches. Add hires patch for widescreen/bigger resolutions.
 

Gord

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Isn't that the mod that adds a "village elder" to Shady Sands that hands out a leather armor (not just jacket, the armor) and shotgun when you deal with the radscorpions?
Makes the early game a total cakewalk and almost triggered me to reinstall without the mod, but I decided to just leave the stuff in Shady Sands.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I think somebody should post on that thread and ask Sduibek to make a bugfix-only version, similar to Killap's FO2 patch.

Isn't that the mod that adds a "village elder" to Shady Sands that hands out a leather armor (not just jacket, the armor) and shotgun when you deal with the radscorpions?
Makes the early game a total cakewalk and almost triggered me to reinstall without the mod, but I decided to just leave the stuff in Shady Sands.

RESTORATIONS:
- Can now alternatively get experience and complete the Phil quest by killing Dogmeat.
- Descriptions for ghouls from message files are now used.
- Agatha in Shady Sands
- Barterguy and Elder in Shady Sands
- Prisoner at the Raiders.

Apparently that's "restored content".
 

Gord

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Just goes to show again that a lot of restored content has been removed for a reason.
The stuff he hands out completely screws up the balance, imho.

I do agree, a bugfix-only version would be very welcome.
 

Gord

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I'm not against restored content in general - it depends why they cut it.
If it has been cut due to time-constraints and the modder manages to complete it in a way that integrates well with the game, it's fine.

In this case, I suspect that they removed the elder because he's redundant, we already have Aradesh in Shady Sands. If he was intended to hand out the leather armor so freely and early is probably questionable, too.
 

SCO

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Shadorwun: Hong Kong
I think the 'next' version of this will be in the F2 slightly better engine (a engine conversion). He has a prototype and it seems doable.

Thank god because there are some bugs (crashes) that i'm pretty sure the mod introduced, and they probably become fixed on F2 because i never saw that error (a crash when the npcs comment on floating barks when time passed by dialog)

The 'tell me about option' goes away, but maybe he will code all the 'tell me about X' as a generic dialog list - it doesn't get hidden, but hey.
The interface is also different in plot related ways (runined pipboy etc) - i wonder sfall touches that.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
This was updated to 5.3

//////////////////////////////////////////////////////////////////////
Alpha 5.3 changes: [September 30, 2012]
//////////////////////////////////////////////////////////////////////


OLD STUFF:
- Fallout.exe (DOS executable) v1.21 included - it has been for a while but I forgot to note it.
- Player will rotate to face someone when dialog is initiated. This was introduced around Alpha 5.0 but I forgot to note it.

BUGS FIXED:
- Now checks for 64-bit OS, to prevent the various errors during install
- No longer get "Error" for red field emitters description
- Demo sfx now install to the proper paths, if chosen during install
- Vance no longer crashes the game

BALANCE CHANGES:
- AP ammo stacks now have the same price as their non-AP counterparts. Why pay more if it's not better?
- min_to_hit changed to 0 and aggression changed to 100 for robots; this means Mr Handy will now use his weapons (minigun) at you. He's so handy.
-- Removed old code that destroyed their items on death (so now you can loot from their rubble the minigun they just used to kill your friends)

AWESOME NEW OPTIONAL SETTINGS:
- Hardcore AI; Enemies don't flee from combat and will mob you. (from a technical standpoint, this means that min_to_hit and min_hp are set to zero for all AI Packets, as well as removing all entries from hurt_too_much, and setting all packets' Aggression to 100/100)
- Reduced ammo stack size. This is pretty buggy, because items already on the maps or in weapons will be the old stack size, causing weird display issues. But, I think for those who want a challenge, the gltichiness is worth it. Most stacks are either 1/4 or 1/5 their normal # of rounds.

INTERNAL STUFF YOU DON'T CARE ABOUT:
- Streamlined and improved some installer stuff (batch files)
- Made it easier for me to enable/disable the debug (cheating) mode.
- Restored old/outdated code in a handful of scripts (long story)

NEW STUFF YOU DO CARE ABOUT:
- f1_res version 4.01 is now included (thanks Mash!)

TEXT CHANGES:
- Minor typo fixes and changes to red field emitters descriptions
- Added lines regarding explosives to red field emitters and moved their entries to EMITER1A.MSG
 

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