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Fallout Fixt by Sduibek

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Joined
May 11, 2007
Messages
1,853,713
Location
Belém do Pará, Império do Brasil
Can you get me a non-gamefront link? Once I have it, maybe I can get you another link, at least for a while.
http://www.nma-fallout.com/showthread.php?194562&p=3807309&viewfull=1#post3807309 ("Download" link in my signature) has the Google Drive links. I've uploaded it to ModDB and Nexus Mods today as well; I'm just waiting on them to approve it.

Thanks, bro! Will see to it! Too bad this internet sucks or I would download my GoG Fallout and your custom version and start playing. This week, then.

Furthermore, Gamefront must be destroyed.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
HELLA UPDATE BITCHES, NOW WE GOTS DA MIRRUHZ:
GameFront
Google Drive
GitHub Releases
Mod DB


It is also pending at Nexus Mods but might take a while because they didn't even have Fallout in their database yet. (GASP GASP GAAAAAAAAAAAAAASSSSSSSSSSP) :retarded:

Also, the only other Fallout mod on Mod DB replaces all instances of "God" with other words. Thank the Lord, I always hated the blasphemy of that game.:incline: http://www.moddb.com/addons/cenblas-fallout

Furthermore, Gamefront must be destroyed.
Why?
 
Joined
May 11, 2007
Messages
1,853,713
Location
Belém do Pará, Império do Brasil
Furthermore, Gamefront must be destroyed.
Why?

Because of this:
http://www.gamefront.com/file-hosting-faq/

Game Front File Hosting FAQs

Can I download Game Front files from any territory in the world?
A: Game Front file downloads are not supported in all territories. Below is the list of all of the countries that can download from Game Front. If you’re not in one of the below territories then, unfortunately, you will be unable to download files from our site. If, however, you are one of the listed countries and still experience issues downloading please submit a ticket and we’ll look into it.

AD – Andorra
AE – United Arab Emirates
AF – Afghanistan
AG – Antigua and Barbuda
AI – Anguilla
AL – Albania
AM – Armenia
AN – Netherlands Antilles
AO – Angola
AQ – Antarctica
AS – American Samoa
AT – Austria
AU – Australia
AW – Aruba
AZ – Azerbaijan
BA – Bosnia and Herzegovina
BB – Barbados
BD – Bangladesh
BE – Belgium
BF – Burkina Faso
BG – Bulgaria
BH – Bahrain
BI – Burundi
BJ – Benin
BM – Bermuda
BN – Brunei Darussalam
BO – Bolivia
BS – Bahamas
BT – Bhutan
BV – Bouvet Island
BW – Botswana
BY – Belarus
BZ – Belize
CA – Canada
CC – Cocos (Keeling) Islands
CD – Congo, Democratic Republic
CF – Central African Republic
CG – Congo
CH – Switzerland
CI – Cote D’lvoire (Ivory Coast)
CK – Cook Islands
CM – Cameroon
CV – Cape Verde
CX – Christmas Island
CY – Cyprus
CZ – Czech Republic
DE – Germany
DJ – Djibouti
DK – Denmark
DM – Dominica
DO – Dominican Republic
DZ – Algeria
EE – Estonia
EH – Western Sahara
ER – Eritrea
ET – Ethiopia
FI – Finland
FJ – Fiji
FK – Falkland Islands (Malvinas)
FM – Micronesia
FO – Faroe Islands
GA – Gabon
GB – Great Britain (UK)
GD – Grenada
GE – Georgia
GF – French Guiana
GH – Ghana
GI – Gibraltar
GL – Greenland
GM – Gambia
GN – Guinea
GP – Guadeloupe
GQ – Equatorial Guinea
GR – Greece
GS – S. Georgia and S. Sandwich Isles.
GT – Guatemala
GU – Guam
GW – Guinea-Bissau
GY – Guyana
HM – Heard and McDonald Islands
HR – Croatia (Hrvatska)
IE – Ireland
IL – Israel
IO – British Indian Ocean Territory
IQ – Iraq
IR – Iran
IS – Iceland
JM – Jamaica
JO – Jordan
KE – Kenya
KG – Kyrgyzstan
KH – Cambodia
KI – Kiribati
KM – Comoros
KN – Saint Kitts and Nevis
KW – Kuwait
KY – Cayman Islands
KZ – Kazakhstan
LA – Laos
LB – Lebanon
LC – Saint Lucia
LI – Liechtenstein
LK – Sri Lanka
LR – Liberia
LS – Lesotho
LT – Lithuania
LU – Luxembourg
LV – Latvia
LY – Libya
MA – Morocco
MC – Monaco
MD – Moldova
ME – Montenegro
MG – Madagascar
MH – Marshall Islands
MK – F.Y.R.O.M. (Macedonia)
ML – Mali
MM – Myanmar
MN – Mongolia
MO – Macau
MP – Northern Mariana Islands
MQ – Martinique
MR – Mauritania
MS – Montserrat
MT – Malta
MU – Mauritius
MV – Maldives
MW – Malawi
MZ – Mozambique
NA – Namibia
NC – New Caledonia
NE – Niger
NF – Norfolk Island
NG – Nigeria
NI – Nicaragua
NL – Netherlands
NO – Norway
NP – Nepal
NR – Nauru
NU – Niue
NZ – New Zealand (Aotearoa)
OM – Oman
PA – Panama
PF – French Polynesia
PG – Papua New Guinea
PK – Pakistan
PM – St. Pierre and Miquelon
PR – Puerto Rico
PS – Palestinian Territory, Occupied
PW – Palau
PY – Paraguay
QA – Qatar
RE – Reunion
RW – Rwanda
SA – Saudi Arabia
SB – Solomon Islands
SC – Seychelles
SD – Sudan
SH – St. Helena
SI – Slovenia
SJ – Svalbard & Jan Mayen Islands
SK – Slovak Republic
SL – Sierra Leone
SM – San Marino
SN – Senegal
SO – Somalia
SR – Suriname
ST – Sao Tome and Principe
SV – El Salvador
SY – Syria
SZ – Swaziland
TC – Turks and Caicos Islands
TD – Chad
TF – French Southern Territories
TG – Togo
TJ – Tajikistan
TK – Tokelau
TM – Turkmenistan
TN – Tunisia
TO – Tonga
TT – Trinidad and Tobago
TV – Tuvalu
TZ – Tanzania
UA – Ukraine
UG – Uganda
UM – US Minor Outlying Islands
US – United States
UZ – Uzbekistan
VA – Vatican City State (Holy See)
VC – Saint Vincent & the Grenadines
VG – British Virgin Islands
VI – Virgin Islands (U.S.)
VU – Vanuatu
WF – Wallis and Futuna Islands
WS – Samoa
YE – Yemen
YT – Mayotte
ZA – South Africa
ZM – Zambia
ZW – Zimbabwe
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
What the flying fuck, you can't download their files if you live in South America? FFS, Mexico isn't even on that list.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Options for engine conversion approach:

1) Extract all the data from the Fallout 1 critter.dat & master.dat, repack in Fallout 2 format, then install Fixt data on top of it. EDIT: technically we don't have to repack in Fallout 2 format, but then the installion takes up like 1GB.

PRO: User absolutely must already own the proper data files; legal issues avoided.
PRO: Fixt installer downloads stay about the same size as current.

CON: Lots more space needed. Something like 3GB would be needed as sufficient overhead to account for failures during installation. (i.e. large temporary data not removed) If we're being OCD-cautious, should advise 3.5 to 4 GB instead.
CON: User has to wait for unpacking & repacking processes. These are not quick processes.
CON: If unpacking process breaks during Fixt installation due to some kind of incompatibility issue, they won't be able to play at all. This issue is important as people have already had some issues with Fixt installation during the parts that run command-line actions. If we are unpacking/repacking data via command-line, and it breaks, they won't be able to play at all.

2) Provide the Fallout 1 critter.dat & master.dat already repacked in Fallout 2 format within the Fallout Fixt installers:

PRO: Less space needed since no temporary space-requiring actions.
PRO: User doesn't have to wait for unpacking/packing process, just the process of copying the *.dat from the installer to their Fallout folder.
PRO: Almost no chance of fatal failure during installation -- you'd literally just be copying a *.dat file from the Fixt installer to the target location.

CON: Fixt installers would all increase in size by 500MB.
CON: Legal concerns. We would be including a fully-functional version of Fallout 1 including its data, albeit using the Fallout 2 engine. Isn't this piracy? *Note: to be fair, they'd only be able to be read by Fallout 2 versions of the main game executable. But that executable will be provided with the mod, so we're still technically providing the player a game rather than a mod from a legal standpoint, aren't we?

I don't honestly know which option is better.
 
Last edited:

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
Options for engine conversion approach:

1) Extract all the data from the Fallout 1 critter.dat & master.dat, repack in Fallout 2 format, then install Fixt data on top of it.

PRO: User absolutely must already own the proper data files; legal issues avoided.
PRO: Fixt installer downloads stay about the same size as current.

CON: Lots more space needed. Something like 3GB would be needed as sufficient overhead to account for failures during installation. (i.e. large temporary data not removed) If we're being OCD-cautious, should advise 3.5 to 4 GB instead.
CON: User has to wait for unpacking & repacking processes. These are not quick processes.
CON: If unpacking process breaks during Fixt installation due to some kind of incompatibility issue, they won't be able to play at all. This issue is important as people have already had some issues with Fixt installation during the parts that run command-line actions. If we are unpacking/repacking data via command-line, and it breaks, they won't be able to play at all.

2) Provide the Fallout 1 critter.dat & master.dat already repacked in Fallout 2 format within the Fallout Fixt installers:

PRO: Less space needed since no temporary space-requiring actions.
PRO: User doesn't have to wait for unpacking/packing process, just the process of copying the *.dat from the installer to their Fallout folder.
PRO: Almost no chance of fatal failure during installation -- you'd literally just be copying a *.dat file from the Fixt installer to the target location.

CON: Fixt installers would all increase in size by 500MB.
CON: Legal concerns. We would be including a fully-functional version of Fallout 1 including its data, albeit using the Fallout 2 engine. Isn't this piracy? *Note: to be fair, they'd only be able to be read by Fallout 2 versions of the main game executable. But that executable will be provided with the mod, so we're still technically providing the player a game rather than a mod from a legal standpoint, aren't we?

I don't honestly know which option is better.
I agree with tuluse, you want to avoid anything that would give Bethesda reason to shut you down. Is it possible to write an installer that searches for the Fallout 1 .dats and does the conversion to Fallout 2 format, writing the files in the correct location? This is the method used by the BG1 TuTu project if you aren't familiar with it (porting BG1's data into the BG2 engine).
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
I'll look into that. I believe to repack into Fallout 2 format we need to first unpack, but hypothetically if there's not much difference you could just hex-edit the binary data. But my hunch is it'll be significantly different at a hex level.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Do you have to unpack everything to re-pack it or can you do one thing at a time and not need quite so much disk space?

Although, I don't think requiring 4gb of hard drive space in 2015 is a big deal.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
I'll look into that. I believe to repack into Fallout 2 format we need to first unpack, but hypothetically if there's not much difference you could just hex-edit the binary data. But my hunch is it'll be significantly different at a hex level.
I don't think unpacking and repacking the fallout 1 files represents a large deterrent to most users. It isn't 1998, we have a spare 3 GB you can use as temp space.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Yeah, fair enough.

I remember when I couldn't fathom filling a 10MB hard drive. Yes, megabytes, that wasn't a typo. That would have been 1993 if I remember correctly. Oldskool4lyfe :obviously:

Also, thank you guys for the feedback, Codex delivers as usual.
:love:
 

Akratus

Self-loathing fascist drunken misogynist asshole
Patron
Joined
May 7, 2013
Messages
0
Location
The Netherlands
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag.
They used to ship 5 megabyte hard drives like this:
uqKOX.jpg
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
UPDATE FOR MAH SEXY BROS WHOM I LOVE SO MUCH, REGARDING TEH ENJUN CONVERSION:

Fixed an issue of crash upon savegame that was driving me crazy last night. Hooray! The issue was pretty simple so now I feel stupid. :|

Scripting was finished yesterday; converting all global variables into their named equivalents while maintaining all my comments in the scripts, updating VAULT13.GAM & GLOBAL.H, and making sure all three match each other.

^ You don't want to know how long this took. You really don't.

NEXT UP: Random encounters (ugh, kill me), confirming correct PIP-Boy/holodisks/etc text, confirming correct text and flags for slides/endings/deaths. < --Most of the text is already done besides these ones.

Also, unless anyone has good objections, I'm going to eventually delete the https://github.com/Sduibek/fo1tofo2 repo and merge the pertinent data from it into https://github.com/Sduibek/fixtsrc - rationale is most of the fo1tofo2 repo contents are "work in progress"-type stuff, and once engine version is complete, any Fo2 stuff will be part of Fixt anyway.
 
Last edited:
Joined
Nov 19, 2009
Messages
3,144
NEXT UP: Random encounters (ugh, kill me)

(Cross post from NMA)

I'd keep in mind that random encounters are a major case of FO2 having improved on a barebones implementation in FO1, as with party members. What I mean is, you'd literally have a better implementation of random encounters if you changed nothing at all in FO2's WORLDMAP.txt. Sure, the random encounter types would be a weird fit for the location you are, but they'd still be more fun than the "you're thirsty" nonsense literally nobody would miss.

I know my words are falling on deaf ears because you're a FO1 fanatic and want a completely faithful conversion (which is fair enough), but I'm just trying to prevent you from you overworking yourself, chief
icon_wink.gif
.
 

Sduibek

Creator of Fallout Fixt
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Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Good points, thank you.

Be careful about using the word "literally"; I've discovered recently that it's disturbingly infectious. Seriously. It's a really weird psychology thing that I just noticed this year.
 
Joined
Nov 19, 2009
Messages
3,144
Be careful about using the word "literally"; I've discovered recently that it's disturbingly infectious. Seriously. It's a really weird psychology thing that I just noticed this year.

If you have a better term for stressing that a seemingly hyperbolic statement is not to be taken as hyperbole I'd love to hear it.

Besides, I'm not using literally as a stand-in for figuratively (but emphatically), which seems the real hangup people have with common useage of the term.
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
True true, fair enough.

To sidetrack things further: I noticed that if I say "literally" only once, the person I said it to starts saying it. How can hearing one person say one word one time make the listener immediately start a new speech pattern? It literally blows my mind. ;)

I'm starting to want to tell them to STFU, but they have no idea what's happening, so that would be rude and distasteful.

What's really crazy is I don't recall this ever happening before in my life. Apparently 2015 is the year I became an un-resistable word-wizard? It's like they don't even get a saving throw.
 
Last edited:

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
->Fallout Fixt 0.80alpha released<-

BOOYAH! It's about damn time. This is the last planned release before switching to the Fallout 2 engine (beta stage).

Quick overview of this release: lots of cool features from Crafty's update to the Sfall plugin, fixes for some goofs I made, the mutant holodisk crash fix, a few more options for Fixes Only custom installs, and fo1_screen_refresh is back. Oh and Fixt is on GitHub now.

Changes since alpha 7.1:

ADDED / UPDATED
- Now has the most current files for Katja's graphics.

- Additional options available in the Fixes Only download's "MOSTLY PURIST" custom install:
-- Display player's level on levelup
-- Display player's title on levelup (Titles are from the Fallout manual)
-- Restore Vault 13 invasion of after 500 days (Default in Fallout v1.0)
-- Days Left for Water Chip can be 120 instead of 150. (Overseer says "4 to 5 months left" in the intro movie)

- Includes ddraw (Sfall) version 1.19, by Timeslip & improved by Crafty. This plugin provides many graphical and game enhancements and features, which are customizable, including the following and many more:
-- Hold down Shift to highlight items and containers on-screen.
-- Various commands can be bound to keys or key combinations. (All are disabled by default)
-- Can no longer press zero (0) to force-exit dialog.
-- Fixes for high CPU usage.
-- Display karma changes in the message box. (Disabled by default)
-- Buttons with "Take All" function similar to Fallout 2.
-- Remove inability of Vault Dweller to get critical successes or critical failures in the first few days of the game.
-- Doors can no longer dodge bullets.
-- Shows free weight as well as total weight in Barter and Inventory screens.
-- Can no longer use drugs to cheat with skill-gain books and getting Perks you shouldn't have access to.
-- Can no longer use the "A" key to run forever for free in combat.
-- Leveling past 21. (Disabled by default of course)
-- Friendly Foe functionality is now default and the Perk is removed from the game.

FIXED
- "Fixes Only" installs can no longer start with 64000 Days Left for the Water Chip timer.
-- Existing "Fixes Only" games with >150 Days Left will be reset to 150.

- Fixed crash upon ending dialog with the dying mutant.
- Fixed some installer options that weren't working as intended.

POTENTIALLY FIXED
- Made a change to attempt to fix an issue where Vats self-destruct timer would always set to 0 (instant), regardless of option chosen.

REVERTED
- Reverted an attempted fix of empty caravan encounters, that unintentionally caused *more* empty caravan encounters. :(
- Reverted 2 fixes/changes that caused unintentional issues gaining access to the Vats Control Computer.
- fo1_screen_refresh is once again included.
- Weapon Drop Mod no longer enabled by default on "Standard" and "Full" installations. My sincere apologies, I thought I already reverted this in the last release.

EDITED
- All instances of "nevermind" changed back to "never mind". (Thanks Prisoner416)
- Several minor fixes to spelling and grammar.
- Additions to CREDITS.TXT (French translation team, SFALL team, Engine Conversion team, Breakin'Benny, gvx, Prisoner416)

REMOVED
- Removed debug message that displayed if player was accompanied by Brotherhood of Steel Assault Paladins.

DOCUMENTATION
- Added steps to Troubleshooting Guide regarding inability to save games, sound issues, and "Not enough disk space".

MISC.
- Various behind-the-scenes changes in preparation for the full migration to Fallout 2 engine.
- Fallout Fixt source code (installers, scripts, batch files, reference materials, global variables, default settings) is now publicly available at https://github.com/Sduibek/fixtsrc
- Fallout Fixt dialog and text files are now publicly available at https://github.com/Sduibek/fixtlang - For translations into non-English languages and tracking fixes/changes/additions to the English versions.

BUG REPORTS POLICY
- All bugs, ideas, and feature requests are to be reported at the Fallout Fixt bug reports wiki at http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports
- Bug reports entered on forum threads (RPGCodex/NMAFallout/GOG/Steam/etc) will no longer be considered 'official bug reports' for the following reasons:
-- EASE: It doesn't require registration and shouldn't take much longer than it would to post it on the forum.
-- EXCLUSIVITY: You're robbing the ability to interact with your bug report from people who don't visit that forum.
-- DUPLICATE WORK: Someone (usually me) has to to personally go through all the threads to add them to the wiki.
-- HUMAN ERROR: It's easy for thread-post bug reports to be accidentally overlooked or forgotten.
-- EFFICIENCY: It results in duplicate reports and requires cross-referencing multiple sources.
-- TIME: It's in everyone's best interest for me to spend my time focusing on actually fixing the bugs.
 
Last edited:

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
Also if you visit the NMA download/thread link or http://www.moddb.com/mods/fallout-fixt, you'll see I was inspired by ModDB's option to associate a picture with each download :)

Finding the color version of the "Badass Uncle Sam" WWI-era poster photo (in B&W in the Fallout intro movie) and then enhancing the colors in Photoshop was fun.

Unfortunately I couldn't find a color version of the Vault Dweller vs. Deathclaw one; it's from the Fallout manual so I think it's only in B&W.

Fixes Only
300cuop.jpg


Full Custom
1zvq3xk.jpg


German Uncut
15g5v6v.jpg
 

Sduibek

Creator of Fallout Fixt
Patron
Joined
Feb 15, 2013
Messages
391
Location
Los Angeles, CA, USA
Codex 2013
--> Fallout Fixt 0.81alpha released <--

Changes since 0.80alpha:

INSTALLATION
- Fallout Fixt now installs in a subfolder titled "Fallout Fixt" of where you tell it to install. (Thanks Lexx!)
-- This means you won't overwrite anything from your current Fallout installation. Hooray!
-- You still need to select your current Fallout folder as the install directory, because Fixt needs to know where to find the main data files.

- Fallout Fixt installer no longer backs up savegames during install. This was causing issues on some systems.
-- The silver lining is that since it's being installed in a subfolder now, your original savegames will stay untouched regardless.

FIXED
- Fixed crash when giving holodisk to Jon Zimmerman.
- Razor no longer dissapears forever.
- Fixed crash moving items between containers in inventory. (Thanks Crafty!)
- Talius' dialog options regarding the spy are now available as they should have been.
- No more broken Start Menu links.
- Display of title and/or level on levelup now works properly on Fixes Only installs.

REVERTED
- "Free combat running fix" in Sfall now disabled by default as it caused confusing functionality.

EDITED
- Updated troubleshooting guide, and added index to top of file.
- URLs for Troubleshooting Guide and Changelog now open the file directly as a download rather than with Dropbox's file viewer.
- More text & dialog changes/fixes. 200+ files modified. (Thanks robbforce!)



Changes since alpha 7.1:

ADDED / UPDATED
- Now has the most current files for Katja's graphics.

- Additional options available in the Fixes Only download's "MOSTLY PURIST" custom install:
-- Display player's level on levelup
-- Display player's title on levelup (Titles are from the Fallout manual)
-- Restore Vault 13 invasion of after 500 days (Default in Fallout v1.0)
-- Days Left for Water Chip can be 120 instead of 150. (Overseer says "4 to 5 months left" in the intro movie)

- Includes ddraw (Sfall) version 1.19, by Timeslip & improved by Crafty. This plugin provides many graphical and game enhancements and features, which are customizable, including the following and many more:
-- Hold down Shift to highlight items and containers on-screen.
-- Various commands can be bound to keys or key combinations. (All are disabled by default)
-- Can no longer press zero (0) to force-exit dialog.
-- Fixes for high CPU usage.
-- Display karma changes in the message box. (Disabled by default)
-- Buttons with "Take All" function similar to Fallout 2.
-- Remove inability of Vault Dweller to get critical successes or critical failures in the first few days of the game.
-- Doors can no longer dodge bullets.
-- Shows free weight as well as total weight in Barter and Inventory screens.
-- Can no longer use drugs to cheat with skill-gain books and getting Perks you shouldn't have access to.
-- Can no longer use the "A" key to run forever for free in combat.
-- Leveling past 21. (Disabled by default of course)
-- Friendly Foe functionality is now default and the Perk is removed from the game.

FIXED
- "Fixes Only" installs can no longer start with 64000 Days Left for the Water Chip timer.
-- Existing "Fixes Only" games with >150 Days Left will be reset to 150.

- Fixed crash upon ending dialog with the dying mutant.
- Fixed some installer options that weren't working as intended.

POTENTIALLY FIXED
- Made a change to attempt to fix an issue where Vats self-destruct timer would always set to 0 (instant), regardless of option chosen.

REVERTED
- Reverted an attempted fix of empty caravan encounters, that unintentionally caused *more* empty caravan encounters. :(
- Reverted 2 fixes/changes that caused unintentional issues gaining access to the Vats Control Computer.
- fo1_screen_refresh is once again included.
- Weapon Drop Mod no longer enabled by default on "Standard" and "Full" installations. My sincere apologies, I thought I already reverted this in the last release.

EDITED
- All instances of "nevermind" changed back to "never mind". (Thanks Prisoner416)
- Several minor fixes to spelling and grammar.
- Additions to CREDITS.TXT (French translation team, SFALL team, Engine Conversion team, Breakin'Benny, gvx, Prisoner416)

REMOVED
- Removed debug message that displayed if player was accompanied by Brotherhood of Steel Assault Paladins.

DOCUMENTATION
- Added steps to Troubleshooting Guide regarding inability to save games, sound issues, and "Not enough disk space".

MISC.
- Various behind-the-scenes changes in preparation for the full migration to Fallout 2 engine.
- Fallout Fixt source code (installers, scripts, batch files, reference materials, global variables, default settings) is now publicly available at https://github.com/Sduibek/fixtsrc
- Fallout Fixt dialog and text files are now publicly available at https://github.com/Sduibek/fixtlang - For translations into non-English languages and tracking fixes/changes/additions to the English versions.

BUG REPORTS POLICY
- All bugs, ideas, and feature requests are to be reported at the Fallout Fixt bug reports wiki at http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports
- Bug reports entered on forum threads (RPGCodex/NMAFallout/GOG/Steam/etc) will no longer be considered 'official bug reports' for the following reasons:
-- EASE: It doesn't require registration and shouldn't take much longer than it would to post it on the forum.
-- EXCLUSIVITY: You're robbing the ability to interact with your bug report from people who don't visit that forum.
-- DUPLICATE WORK: Someone (usually me) has to to personally go through all the threads to add them to the wiki.
-- HUMAN ERROR: It's easy for thread-post bug reports to be accidentally overlooked or forgotten.
-- EFFICIENCY: It results in duplicate reports and requires cross-referencing multiple sources.
-- TIME: It's in everyone's best interest for me to spend my time focusing on actually fixing the bugs.
 
Joined
Jun 16, 2015
Messages
148
Location
Amerikwa
Goddamn it. Just as I finished doing a run for 7.1, you release this. Might as well get the caffeine out for a few more nights to complete this version.
 

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