Out of curiosity and because I couldn't help myself, I went over the script files and checked what exactly is covered by GVAR_FIXT_ENABLED. Here is the list:
- Some of the Khan raiders will spawn with extra additional money (random(1, dude_luck * 2))
- The prisoners in the Hub Downtown jail are moved closer to their jail door (personally didn't like this change, even though it's just cosmetic.. they don't really have dialog anyways)
- The super mutants that are guarding the nuclear bomb in the Master's Vault spawn with additional SEC, MFC, caps ((random(1, 6) * (dude_luck - 1))), the mutant with the gatling laser will get an additional power fist, and the mutant with the power fist will get an additional plasma rifle. Thus both guards will have more weapons
- Nuca Cola truck special encounter will not just spawn with caps in the crate, but also a couple... nuca colas. Minium 1, maximum 42, depending on player Luck stat.
- More random critters will spawn in Vault 13. Like, a shitton more.
- Random Glow encounter maps will give the player an additional random 30 to 60 radiation points on map enter.
- Necropolis invasion super mutants will spawn with weapons (minigun, spiked knuckles, laser rifle, flamer, gatling laser, or rocket launcher). I didn't like this, because if you are a new player and arrive too late but are still low level, this can fuck you over hard. PS: I fixed a bug here. In original Fixt for Fo1, super mutants would get weapons created in their inventory every time you entered the map. So leaving and returning 10 times means they have 10 weapons + ammo in their inventory. :D
- If Tycho is in your party and you start attacking junktown citizens, he will leave your party in combat and attack you. Now I agree this *probably* could be moved into the base game without a fixt-toggle. Not sure why I kept it like this -- maybe at the moment I felt this was a too big change from the base game. If people don't mind, I can probably move it outside the fixt condition.
Anyways, that's it. The Glow encounter map setting is a bit useless, since by default you will now get radiation added when traveling around the Glow (there is also a new GVAR_ENABLE_EXPANDED_RADIATION in the fo1_settings.ini file about it). I kept it because it makes the game a little harder.
Didn't like the additional critters in V13, because they are all generic and to me this adds nothing of value to the maps.
Mostly I didn't liked the item changes. For one, it fucks with game balance in two ways: It makes the game harder for beginners, or makes it easier because more loot. Fixt did quite a few item changes in all maps, even in "purist" mode. Some critters have more money, more ammo, more drugs.. Every time I stumbled over such changes, I reverted them back to vanilla. I get that especially drugs were added so the enemy becomes more dangerous... but imo it didn't really help and in the end the player just got more drugs out of it. I reverted a lot of this, but it's possible that I still missed some NPCs. I autistically checked many NPCs inventories while testing, but it's easy to miss something here.