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Fallout Fixt by Sduibek

Jaesun

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Out of sheer curiosity, why is this important Sduibek?
 
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I'm putting my money on it having to do with the "too many scripts" bug (each holodisk has a script attached and if you have too many in your inven the game doesn't like moving around too many item-scripts so it crashes).
 

Sduibek

Creator of Fallout Fixt
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Codex 2013
There's a "more than 13 holodisks" bug wherein various UI buttons turn black and cannot be clicked. This is caused by, naturally, having more than 13 entries in the STATUS section of Pip-Boy. By removing entries for several reasons and using a few different methods, I can lower the number of total in the game, which is 18. Once this bug is encountered on a particular character, it lasts for the duration of that character's game. It can be reset by a Load Game event but just comes back.

Furthermore, which entry highlights upon click is hard-coded, so I'd like to reorganize them into the most-commonly-collected order, to lessen the occurrence of the issue that click on the entries highlights the wrong entry the moment before they load.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Random thought, can you merge the statuses after the fact? Or edit them? Could you just have one holodisk entry and add more text to it? Or group similar ones?
 

agris

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Exactly, couldn't the glow experiment discs build chronologically on one another?
 

Sduibek

Creator of Fallout Fixt
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I'm not aware of a way to do that, unfortunately. The way it's coded is each chunk of text such as FEV Experiments D is an entry in a list, and using the disk or getting it in dialog such as from ZAX just "activates" that list entry.

The only thing similar that could be done would be to merge them into one disk / one entry.
 

Sduibek

Creator of Fallout Fixt
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Codex 2013
FALLOUT FIXT v1.0 - FINAL RELEASE [01 April 2014]


This will be the final release of my mod, Fallout Fixt. This journey has been fun, ladies and gents. I will miss working on the project, but there are many reasons that work on it must end:

NEW FEATURES FOR THIS VERSION:


1) AD BANNERS: As mentioned before, the mod is not financially viable. Due to this, and increased financial pressures in my life, I've been forced to implement ads into the game. Don't worry, they only display for a total of five minutes per hour. The implementation is very tasteful and non-intrusive.

2) IN-GAME DONATIONS: I've also added a "donate" option directly to the game menus. This makes it much easier for fans to contribute to my continued financial stability while I'm in rehab. (See the end of this post for details on that.)

3) SAVE/LOAD REMOVED, REPLACED BY AUTO-SAVING: There is now a "Continue" option from the main menu. As everyone knows, the save-and-load process for Fallout was cumbersome and annoying, and due to most fans prefering to use just 1 save slot all the time anyway, the Save/Load functions have been removed completely and replaced with continuous auto-save. The game saves on map transitions, world map transitions, and intelligently based on major game events. I can guarantee that these saves will never become corrupted. [RATIONALE: It is common knowledge that most people prefer "pick-up-where-you-left-off" as in mobile games, and that auto-saving in games such as Oblivion was glitch-free and very popular in the gaming community.]

4) ONLY ONE CHARACTER AT A TIME: As a side-effect of the auto-save system, it's no longer possible to have more than one game (character) simultaneously. This is a great accidental feature, because it will encourage replays, and greatly reduce the abuse of the old Save/Load functions.

5) CUSTOMIZATION AND "FIXES-ONLY" REMOVED: I have made Fixt just one installer, which includes all new content, and it's a very reasonable 650MB download size. Installation is a breeze now; no more messing around with huge lists of checkboxes. Enjoy! [RATIONALE: I saw no indication that Fixes Only was a popular download option. Furthermore, maintaining 3 different versions of Fallout Fixt was exhausting, and most people just used default settings anyway.]

6) CHEAT MODE: Fallout is really hard. To help everyone out with this, I've added a cheat mode that can be accessed at any time via the game's main menu.


2a8ke1h.jpg



7) IN-GAME CHEAT MODE: I've also enabled the Debug Menu that I use during testing. This can be accessed by performing an Examine (binoculars) on your character. Preliminary feedback from players is very positive, stating that it cuts out a lot of the hassle of winning the game.


11250n8.jpg



8) MODERN LANGUAGE: Fallout is a very old game, and people don't like old games as much as new ones. So to capture a younger demographic and increase enjoyment for the majority of gamers, I have modernized all language in the game. I think you will be pleased with the ease of reading menus in shorthand and text-speak instead of archaic mid-'90s verbiage.

9) TRAITS REQUIRED: All characters must now have 2 Traits upon creation; they are no longer optional. [RATIONALE: It will grealy increase variation amongst your characters, and is more realistic, because we're all unique snowflakes.]

10) ACELIPS REIMPLEMENTED: The "SPECIAL" system naming convention didn't make much sense. I've reverted to the original "ACELIPS" naming convention that was used during early Fallout development, after running the idea by Tim Cain. He approved.

11) LEVELUP BONUSES: I had frequent complaints that leveling up in Fallout didn't have enough of a reward. To change this, players now receive 1 ACELIPS point to be distributed as they wish, upon every levelup.


23m91ki.jpg



12) INCREASED COMBAT EXCITEMENT: After playing Fallout for extended periods, the combat messages tend to get pretty boring. To prevent this, I've spruced it up and made it more exciting. I am very excited about this feature; it is my personal favorite among the new features in Fallout Fixt v1.0!

13) SUPPORT OF TRANS COMMUNITY: As many at RPGCodex and elsewhere on the 'net can tell you, there's much anger in the gaming community that trans people are under-represented in computer gaming. To combat this, all descriptions of critters and NPCs in Fallout Fixt will be identified with a slash indicating that they could be either gender identity. [RATIONALE: Dude, it's the 21st century, come on. Somebody's got to stand up and bring attention to this issue.]


2uy58pc.jpg
2ln715.jpg


14) ROMANCE OPTIONS: There is now a [Romance Options] selection in all dialogs. I was suggested this by fans of the Mass Effect series, and I thought it was a great idea. Enjoy!

[UPDATE: Romance options removed from children due to threats of child pornography lawsuits.]


23r7d6q.jpg


33af6th.jpg


jz729v.jpg



15) EMPATHY: All characters now start the game with the "Empathy" Perk. This means dialog selections that cause a positive reaction are blue, whereas those causing a negative reaction are red. There are currently no plans to make a Color-Blind-Friendly version of this feature. [RATIONALE: It's tough to know which dialog options will garner a negative or positive reaction. Also, in consideration of the removal of Save/Load functions, this keeps the game from being too hard.]

16) ORIGINAL RESOLUTION ENFORCED: The executable (Falloutw.exe) has been hacked so that the game can only be played at 640x480 in 8-bit color and Windowed mode. [RATIONALE: Resolution is fixed, as this increases immersion and allows you to experience the game as originally intended. Windowed mode is enforced because modern gamers value multi-tasking and Facebook updates.]

17) DIALOG ROLL DESCRIPTIONS: Like in Fallout 3, dialog will now show a percentage-to-succeed when running checks against skills or stats.

18) RED RYDER LE: Last but not least, there is now a Red Ryder LE BB gun on every child in Fallout. [RATIONALE: Players didn't like having to search for it, and that so few existed in the original game.]


On a personal note, I've checked into a Modding And Gaming Addiction clinic for the next 6 months. Hopefully once I finish the treatment, this whole legal thing with Bethesda will have blown over. I hope the clinic doesn't take away my Diablo III license. Wish me luck.


Hugs and kisses,
-Sduibek
 
Last edited:

Gord

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Sduibek, I downloaded and installed your latest FIXT (1.0) and for the first time I can get into the game. Great job!

Seriously though, I yesterday checked out 6.7.2 Full Custom and no matter what I do, some things don't seem to work right.
Most prominently, I always have 64000 days to retrieve the water chip, regardles of what option I choose.

Of course that might be caused because I used Linux and PlayOnLinux, but as far as I can tell, the installation seems to work fine.
 
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Sduibek

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Sounds like it's
Sduibek, I downloaded and installed your latest FIXT (1.0) and for the first time I can get into the game. Great job!

Seriously though, I yesterday checked out 6.7.2 Full Custom and no matter what I do, some things don't seem to work right.
Most prominently, I always have 64000 days to retrieve the water chip, regardles of what option I choose.

Of course that might be caused because I used Linux and PlayOnLinux, but as far as I can tell, the installation seems to work fine.
I think you may be right on it being the Linux thing; I'm not any kind of genius when it comes to installers, so what my installer does is run a bunch of stuff via command line. Mostly a "windows sed" which I think could cause issues, maybe? Since Linux comes with sed already?

Basically the installer has some template versions of the main files (i.e. Global Variables file) and based on your selections, it uses the "Windows sed" to go through that file and change entries.

Do you have any way of confirming if this is the case? Does PlayOnLinux generate some kind of error log or logfile in general? I had a log submitted from a user of Wine of some issues in the batch/command-line files so I'm wondering if PoL does the same kind of logging.

I know very little about Linux besides using Ubuntu for a few months so if you walk me through what's going on as if I'm OS-retarded then it might point me in the right direction :)

Also, please send me contents of your {Fallout Fixt}\DATA\FIXT\install.log file. If we're lucky, that will show us some errors that were responsible.

.
 
Last edited:

Gord

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Sduibek, since PlayOnLinux is basically just a front-end for managing (different) Wine-installations, I would assume that it should be doing the same as Wine itself.
I will check out the log-files tonight and see what I can find there.
Interestingly, it looked as if DosBox started a few times while your installer was working, but it was gone too fast to see what it did, is that intended?
Unfortunately I'm not exactly the biggest Linux geek either, so I'm not sure I can be of much help, but I'll see what I can dig up.
 

Sduibek

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Hmmm, it shouldn't be running DosBox unless it is specifically utilized as a built in part of Wine/PoL.

My installer tins command line stuff I.e. "DOS" exes, and some batch files (.bat) so if wine/PoL is set up to use dosbox that would probably be the issue. It might not be getting proper access to the files, or the executables run oddly in the emulation.

I'll see if I can improve the template files I use, so that on failed customizations like this it doesn't mess up too many things.
.
 

Gord

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Hmmm, it shouldn't be running DosBox unless it is specifically utilized as a built in part of Wine/PoL.

Ok, here's the log from a fresh install of Fallout through PoL, followed by FIXT:
http://pastebin.com/mdpHKMib

First hundred or so lines are PoL installing Fallout, then me starting FIXT custom installer but quitting again, installing some vcrun stuff. Then at line 112 it's finally FIXT running and doing it's thing. It is indeed starting DosBox, you can see in the log when it does that. Maybe you can use that to pinpoint the problem a bit.
If there's anything I can do to help, just tell.

And here's the FIXT log:
Code:
-----------------INSTALL BEGINS-----------------
Each-time backup of savegames:
Aborting each-time backup of savegames because this is first Fixt install.
Backup check:
Performing first time backup of savegames...
First-Time Only-Once BACKUP ERROR = OH SHIT NO BUENO
x86: Running Install32bit.bat:
Cathedral Crash Fix patch successful or already applied or not needed = masterdat
Cathedral Crash Fix patch successful or already applied or not needed = critterdat
Done checking fallout.cfg entries.
Done deleting temp files.
BugFixesOnly_disable
BOS_LORRI_CHA_ENABLED = 0
BITS_BOB_GOES_TO_JAIL = 0
ANIMAL_FRIEND_RADSCORPS = 0
CHILDKILLER_NUM_KILLS = 1
DISPLAY_PLVL_ON_LVLUP = 1
DISPLAY_TITLE_ON_LVLUP = 1
INVASIONS_NECROPOLIS_ONLY
NECRO_30_DAYS_GVAR225 = 0
NECRO_30_DAYS_GVAR225 = 1
STAPLE_BOOKS_RESPAWN_MIN = 1
STAPLE_BOOKS_RESPAWN_MAX = 3
STAPLE_RESTOCK_WEEKS = 2
VAULT_WATER_64000
VAULT_WATER_150_DEFAULT
x86: Running Install32bit.bat:
Cathedral Crash Fix patch successful or already applied or not needed = masterdat
Cathedral Crash Fix patch successful or already applied or not needed = critterdat
Done checking fallout.cfg entries.
Done deleting temp files.
Begin install cleanup, move VAULT13.GAM...
Success!
Success!
Success!
globalvars.tmp  deleted.
----------------INSTALL FINISHED----------------
 

Sduibek

Creator of Fallout Fixt
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Awesome, thank you! It shouldn't be running the 64k Water *and* the 150 one, that's weird. If we're lucky, fixing that might be enough.

I'll respond once I have something useful.

As an aside, this is the first time I've been able to utilize that install log "in the field". Cool :D
 
Last edited:

Sduibek

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Last edited:

Sduibek

Creator of Fallout Fixt
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Codex 2013
--> Patch released <--

Fixt alpha 6.7.3 fixes:
- Crash when giving holodisk to Cabbot
- Crash when giving holodisk to Jon
- Crash when giving holodisk to The Master
- Crash when killing someone with explosives (this is actually a vanilla bug, unlike the others. Thank you to Darek and JimTheDinosaur for code/assistance)

You can verify installed by clicking "Credits" from the main menu.
 

Sduibek

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Just updated links in my sig, so now the links to Changelog & Troubleshooting aren't all shitty and broken :P

-

Troubleshooting for those of you still getting crashes that 6.7.3 was supposed to fix:

- Still crashes giving the holodisk to Jon.
1) Interact with the holodisk in any way. The easiest is to hover the mouse over it, so that you get the "You see: Regulator Transmissions Disk" message.
2) Try to show him the disk again; it shouldn't crash now.

- Still crashes trying to join the Brotherhood of Steel
1) Interact with the holodisk in any way. The easiest is to hover the mouse over it, so that you get the "You see: Ancient Brotherhood Disk" message.
2) Try again; it shouldn't crash now.

- Still crashes trying to leave the Brotherhood of Steel
1) Replace BROHDENT.SAV in the crashing savegame's folder with a known non-crashing copy.
2) For example if slot 5 is crashing but slot 4 isn't, go into {Fallout Fixt]\DATA\SAVEGAME\SLOT04 and copy BROHDENT.SAV, then paste it into {Fallout Fixt]\DATA\SAVEGAME\SLOT05
3) Obviously, say "Yes" to prompt to overwrite the file.
4) Try again; it shouldn't crash now.
 
Last edited:

Jaesun

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Finally have some time and am in the mood to give this a try. Just using the full install and all of the default stuff that was checked (that seemed fine to me).

:salute:
 

Sduibek

Creator of Fallout Fixt
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Jaesun Cool, hopefully you don't/didn't hate it much. ;)

First update in a long time, folks. I apologize. The next release will be modest: crash fixes, 2 restored endings, and include the community translations (Czech/Spanish/French). Efforts are currently focused on the engine port, hence the small changes.

An overview of the restored endings, feedback is welcomed:

Ending slide text with Ron Perlman narrating said:
With your assistance, Old Harold brings the ghoul population of the Hub into equality with the humans.
The two sides work together, and the Hub prospers.
Old Harold is still alive, as far as anyone knows.
My created requirements to get the (restored) good ending for The Hub:
1) Harold is alive
2)
Iguana Bob is alive Decker is dead
Let me know if you disagree with these conditions. The slideshow picture is of Iguana Bob, hence why he's needed.

Ending slide text with Ron Perlman narrating said:
The Followers of the Apocalypse rise to become a major influence in New California.
With your help, they gain control of the L.A. Boneyard.
My created requirements to get the (restored) good ending for Followers Of The Apocalypse:
1) Nicole is alive
2) At least half of the Followers are alive
3) The spy has been found and dealt with

Let me know if you disagree with these conditions.
 
Last edited:

Athelas

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My created requirements to get (restored) good ending for The Hub:
1) Harold is alive
2) Iguana Bob is alive

Let me know if you disagree with these conditions. The slideshow picture is of Iguana Bob, hence why he's needed.
The guy who sells human meat contributes to the Hub's good ending?

I see no way this could go wrong.
 

Sduibek

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EDIT: Oh... I'm stupid. I can just change the image used for that slide. Okay so if we take Asshole Bob out of it, what should the conditions be, besides Harold?

EDIT2: I think I'll call him Asshole Bob from now on, I like that.

To be honest the whole ending is kinda retarded because there is no "ghoul population" in The Hub, it's just Harold. Which is probably why they removed the ending.

What legitimately surprises me is they could think of 5 endings for Shady Sands, but only two shitty uninspired endings for The Hub. (And other important locations). Bummer. Slide is below. Look at that creepy smile; what a douche.

Fo1_Hub_Good_Ending.jpg
 
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Cosmo

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Look at that creepy smile; what a douche.

Fo1_Hub_Good_Ending.jpg

In fact he looks so much like an asshole that this slide could very well be used as is in an ironic way, and a segment talking about his elimination using this as an illustration would be perfectly valid.
What i think seeing this picture ?
"Look at this cunt... he had it coming".
 
Last edited:

agris

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EDIT: Oh... I'm stupid. I can just change the image used for that slide. Okay so if we take Asshole Bob out of it, what should the conditions be, besides Harold?

EDIT2: I think I'll call him Asshole Bob from now on, I like that.

To be honest the whole ending is kinda retarded because there is no "ghoul population" in The Hub, it's just Harold. Which is probably why they removed the ending.

What legitimately surprises me is they could think of 5 endings for Shady Sands, but only two shitty uninspired endings for The Hub. (And other important locations). Bummer. Slide is below. Look at that creepy smile; what a douche.

Fo1_Hub_Good_Ending.jpg

Don't just include something because its there man, fallout is better than that. If you see a way to weave it into the world seamlessly, and it makes sense to you, go for it. Otherwise its just
:prosper:
 

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