At first, I saw the differences between the original and FIXT, later not so much. There are definitely a few oversights and mistakes, e.g.
- Katrina in Shady Sands breaks the fourth wall - she says that we have to use the 'Doctor skill' - you don't do things like that because it ruins the immersion. The character in the game doesn't know that it's a game, he should say that "we have to improve our medical skills"...
- I killed the entire Shady Sands because "Tandi's boyfriend" attacked me. In the game's ending, it was destroyed by pre-grouped Raiders, even though I eliminated them in the same ending. Tandi attacked me right after leaving the cell, instead of directly in Shady Sands. (In my opinion, the Raiders should have been completely eliminated only if you took into account the peasant's farm in The Hub, preferably the Khans, Skulzs and the Hub's).
- Tycho helped me kill Shady Sands, including the children. The same one that attacked me (only) in Junktown when I killed some scouts in the desert with him.
- In Junktown, the quest with Gizmo, the most important one for the location, is completely bugged. Normally, Gizmo talks to us right after entering the room. Here you have to talk to him. After killing Gizmo, Killian went to Dogmeat's house instead of his own and gave me rewards endlessly. In addition, he did not teleport to his own place after leaving the location. Despite Gizmo's death, the quest was not checked off, and the chief guard was angry with me. As a result, I did not have an ending for Junktown.
- It was jarring to my eyes that the Skulz gang did not notice Gizmo's death. The prostitute still thinks she works for him. Something like that would spread throughout the village in the blink of an eye. Fixt does not fix that.
- Asking a random traveler or other conversation partner about a Water Chip when you've already found it? This should be automatically checked.
- Similarly, when getting a mission to visit Glow - Cabbot will ask us if we've already returned, even before we leave the location. Maxon's behavior is completely absurd - we don't get any exp for destroying the mutant base. "Oh, cool." Another thing is that with low karma, Vree doesn't talk to us anymore, so there's no chance to get a more peaceful ending, even learning it from computers with high science and medical skill. Kyle, who first calls us a living legend, tells us to get lost, and you can't get Power Armor despite having parts and a repair skill of at least 100. You didn't check such nuances...
- If we kill children, a bounty hunter hunts us. Fine. Only his name is the same every time, even if we kill him. That was your conscious choice. Weird. After a while it starts to get tiring.
- In Fallout, the loot was generally weak. I remember that I once destroyed an entire randomly encountered radscorpion cave; on the other side there was an exit and a corpse with three caps, I think. You should give more motivation. Something like "treasure," e.g., a few hundred caps and some rare weapon. Similarly, traveling vendors are useless. And they could have goods that depended to some extent on our level and barter and speech skills.
- I think there's also no city maps when you visit destroyed city places? As for the loot, it would be nice if the mod could randomize like 10 places with enemies and some loot on such pieces of map. But idk if engine allows it. Of course the loot could depend on luck.
- Enemies could give up more often (change of status from red to yellow). It would be more realistic and more logical in some cases. They should have changed the text then.
- Blowing up the Cathedral - or killing the Master - we still can't warn anyone, and 2-3 characters worth saving appear.
- After the game ends, we can continue. Nevertheless, the game world does not notice our victory, it is rather empty and unchanged.
In other words, I have the impression that typical plot-related things related to immersion were overlooked, but also some mechanics that need to be improved.
I'm most impressed by the mod that restores the mutant invasion. It just so happens that it happened when I was in the Hub. You left the Children of the Cathedral alive - that's good. The Thieves' Circle is dead - I think that with their cunning they should have escaped. Besides, they were in hiding. In addition, you kill all the brahmins - it makes no sense; mutants also have to eat something. And some people should probably be captured anyway? That would make it possible to free them.
The invasion doesn't stop with Mariposa's destriction, though. You can get captured and it triggers the base destruction end video (if it was already destroyed). That should be changed. And the Supermutans should stop people with 'Halt', of course.
In other words, I'm critical of this mod, although I appreciate the work. It's an alpha version; I saw bugs 10 years ago (e.g., Junktown) and I mentioned it on the forum.
It's worth checking out et tu with the Fo2tweaks and ECCO mods. They introduce the ability to control NPCs and some other conveniences and technical modernizations. It would be ideal if FIXT was adapted to et tu and used the mentioned mods.
PS. I have an idea for 3 mods that would enhance Fallout's storyline - 2 for the first one, 1 for the second. Something along the lines of Mutant Invasion. However, I don't have a mapper and coder yet.
Best regards.