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  1. Sduibek

    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    I will add some installer options for hirelings regarding Energy Weapons / Big Guns and levelups. But yeah the stat changes NPC Mod made to their base stats before leveling up (small changes to their skill% and SPECIAL stats) I will just fix because those shouldn't have been changed and weren't...
  2. Sduibek

    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    Oh crap I forgot about Big Guns; good point. According to the data files, they start with less than 20% in Big Guns & Energy Weapons. I can make a quick script to bump the skills up. That would actually be neat; I can release it as an Add-on like I did with the Restored Endings Add-on :)...
  3. Sduibek

    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    To have those skills from the start, you have to edit the actual .PRO files in DATA/PROTO/CRITTERS, or use a savegame editor as you mentioned. However, it will be easy to add an option in the next release to change and/or raise companion skills. Remind me which ones you would personally change...
  4. Sduibek

    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    If you Google-search for the quest you can find the info you seek ;)
  5. Sduibek

    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    @azat11 @RyanFialcowitz Based on how the engine works, I'm thinking it might just be due to their Energy Weapons skill being too low. AI will ignore weapons when their skill in that weapon has too low of a To-Hit% in combat to be useful. Regarding the 223 rifle though maybe just the graphics...
  6. Sduibek

    Why are there are so many mods for Fallout 2 but no mods for Fallout?

    @gustarballs1983 For the files, you can send them via email-- falloutfixt AT gmail DOT com. :ok:
  7. Sduibek

    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    We all now know what kind of character you RP as. :smug:
  8. Sduibek

    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    @naossano If you haven't already please add these to http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports :notworthy: Great stuff, I appreciate all these reports. @gustarballs1983 Part of my checklist for each release is making sure it has the newest f1_res and ddraw. So yes, assuming...
  9. Sduibek

    Why are there are so many mods for Fallout 2 but no mods for Fallout?

    @gustarballs1983 For feature requests, make sure you've added them at http://falloutmods.wikia.com/wiki/Fallout_Fixt_bug_reports :) And yeah send me those files, I might use those. I found companions way overpowered in Fo3. Dogmeat basically never died and neither did the robot that I bought...
  10. Sduibek

    Why are there are so many mods for Fallout 2 but no mods for Fallout?

    I wasn't even smart enough to think of this so he just died in all of my playthroughs back in the day.
  11. Sduibek

    Steam tracking of Fallout Fixt hours played

    Cool, thanks! I think I'm going to have the "I am using Steam" installer option back up the existing Fallout files from the Steam Fallout folder and then apply Option 3, including the necessary fallout.cfg edits. ^ I feel like that's going to be the best option for my installer because it is...
  12. Sduibek

    Steam tracking of Fallout Fixt hours played

    Hi everyone, From what I can tell, these seem to be the available options that should work to get Fallout Fixt playtime to show up as Fallout hours played in Steam. Am I missing any? - Option 1: Run Fallout from Steam, then just leave that Fallout Launcher open while you play Fallout Fixt...
  13. Sduibek

    Why are there are so many mods for Fallout 2 but no mods for Fallout?

    Thanks! :notworthy:I am looking forward to this next release (more new features, more customizations), and then the one after that (engine port to Fo2 engine). But, like .Pixote. said, don't hold your breath on that because the engine port is a pain in the ass. It'll happen eventually though.
  14. Sduibek

    Why are there are so many mods for Fallout 2 but no mods for Fallout?

    Use my mod or the NPC Mod by TeamX, give everyone better armor. #fixed Fair enough. And see, this is why Fallout 2 engine gets modded more; adding dogmeat armor to Fo2 is waaay easier than adding it to Fo1 :) To your question, hrm, I used the existing resources but beyond that just had to...
  15. Sduibek

    Why are there are so many mods for Fallout 2 but no mods for Fallout?

    I always kinda felt the armored-dogmeat mod was cheating tbh.
  16. Sduibek

    Fallout Fixt Bug - Reporting Iguana Bob

    Hey there! Apologies that you never got a response on this. I will take a look into this bug but yeah, I don't think there would be any workaround unfortunately besides going back to an old save or starting over.
  17. Sduibek

    Why are there are so many mods for Fallout 2 but no mods for Fallout?

    Kinda repeating everyone else heh, but: It's a lot harder to mod Fallout than Fallout 2, and the engine isn't as good and is not as modular/robust, so there's many many things you can do with mods in Fallout 2 engine that are basically impossible in Fallout engine. Also there's more resources...
  18. Sduibek

    Fallout 1 mod Installing Fallout + Fallout Fixt on Linux using Wine

    @Sorrow This is the guide I was mentioning re: Linux. Not sure if it's the same info as you used.
  19. Sduibek

    FAQ/Guides/Tutorials

    Scripting - http://falloutmods.wikia.com/wiki/Fallout_1_and_Fallout_2_scripting_-_commands,_reference,_tutorials Reference Tables - http://www.nma-fallout.com/threads/fallout-1-reference-tables-for-scripts-stats-critters.194479/ RndEnc Map -...
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