Alpha Black Forum Patch
Feb 24, 2015 Cheap and Awesome Games https://www.g2a.com/r/freemmostation Black Desert Online is reaching unprecedented levels of hype and while there s a western.
TO REPORT BUGS CLICK HERE
Goal of Fallout Fixt: To enhance, fix and improve the Fallout 1 experience. This includes fixing bugs, restoring features, modifying balance, adding features, and many fixes to text/dialog. In addition to that, all other available mods and patches are rolled into Fixt see below, meaning that Fallout Fixt is the only thing needed for the best Fallout 1 experience. As of the most recent version, this mod fixes roughly 150 bugs still present in the unofficial patches, and adds roughly 170 features. In addition, there are hundreds if not thousands of text dialog fixes.
Major or non-canon changes to the game by Fallout Fixt are usually optional during installation. If such changes aren t optional at the moment, they will be made optional in a future release. If you notice things that are included that you think shouldn t be, send me an angry email. I will cry for hours due to my feelings being hurt, and then respectfully consider your opinions.
Originally Posted by fixt
Fixt:
To fix a phrase or sentence so that it is more truthful, commonly used in gaming forums.
Originally Posted by
verb
a simple past tense and past participle of fix.
Current Version: 0.81alpha July 5, 2015
Comprehensive Changelog: https://www.dropbox.com/s/3hi3atfw2cgelog.txt.dl 1
Incremental Changelogs: https://github.com/Sduibek/fixtlang/l 20changelogs
NOTE: Download Size and Installed Size may vary depending on your system. Windows calculates sizes differently than MacOS/Linux.
FIXES ONLY: 90 MB to download, up to 150 MB installed if all options selected
The patch. Some new content available. Good for purists. Available installation types: Fixes Only Purist, Custom Mostly Purist.
Mirror 1, GitHub https://github.com/Sduibek/fixtsrc/rFIXES_ONLY.exe
Mirror 2, Google Drive https://docs.google.com/uc.id 0B1k2vxport download
Mirror 3, GameFront
Mirror 4, Mod DB
or
FULL CUSTOM: 200 MB to download, up to 540 MB installed if all options selected
The full mod. All content is available. Available installation types: Fixes Only Purist, Standard Half-Purist, Full Purists Not Allowed, Custom Everything customizable.
Mirror 1, GitHub https://github.com/Sduibek/fixtsrc/rULL_CUSTOM.exe
GERMAN UNCUT: 280 MB to download, up to 700 MB installed if all options selected
The same as Full Custom, but for those with German version. Restores censored cutscenes, all death animations, and removed sound effects.
Available installation types: Fixes Only Purist, Standard Half-Purist, Full Purists Not Allowed, Custom Everything customizable.
Mirror 1, GitHub https://github.com/Sduibek/fixtsrc/rRMAN_UNCUT.exe
Please note the German Uncut version does NOT include German language files. Fixt hasn t been translated into German yet by the community. I d do it myself, but Ich sprechen nur ein bisschen Deutsch, nicht so gut.
VERIFYING THAT FIXT IS INSTALLED PROPERLY:
- Click CREDITS on main menu will begin with Fallout Fixt credits, and displays current version.
- Version is also displayed in text at bottom of main menu. May be hard to see at higher resolutions
Graphics are set to 800x600 16bit with the included settings files, although you can change this of course, by editing f1_res.ini or running f1_res_Config.exe should be self-explanatory once you open the files for editing
Originally Posted by Ghouly89
You did this all by yourself. Or is this mod a compilation of a bunch of fixes.
Both.
I used the newest available as base for each file scripts, dialog etc. I first extracted/installed patches 1.1, 1.2, 1.2.1, and 1.3.5 in that order. So if TeamX updated a file in 1.3.5, that s the version I started with, whereas if it hasn t been changed since 1.2 official patch that s the version I started with, and so on. I then copied over the rest of the files scripts, dialogs, maps etc from the main data file master.dat that hadn t been changed by previous patches/mods/updates.
From there it s just a matter of merging any additional patches, changes and fixes into the dialog and script files, and then doing my own fixes/changes/updates to everything.
These are all included with my mod; do NOT download or install them:
FULLY INTEGRATED PATCHES:
- Official Interplay patches 1.1, 1.2
- TeamX patches 1.2, 1.21, 1.3.5
- No Children Fix
- Cathedral Crash Fix and other fixes by Sduibek for the Cathedral, Military Base and The Glow crashes
- Nimrod s Dialog Fixes
- FreeSpace variable is set to 0 by default, so you won t have to worry about that crash either.
FULLY INTEGRATED MODS:
- Fallout 1 Restoration Mod, version 1.0b1 Created by Wasteland Ghost. Portions by Mynah, hamster, Wasteland Hellbringer.
--- Invasions are now entirely optional including Necropolis, and invasion dates can be customized, anywhere from instant to 4x their default values.
--- Deathclaw status is no longer linked, i.e. killing it on the world map or in the cave does not prevent it from appearing at the other.
- Extended Flamer Attack Mod Created by. Pixote.
- Endgame Mod Created by Corpse
- TeamX NPCs 3.5
- Sfall ddraw 1.19 Timeslip sfall team, many improvements by Crafty
- hi-res patch Created by Mash
OPTIONAL MODS:
- Weapon Drop Mod Created by Josan12 and MIB88
--- Customizable distance values.
- Nixie Numbers for GUI
INCLUDED UTILITIES:
- Two tools that can be run before running FalloutW.exe not made by me are included in the Fallout Scrambled Colors Fixes folder, to help with those experiencing color palette issues.
MISC:
- Fallout 1 official manual PDF format, version you can get from GOG.com
Just for the sake of reference, here s the stats your NPCs get on levelup I haven t changed these from TeamX NPC Mod, these are the figures from TeamX/WastelandGhost :
Format is increase at reaching level 2, increase at reaching level 3
Ian: HP 15, 10; Small Guns 20, 15; Unarmed 10, 8; Melee 5, 4
Tycho: HP 15, 10; Small Guns 20, 15; Unarmed 10, 8; Melee 5, 4
Katja: HP 10, 5; Small Guns 5, 4; Unarmed 5, 4; Melee 10, 8; Throwing 20, 15; Lockpick 20, 15
Last edited by Sduibek; 07-06-2015 at PM.
.
.
UPDATE 2013 Sept 20: Most of these are rather old and new screenshots haven t been posted since about Alpha 4. Please pardon the delays, thanks
These are a bunch of screenshots showing what s been added/changed/fixed/improved in Fallout FIXT. However, some of these definitely are spoliers -- a few of the ones i m really proud of you might not have seen before or been aware of, if you hadn t played the game dozens of times like I have. You ve been warned, don t come crying to me if you see something you didn t want to see.
NOTE: Some of these display features that are optional, or will become optional in future releases.
spoiler:6be0ba987c
No more frozen bodies after invasion,
Randomized dead body animations after invasion normal dead, shredded with auto-fire, split by laser, exploded by rocket, fried w/ flamer,
Now there s actually dead bodies BoS after it s been invaded
Red fields can be destroyed, and now have a description that doesn t suck:
Weapon Drop Mod implemented:
Ordering Dogmeat around:
Better addiction messages:
Many fixes in Radscorpion Caves, this description is one of them:
Description when examining yourself:
Pixote s Flare graphics -- much easier to see it in dark areas. Yay.
dehydration fixed:
i.e. it does more damage, the prior damage was stupid. and if you look at the character, it took HP even though he s wearing armor
Izo kicking the player out if Gizmo got pissed off:
dialog w/Tandi when she s in your party:
Easter egg
Turning Bob in to the coppers:
Ghouls radiating you:
One of a few fun things i ve added to the descriptions:
gain for levels, earn for experience, and message for an NPC levelup:
Notification of skill increases:
Holding a lit flare works intuitively, thus they are now more useful and realistic:
Darker caverns/underground and slightly less ambient light around the player:
New description for radscorpions they never had one and an example of my small HP increases -- was 26, now 34 :
Area-specific encounters happening on more than just Desert squares:
Mutants and beasties.
Wild doggies.
Duc..
Dead guy Mantis
Doc Morbid animation w/ player variable HP loss
Guard of Set s building now actually does what he was supposed to do -- keeps you out. You can still get by him sort of but if you come back he goes hostile. That s a workaround for now, later i ll probably just lock the door instead of him being hostile not doing map fixes yet You can also see that i ve restored descriptions for ghouls.
Easter Egg.
No, it is NOT something I created myself. It was already in the dialog and script files from the demo, I just implemented it
Happy hunting.
Weekly ammo from Talus BoS:
Detecting traps has always given exp, now there s a msg to let you know:
Updated descriptions on a few game items that had very boring descriptions previously:
More useful titles and correct dialog functioning for caravaners Hub entrance:
Ordering around NPC party members with a Stupid INT 4 character -- first pic is Ian, second pic is getting Katja back in your party after kicking her out:
New step aside function to get them to move the f k out of your way
Champion verbiage didn t specify in Fallout that it s based on KILLING Bad guys. It has nothing to do with actual noble deeds
StepAside now has an angry version. Yes, it s satisfying to use.
Falcon Prostitutes are now fully functional :
/spoiler:6be0ba987c
I m going to install Fallout 1 in the next few days and I ll use this, cheers
a good thing to do AND HARD AS HELL I RECOGNIZE is merge all the official/unofficial patches with fixes including yours into a single file to make the installation easier something i believe i suggested to wasteland ghost and got no answer also, it s lacking the VERY MUCH NEEDED cathedral s fix, without it a lot of p p l wont be able to go up from the 3rd level.
Core i7 Celeron Sandy Bridge G460 1.8 Ghz - 4 GB RAM - Win7 Home Premium x64 - Intel HD Graphics 2000 Onboard
I m working on Black Boxing the Fallout 1 mapsthat way the maps wont have any of the broken edges that are visible with the high resolution patch. This will obviously take time - so which of the maps versions should I work with. There will be some added proto-types to build to ensure this will work correctly, but with Cubik s map converter everything should be fine.
Sduibek - good work man.
Originally Posted by Felipefpl
I ll see what I can do, I think Nullsoft s installer is free isn t it. I ll see if there s an easy er way to set it up like you say. I agree that that would be pretty awesome
Originally Posted by. Pixote.
I m working on Black Boxing the Fallout 1 mapsthat way the maps wont have any of the broken edges that are visible with the high resolution patch. This will obviously take time - so which of the maps versions should I work with. There will be some added proto-types to build to ensure this will work correctly, but with Cubik s map converter everything should be fine.
Personally I enjoy playing it at 640x480 after trying other resolutions, but I m probably in the minority on that
What is Cubik s map converter.
As far as which maps to use, for now just use the ones from TeamX 1.3.5 -- I haven t mad any map changes yet.
Originally Posted by Sduibek
As far as which maps to use, for now just use the ones from TeamX 1.3.5 -- I haven t made any map changes yet.
It s a small program that converts Fallout 1 maps edited and built in the Official Fallout 2 mapper, so they run properly in Fallout 1. Normally they don tI think it adds more digits to the hex numbers, or something to make them compatible. Search the threads for the program.
I personally prefer to play the game at the 800x600 resolution setting. I will be using TeamX 1.3.5 maps as the basic maps to work from.
Cool, thanks. I didn t realize he d actually made a tool to do that hex-editing fix for the ladder coordinates automatically
Now if I only I could get the BIS Mapper working on my system. Sigh. Someday i ll figure it out _
A commendable project but I find it as confusing as the patches/fixes offers for Fallout 1 are today. When you open the archive there are several read me files in the same directory. It would be best to create a read me file for this project telling specifically what it does and how it should be installed. And yes, Nullsoft installer is free and would be much needed in order to make all this more user-friendly and avoid unnecessary duplications.
Originally Posted by Salk
A commendable project but I find it as confusing as the patches/fixes offers for Fallout 1 are today.
Could you elaborate on this.
Thank you for the feedback
EDIT: I haven t had access to my home computer in a while, but hopefully within the next week I will be uploading a version that is more streamlined and with a Install/Readme doc.
What I mean is that this archive comes as a disjointed collection of existing patches without like you yourself are saying its own Install/Read me documentation. How does this differentiate and improve over downloading the single files.
Ideally it would come with an installer and an uninstaller, giving chance to select what components the user wants installed.
But as I said, the project is very commendable and I do believe it s well worth our interest. Especially if you will be able to deliver and add your own fixes.
EDIT: I ll see what I can do, I think Nullsoft s installer is free isn t it. I ll see if there s an easy er way to set it up like you say. I agree that that would be pretty awesome
err, i believe you misunderstood, i was talking about merging all the fixes in 1 single file, for example: if patch 1.2 has a fix to junktown, 1.3.5 has another and your patch has another one, why not merge them all together into a single file.
i like the idea of nsis too, killap uses it.
err, i believe you misunderstood, i was talking about merging all the fixes in 1 single file, for example: if patch 1.2 has a fix to junktown, 1.3.5 has another and your patch has another one, why not merge them all together into a single file.
This specifically I have already done, sort of -- I have edited/updated/fixed/whatever several hundred scripts for this patch, probably more, and almost every single dialog file in the game.
Just extract and overwrite all files to get the new stuff. I used the newest files as base 1.3.5 usually, some like you say though are from 1.2 as TeamX might not have modified them, etc etc and so thus almost every file in my download is new or updated from the most recent versions available.
EDIT: As far as incorporating all available fixes, that is exactly what I intend to do. I intend to include fixes provided by TeamX, the Update Mod, and others, as well as my own fixes, the Dialog Fixes from Nimrod there s like twice as many now, my own and his combined, and also my own fixes from The Ultimate Fallout Guide that haven t been addressed yet.
Sduibek, big thanks for gathering all this stuff in one place, it really saves much time and effort on Fallout installation. I m now going for a playthrough with TeamX s Restoration on top of FIXT.
There was one thing - I believe you re missing party members protos in DATA PROTO CRITTERS which should be there as a part of TeamX s NPC mod; my game crashed on Ian s first levelup until I copied them manually.
Originally Posted by Tungu
Sduibek, big thanks for gathering all this stuff in one place, it really saves much time and effort on Fallout installation. I m now going for a playthrough with TeamX s Restoration on top of FIXT.
Cool, thanks for the heads up. I know i m missing some of the files from 1.2/1.3.5/NPC in this file, I haven t had time lately to make sure it s got everything included
Not sure if Restoration Mod will work with this might be a bit buggy but hey if it works, even better I was planning on probably including that stuff anyway, although for me personally i d disable the Invasion stuff by default with instructions on how to enable of course since i m not personally a fan of all the towns going poof. I like to take my time playing the game
So far works ok. I m following Per s guide generally doing everything he described. Done: V13 including water chip, SS, V15, Raiders, Junktown, Hub, Necropolis, got Katja in party but not much more. Then again, Restoration Project now consists of invasion caravans random encounters fixes, so I didn t really get involved with it yet. As for invasion, I added 100 days to every time limit, not sure about the whole idea.
Noted Mrs. Stapleton has no books to sell and badly overprices the rest stuff, but haven t checked it without Restoration.
Wow, I forgot to include ANY files from the Maps folder. That s really embarassing
I ll have an updated link within the hour.
Done. Total scripts updated by TeamX and/or myself: 520, dialog files changed/fixed: 383. Also included some art files and other misc files that I hadn t included before argg
Tungu, could you please try to purchase from Stapleton again and see if she has any books. Shouldn t need to start a new character, but exit to the worldmap first and then go back to see her, just in case.
EDIT: Updated again. Now two versions are available, only difference is whether NPC change their look when switching armors. i.e. The alternate version of TeamX s NPC Mod
EDIT2: Added installation instructions to OP above.
She has, but in a new game only - I wasn t able to make her sell books when loading from old save exiting to world, other maps, resave etc..
I suppose next is subject to further fix / improve Stapleton s bartering, but still: when using Steal on her, dialog window pops up to prevent it, but if you exit from dialog by answer 2, you get to the steal interface.
TO REPORT BUGS CLICK HERE
She has, but in a new game only - I wasn t able to make her sell books when loading from old save exiting to world, other maps, resave etc..
With any current patch/mod i ve played, it s possible to abuse the game by stealing infinite books from her she generates 5x of each one in barter, and they never get deleted properly. I remember playing 1.3.5 and seeing upwards of 20-30 of each book in her inventory.
I ll look into the issue with my steal-goes-to-barter workaround, thank you for that information.
Any suggestions are welcomed
-- Dogs now bark and such.
Nooooooooooooo.
I have 6 dogs, so I don t want to hear dogs barking plus anybody remember the annoying ass dog that howled during the VB tech demo.
Originally Posted by Mr. Nixon
I have 6 dogs, so I don t want to hear dogs barking plus anybody remember the annoying ass dog that howled during the VB tech demo.
ohhhhhhhh oops. I should have specified it s just text, not audio
Great fixes there Sduibekbut once you start on improving a game, it never ends. Hopefully the new critters I m fixing will be able to make into Fallout 1, eventually.
Tell me about it. But hey, it s all in good fun. Plus, i ve modded many games but never actually released a mod, so this has been a satisfying experience for me already
Send me a PM about the new critters please.
Well personally I don t really like the idea of showing the karma that have been lost or given it reveals that what we doing is good or bad though there are certain cases when the player could be sure that his action are bad but I think it would be good to keep the player in the dark
I don t like to see karma / reputation changes in the log window. If you want to and can, you should make it optional.
Cool, thanks for the feedback. Figured i d ask since it s possible to set that up in Fallout2 using timeslip or whatever. If I do it i ll make it an optional version
Hi, I tried your mod compilation yesterday and it rocks; however, Miss Stapleton now doesn t refresh her inventory limiting her stock to only 5 book each. I Don t know whether this is intentional or not, but I feel she should restock or else her bookstore is more like a small pile of books.
Originally Posted by Bableves
Hi, I tried your mod compilation yesterday and it rocks; however, Miss Stapleton now doesn t refresh her inventory limiting her stock to only 5 book each. I Don t know whether this is intentional or not, but I feel she should restock or else her bookstore is more like a small pile of books.
That is true, unfortunately she s a bit broken in this version. I ll have the next version up this week and with that, she restocks books each week.
Alright, it s time someone asks for this so I ll do it.
Sduibek, would you kindly include Gauss weaponry in this super-mod of yours. Just a pistol and a rifle, with some 100 or 200 amno, at The Glow, will suffice.
That would be pretty sweet, I would like to pwn some nubs with my Gauss Rifle in FO1. However, don t you think that it might break game balance or something. Especially since getting it at the Glow would make it available even before you get the laser pistol and stuff from the BoS. Maybe it would be better to make it available after you go with the Brotherhood to take down the Military Base or something.
Originally Posted by Makenshi
Alright, it s time someone asks for this so I ll do it.
I think we should keep the games Fallout 1 and Fallout 2 as separate as possibleadding the juicy weapons from F2 will screw the game balance IMO. But saying that, many of the scenery pieces from F2 are missing from F1 - the trees for instance, so I m not against adding that sort of stuff back into the game.
Hmmmm. Yeah, I don t know. I don t really like the idea of bringing the uber weapons from FO2 into FO1, although I have indeed considered bringing over some of the more basic ones. I like having more options than less. I don t know how big of an undertaking that will be, however. It would likely require changes to the item list, item stat changes for balance, map changes, script changes ugh. Maybe someday
Sduibek, this tool with its plugin s was used to fix the engine bugs of planescape: torment, i wanted to know if you knew about it and tried to fix anything wiit it.
Fallout Fixt - 0.81alpha, July 5th 2015
This post will always contain download links to the most recent Fallout Fixt patch if applicable.
Current version: 0.81alpha July 5, 2015
No patch currently available.
For clarification, I ask for Gauss not because I hate balance in fact, I love it. I ask because they re ubber cool and because I like to hang with ma gang an 14mm pistols don t hold against muties though it should, it s f ing 14mm goddamn it.
If you don t want to add FO2 items, maybe you could somehow integrate Yet Another Amno Mod, the 14mm amno there is bad ass -8 DT, -10AC as it should be. I m trying to manually do that using Cubik s item editor but I m having a hard time making it work in FO1
Ammo stats are broken in Fallout1, there s several threads here about it. I m trying to fix this but it requires code editing which unfortunately i m not very good at. If only we could get the services of someone who knows Assembly
EDIT: But yes, some changing of weapon stats is planned at some point. I ll try to keep the changes as minor as possible though, I want this to primarily be a fixes and improvements and restorations of intended material, not major changes
Hi. I really like your mod. I do not know too much English, so I decided to paste the text of the Polish translation of the game, the msg files from your mod.
Could you post in the future, the readme file in the package. And also change the text displayed in the game, in a separate text file, let me know what changed.
When will version 1.0.
Hi. Nice pictures. Maybe something similar to the Mad Max.
The vault loading screen looks the best.
Btw I just downloaded the new version I looking forward to try it out.
I have a small problem:
Installed on a Polish language version of the game. Version 1.2 includes steal bug fix. This version of the game, I got a few years ago in a computer magazine.
I do not know whether the patch from your mod work. I still play in Polish, despite English msg files from your mod. But the change resolution working.
Damn, and I began to paste the Polish texts, instead of English, in a separate directory. I wanted to check if the mod works.
Sorry for my English.
P.S. Do I need to buy the English version of the game.GOG version will be good.
When I try to run the. bat file it freaks out and tells me that tpatch.exe isn t compatible:
tpatch.exe cannot start or run due to incompatibility with 64-bit version of windows.
Premislaus1988 apenney:
Not sure about those issues, i ll have to research it. I hope that the 64-bit OS problem has some kind of Compatability Mode workaround are you using XP, 7, Vista.. No idea off the top of my head about the Polish/English issue.
I ll find out what I can and get back to you.
apenney, in the meantime you should be able to just run FalloutW.exe, you won t get the Cathedral Fix or Screen Refresh this way, but at least you can play the game
Re: Fallout 1 - NEW MOD: Fallout Fixt
Hello Sduibek, first of all thanks for your work.
These are all included with my mod; you do NOT need to download or install them:
Misc
-- Fallout1 official manual PDF format
if you have a better scan of this or find one on the web, please let me know. This version is OK but not great.
Included Patches i.e. don t install these.
-- Official Interplay patch 1.1
-- TeamX patches 1.2, 1.21, 1.3.5
-- No Children Fix
-- Nimrod s Dialog Fixes
-- Cathedral Fix
Included Mods / Enhancements i.e. don t install these.
-- TeamX NPCs 3.5
-- sfall/timeslip 1.9b
-- hires patch 2.2b
-- Extended Flamer Attack
flamer attack
-- Screen Refresh prevents screen from periodically going black during play
Graphics are set to 640x480 8bit with the included settings files, although you can change this of course, by editing ddraw.ini and/or f1_res.ini
//////////////////////////////////////////////////////////////////////
CHANGES/UPDATES/FIXES by Sduibek for Fallout Fixt:
FULLY IMPLEMENTED:
PARTIALLY IMPLEMENTED:
Are the mods installation optional. Can you select using checkboxes which mods to install.
Maybe I m the only one here, but I personally would prefer for things to be more modular.
I m aware of an armor piercing ammo problem fix, are you considering including it.
Does this mod works fine with Fallout Restoration Mod or Fallout Update Mod.
Thanks
Originally Posted by random1
Not at this time. It IS planned though.
No, you aren t the only one
Ehhhh. The ammo stats in Fallout1 are all messed up. Based on my testing and others here, the exe doesn t even read the stats DR Mod, AC Mod etc so changing them isn t helpful. Hopefully some day i ll figure out the code in the exe itself to fix this
Don t use Fallout Update Mod, for various reasons. You can install Restoration if you wish, but install that after installing my files. I don t gaurantee any compatability whatsoever -- however, once everything is modular like you re saying, it will be easy to choose to install Fixt Restoration or just Fixt
New loading screens:
My votes go to:
and
I would also want to express my preference for not introducing major changes in the game. So no to importing weapons from FO2 or other balance breaking decision. My advice is to aim to make this the ultimate fixpack for Fallout 1.
I must be blind to have skipped over this thread
Sduibek, do you plan on doing dialogue revisions, or are they done.
Dialog is pretty much done I think. Mostly now i m fixing the scripts.
And you did this all by yourself.. Or is this mod a compilation of a bunch of fixes.
I used as base for each file, the newest available. I first extracted/installed patch 1.1, 1.2, 1.2.1, 1.3.5 in that order. So if TeamX has updated a file in 1.3.5 that s the version I started with, if it hasn t been changed since 1.2 official patch that s the version I started with, and so on. I then copied over all others from master.dat that hadn t been changed by previous patches/mods/updates.
From there it s just a matter of merging Nimrod s Dialog Fixes into all the dialog files done, and then doing my own fixes/changes/updates to the dialog and script files
fixt said:
Click to expand
said:
Comprehensive Changelog: https://www.dropbox.com/s/3hi3atfw2cm4cja/Fallout_Fixt_changelog.txt.dl 1
Incremental Changelogs: https://github.com/Sduibek/fixtlang/tree/master/ENGLISH_FIXT/Incremental changelogs
Mirror 1, GitHub https://github.com/Sduibek/fixtsrc/releases/download/0.81alpha/Fallout_Fixt_0.81alpha_FIXES_ONLY.exe
Mirror 2, Google Drive https://docs.google.com/uc.id 0B1k2v-1VBMbMbWlFOXA1YnU3MzA export download
Mirror 1, GitHub https://github.com/Sduibek/fixtsrc/1alpha/Fallout_Fixt_0.81alpha_FULL_CUSTOM.exe
Mirror 2, Google Drive https://docs.google.com/uc.id 0B1k2v-1VBMbMWDJEMFpYMS1neTQ export download
Mirror 1, GitHub https://github.com/Sduibek/fixtsrc/alpha/Fallout_Fixt_0.81alpha_GERMAN_UNCUT.exe
Mirror 2, Google Drive https://docs.google.com/uc.id 0B1k2v-1VBMbMTzRpa2I3Z2pLR1U export download
Ghouly89 said:
Ian: HP 15, 10; Small Guns 20, 15; Unarmed 10, 8; Melee 5, 4
Last edited: Jul 6, 2015
Felipefpl said:
.Pixote. said:
Sduibek said:
Salk said:
Tungu said:
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402 Views
Sat Aug 08, 2015 am
Developers Cut..
by abelro Mon May 11, 2015 pm
1 Replies
1197 Views
Lost Alpha is Almost a Year Old
by bulletbelch Mon Apr 20, 2015 am
3 Replies
1316 Views
Crash in 1.30003 with Pripyat wounded Military
by abelro Mon Apr 06, 2015 pm
597 Views
Last post by abelro
Mon Apr 20, 2015 pm
Light Beams
by MKSchmidt Tue Mar 17, 2015 am
575 Views
Thu Apr 16, 2015 pm
bandit safe continuing error
by russellie Tue Feb 03, 2015 pm
592 Views
Last post by russellie
Tue Feb 03, 2015 pm
Is Lost Alpha still being worked on.
by Agremont Sun Feb 01, 2015 pm
1845 Views
Mon Feb 02, 2015 pm
Complete Save Game Pack From The Beginning To The End
by Hidaruma Sat Jan 03, 2015 pm
1156 Views
Thu Jan 29, 2015 pm
Game crashes before starting
by wut Sun Jan 18, 2015 pm
571 Views
Last post by wut
Sun Jan 18, 2015 pm
Petrol stations
by alovard Sun May 11, 2014 am
5 Replies
1303 Views
Sun Jan 04, 2015 am
Cars Fuel Consumption
by denixprince Mon May 05, 2014 pm
1154 Views
Ion s LA-mods - Visual Mods
by ion Thu May 08, 2014 am
15 Replies
3986 Views
Last post by ion
Sat Dec 13, 2014 pm
car mission - problem
by leunia Mon Dec 08, 2014 pm
773 Views
Thu Dec 11, 2014 pm
Personal stash
by Crowen Sat Nov 22, 2014 am
889 Views
Last post by leunia
Mon Dec 08, 2014 pm
Video of Pripyat by Drone
by bulletbelch Mon Dec 01, 2014 am
572 Views
Mon Dec 01, 2014 am
Freeplay crashes
by johnstalker Thu Jun 12, 2014 pm
7 Replies
1204 Views
Sun Nov 30, 2014 pm
lost alpha x2
by russellie Tue Nov 25, 2014 pm
637 Views
Thu Nov 27, 2014 pm
LA 1.3003 - Crashing at Bar after cutscene solved
by Merum Thu Nov 20, 2014 pm
771 Views
Last post by Merum
Thu Nov 20, 2014 pm
Bug and desktop after loading game.
by leunia Sun Nov 02, 2014 pm
4 Replies
699 Views
Sun Nov 09, 2014 pm
Patriarch storyline
by alek87 Tue Nov 04, 2014 pm
620 Views
Tue Nov 04, 2014 pm
Fatal Error when I attempt to upgrade a weapon with Fox
by Rivie Thu Sep 18, 2014 am
1048 Views
Sun Nov 02, 2014 am
2 question for dez
by ghost Sat Oct 25, 2014 am
629 Views
Last post by ghost
Fri Oct 31, 2014 am
What patch should i download.
by leunia Sat Oct 25, 2014 pm
871 Views
Wed Oct 29, 2014 pm
Lost Alpha v.2.6 beta SDK thread
by dez Sat Aug 16, 2014 pm
11 Replies
2231 Views
Thu Oct 16, 2014 pm
for dezovawe company
by ghost Tue Sep 09, 2014 pm
12 Replies
1704 Views
Last post by utak3r
Tue Oct 14, 2014 am
DEZ setup.exe issue
by brandon2u Sun Oct 12, 2014 am
555 Views
Find Generators door bug.
by Psynexus Wed Aug 27, 2014 am
787 Views
Last post by Byte Me
Thu Oct 09, 2014 am
stuck in lab x2
by ghost Wed Oct 01, 2014 am
714 Views
Sat Oct 04, 2014 am
bug in Chnpp Lenin
by ghost Sat Sep 27, 2014 am
478 Views
Tue Sep 30, 2014 pm
Game Locks Up at Nomad s Safe when Open Button is Pressed
by bulletbelch Mon Sep 22, 2014 am
8 Replies
1198 Views
Tue Sep 23, 2014 am
Vehicle Behavior is Not Realistic
by bulletbelch Mon Sep 22, 2014 pm
684 Views
Mon Sep 22, 2014 pm
How do you edit. db files.
by Doctor FoX Mon Sep 01, 2014 pm
937 Views
Fri Sep 12, 2014 pm
Stuck after X18
by Readyus Mon Sep 08, 2014 pm
817 Views
BUG at guide stalker
by ghost Sat Sep 06, 2014 am
639 Views
Thu Sep 11, 2014 pm
PATCH 1.3003 INFORMATION THREAD
by dez Sun Aug 10, 2014 pm
1745 Views
Mon Sep 08, 2014 pm
Lost Alha: Spanish Translation finished.
by rretamar Sun Aug 31, 2014 am
636 Views
Last post by rretamar
Sun Aug 31, 2014 am
Stalker Re-Animation Project: Lost Alpha
by kingfriday Sun May 11, 2014 am
13 Replies
3423 Views
Last post by kingfriday
The Lost Alpha wiki
by MindFreak87 Wed Jul 02, 2014 pm
1761 Views
Last post by Psynexus
Thu Aug 28, 2014 pm
petrenko won t repair / upgrade weapons
by johnstalker Fri Aug 22, 2014 pm
731 Views
Last post by johnstalker
Fri Aug 22, 2014 pm
Meet with Ghost in Pripyat - Broken quest
by PanMieszko Sun Aug 17, 2014 am
693 Views
Last post by PanMieszko
Sun Aug 17, 2014 am
Lucash Mission Problems
by bulletbelch Thu Aug 07, 2014 pm
529 Views
Thu Aug 07, 2014 pm
Problem fsgame.ltx
by LordCerial Thu Jul 03, 2014 pm
751 Views
Thu Jul 03, 2014 pm
Need help with the broken bar invasion
by VGStalker Mon Jun 16, 2014 pm
649 Views
Where is Veronin.
by VGStalker Thu Jun 12, 2014 pm
6 Replies
821 Views
Last post by VGStalker
Wed Jul 02, 2014 pm
PATCH 1.3002 INFORMATION THREAD
by CruxMDQ Wed May 28, 2014 pm
35 Replies
6188 Views
Last post by brandon2u
Can t move mouse below bottom third of screen.
by cerulianboo Sat Jun 28, 2014 am
516 Views
Last post by cerulianboo
Sat Jun 28, 2014 pm
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Dez0wave Group's Official Forum • View forum - The Lost Alpha
- Jan 01, 2015 PCMASTER830 Call of Duty Black Ops II Redacted Pre Pre Alpha ZM Origins Offline Only Patch You can play Origins Offline ONLY for now soon redacted will.
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- A place to discuss other parts of the KSP Network such as the Mod Repository on Curse, the website, this forum and the wiki.