alexbatalov / fallout1-re Goto Github PK
View Code? Open in Web Editor NEWReverse engineered Fallout
License: Other
Reverse engineered Fallout
License: Other
Vanilla displays it correctly. This one confused me a bit, haha
Seems that this door is supposed to be indestructible, because in vanilla it doesn't get destroyed in explosion. The dynamite is already set on this save, just wait a few seconds and it crashes.
SLOT03.zip
This one is a bit convoluted. After using repair skill on the console in the hallway above, the game entered some kind of a loop where it keeps activating/deactivating the force field emitter that leads to the hallway when i'm doing something unrelated (for example trying to initiate a conversation with the NPC in the room).
Not sure if this one is a vanilla bug or not, but after picking up supplies from the Brotherhood knight i am at 132/115 weight, but there are no penalties to movement speed and "you are overloaded" message does not appear.
Trying to pick up an item from the ground correctly displays "you are at your maximum capacity" message however.
In the vanilla game, as soon as you exit to the world map on this save, you see the cathedral explosion cutscene and get the XP reward for completing the quest. In RE that doesn't happen, although the quest gets marked as completed and the map changes correctly.
https://fallout.wiki/wiki/Fallout_endings#Vault_Dweller - the ending where you shoot the overseer in front of the vault only appears for a few frames, then credits roll. Vanilla works fine.
SLOT01.zip - exit to worldmap on this save.
Walking into the shack here prints an "Error". Vanilla prints the "This is an old shack..." message.
SLOT01.zip
"Find the water chip" quest does not get marked as completed after delivering it to the Vault 13, and the note in the Pip-Boy does not disappear. When loading the same save in vanilla, both issues are not present.
Distribution: GOG
Behavior present in: fallout1-re master
Platform: win11 21h2
This is a variation on alexbatalov/fallout1-ce#46
Same savefile. In re, if you try to use the stimpak in combat a message is printed saying you're not allowed to do that during combat. If you try to use the stimpak out of combat, instead the first aid skill (I think?) is used (and first aid can't be used in combat I suppose).
Additionally it's possible that the amount of APs used is incorrect same as in the ce version, but right now I can't check its function during combat...
Happy to report that the game can be completed from start to finish. I have checked around 80% of content (everything you would do in a regular non-evil playthrough) and used melee weapons. I will do another playthrough to check evil routes and ranged weapons. Thanks for promptly resolving all of the issues!
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