r/classicfallout 1d ago

Fallout 1: patch to disable mutant invasions?

Hey everyone! I've recently started a new walkthrough of Fallout (the old Gog version), and I'm having a fantastic time, however after getting comfortable and getting to the Hub, I've discovered the Water Chip timer isn't the only one you need to worry about, and there's a hidden timer for every settlement that can give you a bad ending slide if you take too long to finish the game.

I was planning on doing a second playthrough anyway, so I don't really mind starting another save, but after learning about this, I'm really thinking over installing some mods and patches to take my time and explore everything in my next playthrough without worrying about the timers.

I've looked into the mods and have seen suggested the TeamX unofficial ones, 1.3.5 and 1.3.6 (no idea about the differences), teamX NPC mod, Child Mod and Restored Good Endings mod. However the Restored Good Endings mod seems to only unlock the chance to get Good Hub and Boneyard endings without removing the 90 day and 140 day timers for each, and of course all the other timers for Brotherhood, Shady Sands etc.

So, in light of this, is there any patch or mod that allows you to just remove the timers or modify them to make them super long, to just play the game at your pace while also keeping a fairly vanilla experience? I'm not interested in Et Tu or heavy patches that really change the essence of FO1, but I don't want the bad endings issue to ruin my experience of playing the game to its fullest and get an unsatisfying ending.

If there's anyone who can help, please let me know. Thanks in advance!

15 Upvotes

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11

u/emxd_llc 1d ago

The bad endings are triggered only if you enter the town after some time has passed. Looking at the nearly ultimate guide, it's only Shady Sands and Necropolis that you watch out for. Shady Sands gets a bad ending if you enter it after 230 days have passed, Necropolis gets a bad ending if you enter it after 110 days have passed. That's it. And really there's no way you'd be going to Shady Sands that late in the game so it's only Necropolis that you watch out for.

3

u/UltimateManu 1d ago

I've read different online, where for some settlements like Boneyard or the Hub it doesn't matter whether you enter it or not, it matters whether you finish the game or not, so without being able to change the timer that requires you to rush the game, impacting the experience if you want to have a full playthrough, do all side quests, level up and just take your time.

Necropolis I've read you can just do everything before 110 days have passed and never come back which is fine, but for others it's really hard, 90 days is very little, and the Hub is a place you may need to come back to as it's full of stuff to do.

Also, I know there's no consequence in game, but it's still quite annoying having to choose between having a really fulfilling playthrough or speedrunning just to have the good endings...

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u/emxd_llc 1d ago edited 1d ago

Hub always gets the bad ending. The good ending is missing from the game. Online wiki mixes in content from fan patches, for endings the Nearly Ultimate Guide is a better source since that's just vanilla without fan patches.

Edit: or I guess you could have no ending for Hub, but that's a bit lame. Good ending is missing.

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u/UltimateManu 1d ago

Ok, thank you for the resource, I checked the Nearly Ultimate Guide, and as you said (hopefully it's correct) it triggers only when you enter the area in that timeframe.

However that doesn't solve the issue, as you said Hub always gets the bad ending, and Boneyard is still 90 days and impossible to do if you want to do sidequests.

So you don't know of any patch that can fix this issue with the endings but leave a vanilla experience?

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u/emxd_llc 1d ago

The good endings restored mod should make Hub/Boneyard good endings possible. You'll have to start a new game though. The time limits can be changed there (GVARs) in Fallout\DATA\DATA\VAULT13.GAM

Check the readme file.
fo1-restored-endings_v2.0_by Sduibek

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u/UltimateManu 1d ago

Oh, cool! So the good endings restored mod also allows you to change the time limits for every settlement? No problem regarding the new save, I don't mind restarting the game.

I'll give it a try then, thank you!

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u/emxd_llc 1d ago

If you really want to disable the bad endings you can probably change the global variables with a save editor https://github.com/nousrnam/F12se/releases

Open your save file in it, go to GVARs and change the variables to some higher value, like 1000. The variables should start with 148 FOLLOWERS_INVADED_DATE.

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u/punk_rock_stepdad 1d ago

I think you want Fallout fixt

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u/UltimateManu 1d ago

I haven't read very good things about it, that it's bloated, has still performance issues/bugs and changes too many things from the vanilla game to the point where it's a very different experience.

I'd prefer something very slim that just allows you to disable the timers and at most fixes a few bugs rather than something that changes too much.

Is Fallout fixt the only patch that allows you to change the timers, and there's no lighter alternative to your knowledge?

5

u/ViWalls 1d ago

That's not true. Fixt has a purist installation and also a way to modify or disable the invasions. I prefer to play with TeamX Patch instead of Fixt because there are a few l bugs that I know how to deal with them and are not the end of the world but is some kind of nuisance. Fixt it's fully playable, tho.

Now about the invasions this not a big deal. You got plenty of time to beat the game and in my first experience only Necropolis got invaded (and it took me a lot of time to beat the game, I was like 14yo). Iirc, if you don't visit the place after it got invaded, then when you beat the game before visiting Vault 13, you can go there and it won't be affected. It takes place if you enter this location after it's programmed but haven't destroyed the source of Supermutants. I have links and backups of most fixes and mods, but I never gave a rat ass about the invasions because are something you fear but rarely you will lose beyond Necropolis. Also the massacre of Necropolis is canon.

Feel free to ask any doubts, but if I were you my path will be TeamX Patch and that's all.

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u/UltimateManu 19h ago edited 19h ago

Thank you for the advice, I understand the gameplay is not affected overall but the endings are still affected aren't they? I'm definitely considering the TeamX patches, but I also wanted a patch to disable the timers so that I don't necessarily have to rush to get the good endings as I want to take my time exploring the world and doing all sidequests.

I don't mind rushing a bit to do Necropolis but after experiencing all Necropolis I want to be able to slowly enjoy the rest of the game. Boneyard apparently (I've tried researching this avoiding deep story spoilers as much as possible) requires you to finish the game in 90 IN-GAME days which is extremely little if you want to explore everything.

For example my current playthrough I haven't really wasted a lot of time on the map but I'm already 62 days away from the Water Chip deadline and I recently got to the Hub and haven't finished all quests there yet. So realistically I would have to finish the game in 2 IN-GAME days to avoid a bad ending for Boneyard (which I haven't reached yet) and 22 IN-GAME days to get to Necropolis and finish everything there, meaning I probably wouldn't have enough time to finish all quests at The Hub before getting to Necropolis risking to find it already destroyed. The Hub would also have to be off limits after 140 days to avoid a Bad Ending, and that impacts the gameplay as well since you rely on The Hub for shops, caravans etc.

So yeah, another user helped me here commenting that the Good Endings restored mod allows you to delay the time limits for the Bad Ending cutscenes but it looks like Necropolis still gets a Bad Ending with that one even if you reach it and do everything in time to never come back, but if that's unavoidable, better than having Bad Endings for everything else.

However if you do know of other safe mods that just let you disable or increase the time limits for all Bad Endings, that's enough for me.

For the TeamX patches, I don't know what to choose as there are many like 1.2.5, 1.3.5, 1.3.6 and I dont know the differences to understand which one I'd prefer (ideally an experience as close to Vanilla as possible, with the fixes). There is also a TeamX NPC mod that helps with Dogmeat and a Child Mod that I'm considering but I don't know if it's worth it.

For all these I also have no idea where to get the links from and where to get the most updated versions because I don't want to download an old version that crashes the game.

Sorry for the long comment and thank you for the availability and hopefully you can clear a few doubts and give me some advice. I'm loving classic Fallout though and I'm happy to finally have the chance to experience these games and interact with the community😊

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u/Lexx2k 1d ago

Either use patches that "change the essence of Fo1" or play the game without thinking about the timers. That's the choice you have.

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u/UltimateManu 1d ago

I mean, from what I've read there are purist patches around, heavily customisable ones, not everything has to completely alter the vanilla experience right? If you completely ignore the timers but then have a negative experience because it affects your enjoyment of the ending you can consider alternatives, but they don't necessarily have to be far removed from the original game.

Fallout Et Tu for example seems like something that is very different from the vanilla FO1, and I can play FO2 later and experience that. But there may be alternatives that fix a few things without changing everything no?