Should I use "Fallout Ammo Patch" with Fallout 1.3

your evil twin

It Wandered In From the Wastes
So, I'm just about to start replaying Fallout 1. First patched up to (unoffical) version 1.2, then TeamX's 1.3.4, and TeamX's v3.4 NPC mod.

But I notice there is also a Fallout 1 ammo patch by Celestial that is supposed to fix the fact that AP ammo doesn't work correctly.

Does TeamX's 1.3.4 mod already include a fix for the AP ammo? If not, is it OK for me to install Celestial's ammo patch, or will that break things?
 
As I mentioned somewhere earlier, patch 1.3.4 does NOT contain Celestial's ammo "patch". Since this "patch" has nothing to do with an actual bug-fixing and should be qualified as a mod. AP ammo troubles are caused by the erronous damage calculation formula, hardcoded into the game engine. But "patch" effectively just changes ammo statistics to do .223 less ultimative caliber. Other changes presented by this mod are not that significant.

Techically patch 1.3.4 is perfectly campatible with Celestial's "patch". So it's up on you to decide if you want to install this mod or not. Nothing will be broken in either way.
 
Ah, it's cool to know they are compatible. Since it won't break anything I'll give it a try I think.

I figured it was generally considered to be more of a patch than a bug since it was in NMA's "patch" section rather than the "mods" section. ;)

I got the impression it didn't just change the .223, I thought it very slightly increased the amount of damage of all armour piercing bullets in the game, so that the reduced damage resistance is actually useful. And version 1.1 fixed a bug in version 1.0 that made the .223 too powerful.

You're the expert though, I'm just a newbie round here! I'm merely basing what I'm saying on readme files. :)
 
Well, there are two widely used definitions of term "patch".
First one is strict, it states that patch is a hotfix or an update produced by the same vendor which made the main product. So thechnically any fan-made hotfix or an update is a mod.
Second one is less strict, it states that fan-made hotfixes and updates which address uncovered by the official patches issues can considered patches themselvs.
Celestial's ammo fix slightly masqueardes the problem, tinkering ammo stats. But it neither touches the source of the problem nor solves the issue completely.
In fact, in the Fallout 1, DR mod is not taken by the engine into account at all. It just don't have any effect. So, only difference between AP and JHP is DMG mod and may be AC mod. I'm not sure about the last one, It's better to ask guys who performed statistical analysis on the effective damage values.
 
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