It depends entirely on how the script is written. For instance, here's a conditional from Vault City about getting combat implants with a discount:
Code:
if( (item_caps_total(dude_obj) >= 8000) and (obj_is_carrying_obj_pid(dude_obj, PID_COMBAT_ARMOR) > 0) and ( (dude_charisma > 5) or ( has_skill(dude_obj, SKILL_BARTER) >= 75 ) ) ) then
Here you need either Barter 75% or CH 6 to get the dialogue option.
Good to hear that. Its nice developers recognized there can be a person with low charisma but skilled in conversations and making business. And inversly a person who have great charisma and leadership talent but trading and talking with people arent her strong sides. Unlike to Perception (what I consider
here) which unfotunatelly is the sum of environmental perception (a general orientation) and emotional perception (empathy). Looks like for developers ability to finding path in the mountains is exactly the same what reading feelings from interlocutor's face...
There's a fairly detailed description of this in my Fo1 guide. As noted there, the good/bad NPC system is also broken by the fact that no NPCs are flagged as bad.
Then I did read that parts in your guides and I have a few questons about that system.
Looks like in FO1 you can be Champion and Childkiller at same time, am I right? Regarding to your point about Childkiller anyway. I think killing one kid rather than being bad ugly madafaka who kills kids whenewer he sees them, doesnt make you a Childkiller yet. But that about FO2 when NPCs see you as Childkiller after killing two kids. In FO1 you need to kill three of them and thats I think one too many
In FO1 you dont get karma titles like Shield of Hope? I can't remember if there were some in first Fallout and you didnt mention them in your guide. Same thing about town reputations.
And looking at the factors involved in reputation system:
Seems like Charisma in FO1 is a trash stat if there are no Charisma checks in dialogue options and if it doesnt define how many companions you can take with you, 'cause her part in reputation system in view of other factors (especially Karma) is too low. If you can get 1000 reputation points, any 5 points per 1 CH point is funny.
Presence perk is also useless. Three perks for 30 reaction points? Gosh...
Regarding to Cult of Personality, The Vault writes its broken and has no effect in both Fallouts. So looks like its useless even playing evil character. Or maybe The Vault is wrong about that?
Do quests can raise up or lower reputation pionts level?
If my reaction points level is extremely high, discounting NPCs who look at ceartain factors of your reputation rather than your generl reputation, I can insult people, kill them, shoot their brahmins and do many mnay many bad things and they will still treat me like a cool guy till my reputation points wont get 0 or below? Anyway, favorable reaction threshold should be much higher than 51 points.
Yes, but they broke it. It calculates a reaction value but doesn't convert it to a reaction level. You can see this in the MODREACT.H file; the old GetReaction routine which has been commented out ends with a ReactToLevel call, but the new one doesn't, so the new and updated ReactToLevel goes unused unless a script happens to call it indirectly through some other reaction function. I think a handful of scripts in the game do, to limited effect.
You said "the new one" and "updated", so that means latest developer's patch doesnt fix this bug? Is there any fan made patch fixing it then? But maybe its fairly good that NPCs - as you wrote in your guide - look at certain reputations instead of treating you in relation to general sum of everything you do because of this bug, doesnt it?