Sheltem said:I think there may be more that were overlooked entirely, but I'm not sure if they are patchworthy or modworthy =)
Glad you are up and running. Any bug is worthy of a post, so if you do find anything, let me know.
Sheltem said:I think there may be more that were overlooked entirely, but I'm not sure if they are patchworthy or modworthy =)
Hermit said:- If you are looking for truly modifying something better in New Reno: the requirement of Intelligence 8 for respectful talking to Mr. Salvatore is exaggerated. IN 6 or an alternative requirement of Speech 50+ would be more appropriate. I didn’t like the fact that I had to suck Mentat pills twice there just to be more polite for getting his 3rd quest with my character’s natural IN 7 and Speech over 80.
Hermit said:Well, next to CH 6, Speech 50+ would be also an appropriate requirement. Being polite to Big Jesus doesn't seem to have a requirement (at least IN4+ maybe), so what's the deal with this kind of boring 3rd quest of Mr. Salvatore.
Per said:Almost every non-stupid character would have picked up Speech 50% long, long before arriving in New Reno, though. Since CH has too little of an impact on the game, shifting emphasis towards IN and Speech isn't really the right way to go.
Hermit said:It happens too often that NPCs try to use all their Action Points - what isn't that bad though - what means they put away their weapons and punch or stab you with melee weapons instead. Unfortunately, they seem to be too dumb to grab their more powerful guns in the next round.
Sheltem said:Music bug - The music will skip around, this happens occasionally when changing "scenes" (read, green grids). I can reproduce the same effect by tabbing down the game and tabbing back up, other than that I don't know the cause.
Taking no damage exp bug - I've not really had the opportunity to check this fully yet, but I remember there is an exp bonus for finishing a fight by killing all enemies without taking damage. Now, I've actually noticed no difference in exp gains thus far
weird combat/ modifier regarding mouseover - This one is plain superstition on my part, but it seems to be effective. The actual probability of striking an enemy seems to be effected by how long you mouse over the target - This may or may not be related to speech choices being more effective if you wait a few moments before responding to the npc.
Torrs angry voice - I'm pretty sure that red popup npc text means they are angry, yet there are various NPC's around that seem to have red text when they shouldn't. The best example of this is Torr thanking you after you kill the radscorps in Klamath, one would think the text would be green.
When attempting to repair dead and broken repair bot near the vertibird, (I'll test anything for xp bonuses) in klamath the message box reads "you got it?" - sounds like a text mix up, from npc skill uses, but I only had Sulik in my party.
Also, I've been noticing that Sulik wont always attack enemies in combat, I remember there being serious combat issues, (they don't seem to be as bad now) and I had to find just the right custom combat choices to get npc's fighting 99% of the time.
Botched Dunton scare - When failing to scare the duntons properly (didn't wait long enough before my reply that time, haha) they appear to have spawned only spiked knuckles and not their regular gear.
Speaking of fixing things that shouldn't be fixed, I recall a bug that occurred in the raiders base (not vault 15) with the (rock) walls (and possibly other locations) - You could actually use the repair skill on the wall, heal it of damage, and gain exp repeatedly. I found this out due to a slip of the mouse.
Also I can't seem to get laddie to come with me, though I may not have the right skills/stats.
Also, some tags could stand some changing. Such as Pyromaniac.
And maybe someone could edit his graphic to give him a black hat.
What do you guys think about changing the "healing" of "broken" limbs to something more along the lines of "patching up" instead of "instant heal"?
I was also thinking about adding the possibility of permanently destroying/crippling a limb.
Sheltem said:After convincing (scare) the duntons to stop rustling via bug parts, townsfolk act as if you did the rustling quest for the duntons. (Red text in trapper town "you're just like the duntons") - I noticed that before I had the patch working correctly duntons would react in conversation as if you had accepted and botched the rustling job.
xeno said:the ammo patch (makes ap work) is just an item patch, and so it works with all "bug/gameplay" patches, like killaps, right?
Did you kill the Prez with explosives? Stealth explosives kills have a good chance of corrupting the map when you leave it; the game then crashes when you re-enter. Super Stimpak kills don't seem to cause this problem, so use those instead.EVilzealot said:I am using Killaps Final Fallout 2 A patch, and i am currently at the Enclave oilrig. everytime i goto disable the reactor and i try to get back
at the floor where the president is my game crashes. What could be the reason for this?
EVilzealot said:I am using Killaps Final Fallout 2 A patch, and i am currently at the Enclave oilrig. everytime i goto disable the reactor and i try to get back at the floor where the president is my game crashes. What could be the reason for this?
dlgoption(what_msgfile_to_use,what_string_to_use,min_IQ_to_get_it);
if dude_IQ>83 then begin
dlgoption(823,"you suck1!!1",4);
end