Wow, this was a long one. Well, here goes...
Per said:
killap said:
Killing Anna the ghost now sets her quest to failure.
Per said:
You couldn't make her unkillable?
I did not attempt to.
Well, I think it would be a good idea if possible, though I'm not sure it is (since they didn't manage it with the Bridgekeeper or vorpal rat). Putting some instant healing in damage_p_proc will probably not help with instant kills. The Overseer in Fo1 is truly unkillable, but he has a unique creature type that doesn't allow for instant kills. In any case, wouldn't hurt to make it more difficult - up her resistances to 500% like the other "immortal" critters. She
is supposed to be a ghost, after all.
I shall look into it. I will probably take your advice and just up her resistances.
Per said:
killap said:
On a similar note, it seems that Wade in Redding will never show up at the end of his caravan route (the one to Vault City). The reason for this is that his proto file was never added to the Vault City map and hence he will never make him self uninvisible at the right times. Did anyone notice that Wade was totally broken?
I knew they were somewhat broken, but not that Wade was totally broken. Strange, I would have thought that I did it at least one successful run with each driver.
Actually I retract my previous statement about Wade. When I had looked at the map, I only saw the Chad proto near the gates. Since I had never done the Wade caravan, I assumed that Wade should also be standing outside to give you your money. More recently, I looked inside the information office and I see that Wade is in fact standing in there. I was not aware of this. So Wade is in fact there and it is now possible to get the caravan run money from him.
I am not sure if you note in your guide that Wade is standing in the information building, but I would consider doing so since one may not expect this.
Also, I was curious on your opinion on something I had mentioned a few posts back.
“The Redding caravan drivers are set to appear in Redding every other month. Wade on the odd numbered months and Stanwell and Savinelli on the even numbered months. On the months they are not in Redding, they will be at their respected destinations waiting to head to Redding.”
Should I leave it like it is or should I make them appear in Redding every month?
Per said:
Arroyo:
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• The Elder should no longer "forget" being mad at you.
Is this just that she sometimes has a different expression when you initiate dialogue than when you ended it? I think that's normal talking head behaviour. I couldn't find anything fishy looking at the script.
Yes. Before if you pissed her off to a point where she was glaring and then closed and reentered dialogue, she would be smiling again.
Per said:
• If you complete Hakunin's quest before getting the bonus training from Cameron, you won't get the training. This has been corrected.
I did some testing and found out the trigger for this bug is actually talking to Hakunin at all. The two things are governed by local variables which shouldn't interfere at all! The scripts also have the correct number of local variables assigned. I'm curious: how did you identify the problem and what was the fix?
Hmm, yes this issue. Well actually Cameron (ACTemVil.int) did not have enough local variables assigned to him. He only had 16 in the script.lst file and there needs to always be 1 more than those defined in the actual script. As for how I found out this issue was somehow connected to Hakunin….I am not sure at the moment. I believe I just did Hakunin’s quest and then noticed I couldn’t get training. Went back and noticed I got training without doing his quest. Looking at the scripts at the changes I made I see nothing changed in either of their scripts regarding this. The only changed I made was adding an additional local variable. I remember this issue no longer occurring after I made this change several patches ago and I don’t think anyone has reported differently. I think I will have to go back and test this again at some point because I really do remember that Hakunin’s quest was somehow related to Cameron breaking. At the moment, it doesn’t make any sense though.
Per said:
Klamath:
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• Unlocked dialogue options for Maida Buckner during the Torr rescue quest. (prevented by bad scripting before)
• Maida has dialogue to activate the quest of rescuing Torr (just like Ardin), but the variable was never set.
These two are the same thing?
Yes, I think those two are the one and the same. Sometimes I accidentally add corrections to my corrections list. I shall remove the extra one here and all the others you mentioned.
Per said:
• Fixed dialogue loop in Ardin’s script which prevented Rescue Torr quest from getting crossed off.
Couldn't identify this. I thought the quest was crossed off as soon as you left the canyon.
Actually, I need to correct this since what I wrote is not entirely correct. What I meant to say was getting set to “failed.” If Torr died, she would always say the same thing to you and never set a variable to go to a different dialogue node nor would the quest to rescue Torr be crossed out. The quest is indeed set to done (crossed out) when you rescue him from the canyon.
Per said:
Den:
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• Major dialogue fixes when talking to Rebecca about the death(s) of Fred and Derek.
Again, couldn't find what could be termed "major" problems, just one line that would be incorrectly displayed, and some redundant but not harmful resetting of quest variables. Is there anything that could actually mess up the quests (and thus be guideworthy)?
Actually there were indeed major flaws here. The setting of “off_becky_work” and the other quest related variables were indeed the culprits. I wish questions like this were asked earlier (when I had fixed the issue), but I shall do my best to remember the exact problem…Quickly looking through the script files I am beginning to remember what I corrected. The problem was that if Fred died, you were unable to get the next quest of obtaining the book from Derek. And if Derek died, she would always ask you how the book quest is coming and as well as the quest never getting crossed off. Look at nodes 987 and 986 if you are curious. I actually plan to release all my source files soon so hopefully that will make things easier for people.
Per said:
Vault City:
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• You can no longer gain (or lose) infinite karma by commenting on Martin's singing in the Vault.
I'm pretty sure you can't lose infinite karma, since if you tell him to stop, he stops and there is no loop.
Looking at the script, you are correct. I shall make that correction to the text file.
Per said:
• Fixed issue of Randal charging you more if you fooled him with your fake citizenship papers. (I believe this is part of the same issue when he would charge you more if you were a real citizen, captain of the guard, etc)
You mean "less" both places where it says "more", right?
Yes, I do in fact mean less. I shall correct that.
Per said:
• Guard in the house at the left of main gate now has the correct script attached.
At first it seemed to me he has the right script, since he is outside the gates and therefore technically a courtyard guard, but when I clicked on him he didn't say anything. Is this because he checks which map he's on and bugs out if he's not on the actual courtyard map?
Yes, his script does check what map he is own and since it see was using a courtyard script he would bug out since he is not in the courtyard.
Per said:
• Using the crowbar on the "stuck" doors should now work correctly.
What was the bug and the fix? I haven't been able to duplicate this or find anything in the script.
Ah yes, this issue…. Well this one never made any sense and still doesn’t. I spent a long time staring at that script making a few tweaks here and there with no results. I then just rewrote part of the code which handled the opening of the door. It works now and no one has reported otherwise. I even just tested it a few minutes ago and all the doors acted as they should.
Per said:
New Reno:
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• Salvatore no longer freaks out if you talk to him after he just gave you a mission. He now says the correct message of "Go see Mason."
Under which circumstances does this happen? I couldn't see any or trigger it in the game.
Take a quest from him. In the dialogue window he will tell you to go talk to Mason about more details. The dialogue window will then close. Click on him again and dialogue will start again but this time Salvatore will be freaking out and sound the alarm. The reason for this is that the game checks if you have permission to talk with him. You don’t anymore since this variable was reset at some point. I moved some of the checks around so that if you click on him again he will tell you go to Mason for details rather than instantly sounding the alarm.
Per said:
• Fixed a glitch in how the car is handled in New Reno after you get it back from T-Ray.
What is this, specifically? Anything significant or potentially perplexing?
Actually, yes. Again, it has been awhile but if I remember correctly if you got your car back, went to Newo Reno (first map) with it, and then went back to the shop on foot, your car would still be there. At this point your car would be present in both places. Looking at the script this seems to be the correction I had made.
Per said:
Sierra Army Depot:
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• Fixed a bug in a terminal on level 2 that could potentially crash the game.
Which and how?
Hmm… I think I was referring to an issue with the message file. This was due to an error on my part. If that is not it, then perhaps it had something to do with a fix I got from Seraph. The terminal in question is the one with the penpal letter; the one that controls the shock plates. Looking at the script, I see Seraph made a few changes regarding how messages were displayed, they were not done correctly before. Perhaps a crash was possible before these corrections were in place…I do not remember though.
Per said:
NCR:
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• Nording will now say he gives you $50 instead of $500 if you fail - (Caravan runs)
Note there is also a typo for the $100 reward.
As in he gave more/said he would give more? I just looked at the script and text file and he says he will give 100 and he does in fact give this amount. I may have made a correction to the text file and never made note of this. The issue was in the text file, yes?
Per said:
• Before you could only do one cattle run offered by Duppo in NCR (though he would say come back in a few months for another, nothing would ever come of this.) This has been corrected and every 6 months he offers another run.
This is a pretty big change, since it's a quest. A conservative fix would have been for him to say something that didn't sound like a direct invitation.
Actually, yes you are right and a few others have mentioned this. I suppose the only reason I did this was pressure from a few users and the fact that it seemed he wanted to give you another run. I shall reconsider how I did this.
Per said:
• You can no longer get the mutagenic serum from Dr. Henry if you already did that quest before.
• Completing the serum quest for Dr. Henry and talking to the robotic dog, but not taking it with you would reset the quest allowing you to redo it an infinite number of times. This is no longer the case.
Same thing?
Yes.
Per said:
• You can no longer have conversations with the sink at the entrance.
I'm pretty sure you never could, though, so this description is misleading.
About the conversations with sinks. For some reason I remember at some point being about to talk with a sink. Either this was in the Sierra army depot or some other location. In any case, these sinks did in fact have scripts attached to them; the traveler script. I had gone through the game and removed these scripts from sinks. Some sinks in New Reno even had them.
Per said:
San Francisco:
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• Vikki and Juan: Should no longer be able to go through their scripted sequence multiple times.
• Should no longer be able to go through Vikki's & Juan's Hubologist initiation sequence multiple times.
Are these the same thing, and are you referring to the part where you get the holodisk? That's just a quick fadeout, so referring to it as a "scripted sequence" is misleading. As far as I can tell there's no way to get their zeta scan repeatedly.
This is the point where they exchange dialogue between each other. If you left before it ended you would have to here it again. I even think it could cause their scripts to bug out and not respond any more.
Per said:
• Fixed a dialogue error with the Hubologist's main computer.
Anything significant, or just incorrect line?
Yes, just incorrect lines, two in fact.
The dialogue options were off by 1 and hence pointed to a reply message and an incorrect dialogue choice.
Per said:
• Replaying the BOS bunker video sequence with NPCs in your party would cause them to appear inside the video thus complete mayhem would commence.
• Your party members will now be hidden when you watch the tape of Horrigan killing Matt.
Same thing?
Yes
Per said:
• Killing all the Hubologists now sets the "get fuel for them" quest to failed.
Seems a bit arbitrary. Does that mean as long as one single grunt survives, then they're likely to make good use of the fuel and you deserve xp for that quest, but if you kill that one too, you don't? We know there are more Hubologists than the ones in the base. A more logical condition if you want one would be if all of Harry, Crockett, AHS-7 and AHS-9 are dead, leaving them without leadership and know-how. But it's still pretty arbitrary to cut short the fuel quest and disallow the xp, since even in the normal case, the reason for getting xp is not really connected to the fact that the fuel will ultimately be put to good use.
Actually I need to alter how I said this. The quest is only set to failed if AHS-9 is killed. I guess I had assumed that if you are killing him, everyone else is going to die as well. I need to alter the description to this. Also, I just realized that killing him with a stimpack/bomb will also do the same thing. Perhaps I should add this variable setting to the other leaders you mentioned…
Per said:
Raiders' Base:
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• Corrected one mine which could only be seen after already stepping on it.
What is the actual bug? I could never figure out what made it special.
I have no idea what caused this issue or the issue with mines on the Navarro map. All I did was remove the mine and then place it again on the map. Now it behaves like the other mines.
Per said:
Enclave:
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• Horrigan should no longer be able to shoot through doorway/doors during the final fight scene.
I don't mind him shooting through doorways as long as they're open.
The issue was that he could shoot through CLOSED doors. There was no blocker on the side of the door and hence he and the player, if finding just the right spot, could shoot through the door.
Per said:
Navarro:
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• Talking to the gate guard as a dumb character would eventually make his talking head disappear. This is no longer the case.
I was unable to duplicate this. What must you say to him?
The issue was with one of the graphic files which I had to redo the lip syncing to. (a painful task I might add) This issue was reported by Skynet
Here is the post by Skynet:
You must be a dumb character. Talk to the Gate Guard of Navarro. While he says "Nobody gets... Damn. (slowly) Need pass get inside. You no got pass. You go away. You no go away, you get hurt. Understand?", his head disappears. His head reappears when he says the "Understand" line.
Per said:
Modoc:
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• When you take the watch to either Cornelius or Farrel you now NO LONGER can do the quest again when talking with Cornelius. (If you had a million of these watches you could actually redo this quest a million times and get millions of xp from Cornelius.)
I'm pretty sure you cannot do the quest again after giving the watch to Cornelius, even with infinite watches. Unless I missed an option, the command used to activate the quest in dialogue (which is in modoc.h) doesn't reset it if you already completed it.
I am most certain the quest can be obtained again and again. I believe the culprit was line 162 – “You need some serious help old man” Saying this made Cornelius reactive the quest. Please double check this though and correct me if I am wrong. I just quickly looked through the script and the corrections I made revolved around that dialogue line. I also remember running into that bug and being able to reproduce it….
Per said:
• ALL crashes (infinite fadeouts) have been fixed for the Grisham family. (if you lock the door to the room though, there are issues of Grisham's script crapping out.)
I tried this and got the message that you cannot lock the door.
Yes, I need to edit that correction line. At the time of me writing that, I did not add the check on the door. It is now no longer possible to lock the door to the room since if you did, the game would crash when Grisham tried to come in.
Per said:
Broken Hills:
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• Chuck Stodgers will no longer freeze and stop responding/moving if his path is blocked when he is running away.
Do you also remove him from the map on map exit if he's already set to run away?
No. If you came back in he would still be there but his script would keeping telling him to make it to the exit. This was dumb on my part since if you come back years later he is still trying to make it to the exit. I will edit the script so he is fully removed on map exit.
Per said:
• Random traveler from the traveler encounter no longer marks the location of the sierra army depot when the description of the location given is clearly for the Milt base.
You should also note fixing the bug that she didn't give all her possible options in the first place.
Ok.
Per said:
• Fixed Cassidy and Marcus from forgetting combat settings. (NOT FULLY CONFIRMED)
I never heard of Marcus being bugged in that way that I can recall.
Well, both Cassidy and Marcus had different combat control coding than all the other recruitable NPCs. Since Cassidy was known to forget his settings, I assumed that perhaps Marcus also suffered from this in some way. I altered both their scripts to do combat settings like the others. It has been reported that Cassidy still forgets his settings, so this doesn’t seem to be the cause..
Per said:
• Bug in Sir Robin's script that could potentially cause a freeze in the game if he was killed in combat? (not verified)
Well, what was the fix? Is his script different from the other knights?
Well in his death procedure he would set i_robin_obj to self_obj. All the other knights set theirs to -1. I just corrected this in his script. It doesn’t really affect anything that I know of so I don’t think a crash could come about from this. Right?
Per said:
Map Fixes:
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• Various other map fixes to prevent walking through tables, desks, etc.
• Numerous map fixes: missing tiles, holes in walls, walking into tables, etc.
Pretty much the same thing?
Yes.
Per said:
And now for a li'l list of bugs that have been reported before but are not in the corrections file and a few I found recently myself:
I shall look into all the issues you posted
Per said:
* It's always day at the SF bridge. It should be easy to make the area script call for outdoors lighting if you're on the ground elevation.
This was corrected in an earlier version of my patch. Is it not working or did I forget to mention it in the corrections list?
Per said:
And a final question. There are some fixes in the list which I haven't noted down as being reported in this thread. Are they usually found by you, or have people reported them to you through other channels? In other words, if I add something to the guide, should I credit you, or let them go uncredited?
Any bug which is not mentioned in this thread is found by me. I do get some lists via e-mail but they usually duplicates.
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EDIT
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Some questions regarding your lil bug list
The stupid Ken Lee option to access the computer could be activated if you insert a ReactToLevel call or something of the like.
Well, adding ReactToLevel at the start of the map or anywhere in the script for that matter won't do anything, right? No where does Ken's reaction get altered in his script, so how is it possible to get a reaction over neutral?
When the big stone head kills you, you may slide off the map and go to the world map. It should kill you using some flag to inflict, say, plasma damage instead.
I just looked at the script and saw that he inflicts 40000 damage to the player. I used a test script and did this much damage to my character. I died a horrible death, but I never slid. (it was the death animation where your body parts are blown off) This happened everytime I tried this. With that much damage, you should always be getting the "insta death" animation and never slide. Either way, I suppose I could change the damage to plasma.
The stupid dialogue with the Navarro gate guard depending on whether you have a companion or not is inconsistent for no good reason. If I remember correctly, if you have a companion he'll tell you to go learn the password, and you can then do that, but if you're alone he'll tell you to stay away forever.
Hmm. I was not able to find anything wrong with the script. Can you perhaps be more specific?