I guess fix worked, now i can craft 4 different ammo types. For the Val i thought she could teach me at least how to make electronic lockpicks. Thanks for the great mod and the fix.
The loot you can obtain in the Toxic Caves might be a bit too much too early. What really bothers me though is Algernon and his basement. His free upgrades are just too much and that you miraculously find exactly what you need to enter the Toxic Caves (electronic lockpicks and 2 emp-grenades) makes it an exploit. Which, by extension, makes me feel like I’m cheating when I loot the Toxic Caves. In vanilla they were the only electronic lockpicks you can find before San Francisco. And after San Francisco, the loot in the Toxic Caves is completely outclassed.”phobos2077” said:Ha, that is actually very interesting. Because initially she COULD. But some... people, after hard argument, talked me into moving electronic lockpicks away from Val to a later game, because "they are more of an easter-egg thing"...
Well flint was meant to stay for further crafting (you can find another flint in the Den), but strange about temple key and broc flowers - I didn't change those maps and/or scripts involved... AFAIK.I’ve just played through Arroyo and I noticed that quest items don’t disappear from my inventory. I still have the temple key and the flint. Also, there were no broc flowers in the hunting grounds.
Well people already complained about loot in Toxic Caves.. I need to think about it as there are several solutions to this..The loot you can obtain in the Toxic Caves might be a bit too much too early. What really bothers me though is Algernon and his basement. His free upgrades are just too much and that you miraculously find exactly what you need to enter the Toxic Caves (electronic lockpicks and 2 emp-grenades) makes it an exploit. Which, by extension, makes me feel like I’m cheating when I loot the Toxic Caves. In vanilla they were the only electronic lockpicks you can find before San Francisco. And after San Francisco, the loot in the Toxic Caves is completely outclassed.
I’ve installed your mod over the latest restoration patch. I’m starting to doubt if the temple key staying in the inventory wasn’t always the case though. Also, I’ve noticed that the game won’t let me overwrite savegames made before installing the mod. Saving in a free slot presents no problems.”phobos2077” said:but strange about temple key and broc flowers - I didn't change those maps and/or scripts involved... AFAIK.
The loot is fine depending on the point where you can obtain it. I’d say it should be accessible when you’ve been to the NCR or the EPA. Since it’s a small upgrade in gear to the stuff you can get in those places. Maybe even a bit earlier if access to it is more dependable on non-combat skills. Because you already have to backtrack quite a bit to get to it, and as a non-combatant the gear in the Toxic Caves doesn’t break the game progression. Early access might be considered a nice reward for honing different skills. Maybe by adding a science check to the computer in the caves in order to operate the elevator. That way you’ll need both science and repair or have both Vic and Myron in your team.”phobos2077” said:Well people already complained about loot in Toxic Caves.. I need to think about it as there are several solutions to this..
Did you gave her the tools already? Waited a day? What is exact line she's saying? (floater or dialog?)I had a small issue with Val... she says to come back and she'll teach me a few things, but I never get the option to learn anyhting from her (or pay her).
Do you still have this issue? I remember seeing it a few times, but it was rare and disappeared by itself..Also, I’ve noticed that the game won’t let me overwrite savegames made before installing the mod. Saving in a free slot presents no problems.
I’m level 10 and in Modoc now and the issue is still there.”phobos2077” said:Do you still have this issue? I remember seeing it a few times, but it was rare and disappeared by itself..
If I recall correctly it was 200 of each type. Which, when using burst weapons isn’t really that much. For the caseless ammo it’s 8 bursts with the vindicator, or 40 bursts with the H&K G11 (first obtainable in Redding). For the .223 ammo it’s 13 bursts with the Bozar. Energy cells & MFC’s last a bit longer, save for the Gatling Laser, but they’re also used for the car. 200 rounds of 2mm EC might be a bit much, but you’ll have to find a Gauss weapon first. Besides, that ammo type is already really scarce throughout the game.”lujo” said:The deal with the toxic caves loot is mostly whether it gives you enough ammo that you don't need to ever buy any or not. It's mostly ammo except for the bozar and the armor, and there's 2 energy pistols. … but the old numbers were ludicrous.
If I recall correctly it was 200 of each type. Which, when using burst weapons isn’t really that much. For the caseless ammo it’s 8 bursts with the vindicator, or 40 bursts with the H&K G11 (first obtainable in Redding). For the .223 ammo it’s 13 bursts with the Bozar. Energy cells & MFC’s last a bit longer, save for the Gatling Laser, but they’re also used for the car. 200 rounds of 2mm EC might be a bit much, but you’ll have to find a Gauss weapon first. Besides, that ammo type is already really scarce throughout the game.
My only gripe with the Toxic Caves is that you can get the loot as early as level 8 (possibly even sooner). By which point you’re set up with the (second) best big gun in the game and a set of armor that removes all challenge in the midgame.
It is a midgame weapon, outclassed by the later obtainable small guns like the G11e and the Gauss weapons. As such I’ve always considered the H&K G11 a mixed bag. As a submachine gun the P90c deals more damage per burst for less action points, although with less range. As a single shot weapon the G11 is easily matched or even outclassed by many rifles and pistols.”lujo” said:- Well, 40 bursts with H&K Caseless SMG's is problematic for several reasons:
a) They're the most powerful SMG's, but they're also available for free in 2 places, in redding after lvl 10 from Frog Morton, and in VC if you do the whole raiders quest chain (which apart from killing raiders mostly involves just going around and you kinda end up with it for free). Since there is so little to do in Redding and since the guy who has the gun is right at the exit/entrance to the wannamingo mine, it's highly unlikely you'll ever need to buy the gun itself. Which reads to me as "this gun is ment to be balanced by ammo scarcity".
b) that's supported by the fact that you're certainly going to have 2 other SMGs available, both weaker single target damage and range, but much, much more plentiful in ammo. With plentiful caseless ammo, and with 2 free ones up for grabs in midgame, it would mess up the SMG curve.
c) Also, you're very likely not going to burst stuff with it, since you have loads of ammo on fine SMG's for oumidgame, so you can't really measure it by the ammount of bursts as it plays more like a really nasty pistol. So when you do find a lot of caseless ammo, it's more like you're getting ammo for a high-end pistol which you can get for free. So if you get, say, 4 clips of 100 per, that's a crapton of ammo.
It takes some cheesing, but you can steal a psycho from the dude that’s guarding Vic in the Den. Get him drunk first for easier stealing. Or you can buy it from Renesco. This lets you survive the first attack from the Robot (or initiate combat first by holding down A in the elevator, but that’s too much cheese, even for me). Next walk through the door opposite the elevator. The robot will spend all his action points to move towards you and is now standing next to you. Use the 2 emp-grenades (hardly any skill required since he’s next to you) to kill him.”lujo” said:- The free armor - well, with the ones in the SAD replaced, that's basically the 3rd one you get before san fran. All in short sucession, tbh, one in vault 15, one in vault 13, you return with the geck, open toxic caves and get the 3rd one. And then there's... 3-4 more you get from san fran quests, which you can use for the implants as you'll have a few free power armors. If you do get it earlier you have to survive the rocket-bot, I'm not really sure you can do that at lvl 8.
I haven’t played this far yet, so I’ll disagree with you once I have a somewhat informed opnion about the matter.”lujo” said:Some insightful stuff about 2mm EC, the Bozar and energy weapons
New dialogs were written for me by another non-native english speaker that still better than I amFound some typo’s:
Yeah, this is normal (it's how pack sizes fix is working for pre-existing ammo/weapons on maps). I will probably replace this later with more aggressive (and not noticeable) fix once I'm confident enough.MISC:
Amount of Ammo displayed when picking it up are often the original numbers. In the inventory it displays as it should. Screenshot
I can't download it, please use better file hosting (or attachments). It's sad that when we have things like Dropbox, some people still use ugly file sharing services..Found an issue with raiders in random encounters. The female raiders, those clad in black leather are equipped with weapons (rifles) they don’t have animations for. I think they can use submachine guns, knives, grenades and any pistol that uses the submachine gun animation. Maybe even some big guns. Savegame
Do you mean that new dialog is written to replace the current one? In that case I won’t bother reporting typo’s.”phobos2077” said:New dialogs were written for me by another non-native english speaker that still better than I am
Yes, that’s the one.”phobos2077” said:You mean the punk girl with green hair? Will be corrected in next update.
Well, first of all, thanks for valuing my opinion. Here’s how I see it:”phobos2077” said:Here's what I did with Toxic Caves loot:
- replaced combat armor MK2 with MK1
- unloaded both energy pistols and Bozar
- reduced SEC amount considerably, reduced gauss ammo to 20 and caseless ammo to 80
Do you approve? Might be also interesting to increase bot encounter difficulty somehow (Bozar will still be good enough reward for your trouble, even without ammo, because of it's power).
Caseless comes in a quantity of 50 in vanilla. Are you sure you haven’t actually increased it?”phobos2077” said:reduced gauss ammo to 20 and caseless ammo to 80
The latter. I appreciate typo-hunting.Do you mean that new dialog is written to replace the current one? In that case I won’t bother reporting typo’s.”phobos2077” said:New dialogs were written for me by another non-native english speaker that still better than I am
Or do you mean that someone else wrote the current dialog? If so, I’ll happily continue proof-reading.
I've just checked vanilla version of toxic caves in mapper, there are at least 200 caseless ammo in there.Caseless comes in a quantity of 50 in vanilla. Are you sure you haven’t actually increased it?”phobos2077” said:reduced gauss ammo to 20 and caseless ammo to 80
Good, because I’ve found another one. Sergeant Stark says, after returning from Broken Hills, ‘Here’s you pay’. Should be ‘Here’s your pay’. Screenshot”phobos2077” said:The latter. I appreciate typo-hunting.
In vanilla you could buy them in San Francisco or get them at Navarro. In the RP they can also be found in the EPA (not sure about that).”lujo” said:The only way to get those (off the top of my head) is from a shop in San Fran (maybe) and by crafting them after finding the recipie (it's in a pretty appropriate spot). So if this is done, maybe add a free one somewhere or something?
Right now I’ve run into a bug I haven’t encountered before. It started at the chop shop in New Reno, though I don’t know if it’s related to that location. When I enter barter mode, I’m immediately forced out the screen. Afterwards the barterscreen stays visible, but cannot be interacted with. A red question mark comes in the top left of the screen and a variety of bugs happen (like disappearing items) until the game crashes. Not sure if this is even related to your mod, or just a flux. I’m continuing from an earlier save. Savegame
[Debugging]
DebugMode=2
Init=1
Hook=1
Script=1
Criticals=0
”phobos2077” said:The latter. I appreciate typo-hunting.
In vanilla you could buy them in San Francisco or get them at Navarro. In the RP they can also be found in the EPA (not sure about tha t).
How about getting the recipe to craft them from the Brainbot (best brain only)?
As for regular lockpicks, I wouldn't mind being able to craft them tbh, even in Klamath. If the otherwise useless makeup item appeared before New Reno, you could have the basic lockpicks and a whole new camouflage item (temporary boost to stealth) be thought by someone sorta shady in klamath, like Sajag or Slim Picket. (Just an idea).