@cyrz
That depends. What (very specifically) do you want to get Marcus to do?
@all
I played around a little more in New Reno while holding off on getting involved with the gangs, and then caught a caravan to Redding. While playing I experienced the following issues:
--There's a vanilla FO2 bug in nccorbro.int that can cause the player's spouse to fail to give an expected float text after the spouse works as a fluffer in procedure Node982. Without posting the whole lengthy node, I fixed this for myself by changing these lines (for Miria):
Code:
op_set_global_var(345, op_global_var(345) bwor 134217728);
if (1200 != 0) then
op_float_msg(op_dude_obj(), op_msg_string(425, 1200), 3);
end
else if (1200 != 0) then
op_float_msg(op_party_member_obj(16777380), 1200, 8 + ((3 - 8) * op_has_trait(0, op_dude_obj(), 22)));
to:
Code:
op_set_global_var(345, op_global_var(345) bwor 134217728);
if (op_msg_string(425, 1200) != 0) then
op_float_msg(op_party_member_obj(16777380), op_msg_string(425, 1200), 3);
end
else if (op_msg_string(425, 1200) != 0) then
op_float_msg(op_party_member_obj(16777380), op_msg_string(425, 1200), 8 + ((3 - 8) * op_has_trait(0, op_dude_obj(), 22)));
and making the same types of changes to the relevant lines for Davin.
--There are some problems with the casino pit boss in the Shark Club (ncpitbos.int):
a) After the first time the player-character dances in the club, when talking to the pit boss his dialogue always starts with line 339 of ncpitbos.msg; in other words the player clicks on him to talk and he opens with
. Prettiest girl at the casino. Get you anything? A drink? A private table?
The player's response lines are all the correct ones in this context, though. Apparently the subtraction formula to determine which line the pit boss should intitally use under these circumstances is not working as expected.
b) If the player-character talks to the Shark Club pit boss in the "northern room" (where the bar and stage are) and gets hired to dance, everything is fine; however if the player talks to the pit boss in the "southern room" (where the entrance to the casino is), the screen stays centered on the pit boss while the dance routine is performed rather than centering on the player-character as she appears on stage; the result is that the dance routine is performed and the player-character gets paid, but all the player sees the whole time is the pit boss walking around the gaming tables in the "southern room." There's some debug code about centering the screen on the player in ncpitbos.int under timer 5, but no actual mechanism in place to do that.
c) In the timed_event section dealing with timer 6 is the following:
Code:
LVar1 := op_random(0, 4);
if (tmp == 0) then
LVar1 := 11085;
else if (tmp == 1) then
LVar1 := 11292;
else if (tmp == 2) then
LVar1 := 10690;
else if (tmp == 3) then
LVar1 := 11484;
else
LVar1 := 11687;
This should be changed to:
Code:
tmp := op_random(0,4);
if (tmp == 0) then
LVar1 := 11085;
else if (tmp == 1) then
LVar1 := 11292;
else if (tmp == 2) then
LVar1 := 10690;
else if (tmp == 3) then
LVar1 := 11484;
else
LVar1 := 11687;
It's a complex procedure node, but I searched the whole script and the variable tmp is never correctly set for a female npc's dance sequence, with the result that the effective target tiles are actually limited to 11292 and 10690.
--Strictly speaking this may not be a bug, but if the player has never been to Redding and takes a caravan there (thus entering town for the first time by way of the northern Redding map), there isn't any little blurb in the message box such as "You have entered the mining town of Redding" as there would be if the player entered town at the main/southern map.
--Someone mentioned before about a mining machine in the Wannamingo Mine that can't be reached. It's on level one of the mine and is completely surrounded by little rocks and eggs but otherwise sitting in the middle of an empty area. Although this isn't the machine with the mining chip (that's on level two), since the player can't check to verify that it could be a cause for endless confusion. A few of the rocks around the machine should be removed, allowing the player-character to "reach" it.
--On the levels of the Wannamingo mine the ladders aren't marked/displayed on the in-game PibBoy map (should be orange dots).
--Prospectors in random encounters around Redding don't have any text/conversation while bartering with them (similar to the drug dealers in New Reno).
--Maybe it's always been this way (I can't remember), but Frog Morton's gang members use the Raider AI packet, resulting in possible confusion for the player when they make combat floats like "Bishop said such and such." The Vault City/Bishop/NCR plot is already confusing enough for non-veterans.