Have You Seen These Bugs?

Per

Vault Consort
Staff member
Admin
A guide update is coming up, to everyone's great excitement or something. I have here a little list of bugs people have reported that I haven't been able to trigger myself. If anyone else has experienced them, and/or know how they trigger, please let me know.

* Recurring crashes in the lowest level of Vault 13 after saving and loading.

* Erratic fadeouts on Navarro maps, accompanied by an inability to sleep using the Pipboy.

* In Navarro, Quincy lets you take the plans from the locker without reacting.

* Sulik starting to complain about carrying too much even though he's not at his maximum.

* In the SF Brotherhood video sequence, the player avatar took the place of one of the Enclave soldiers behind Horrigan.

There is also the continuing mystery of the pariah dog bug which seems to happen all the time to some people and never to others. Someone mailed me with a description of how to trigger it, but it didn't work for me, and some of his assumptions seem to be incorrect and/or irrelevant anyway. So I'm still interested in descriptions of how to make it work, and more specifically why it works.
 
Pariah dog Rules!
I had the 'problem' with him the first time I played the game and the second time I didnt find him.

Bearing in mind this was back in 1998/99 so I cant remeber the details too clearly

1) I encountered him and he joined my party
2) Had a few battles and a lot of critical failures.
3) I decied to removed the dog from the party.
4) killed him eventually (he had lots of hit points!

Then a little while latter I noticed my luck had gone up to 10. I *think* it was on 5 before hand, so I'm not sure if it doubled it or added 5. I always thought it was suspossed to happen until I read about it being a bug.
 
The Odd fadeout in Navarro base seems to be related to a few things, if memory serves.

1: Talking to the guy who assigns you guard duty. This keeps you from sleeping while on guard duty, at least in my experience. Some people's FAQs say you can sleep through guard duty, but we know how accurate some FAQs are...
2: Setting the base on alert. It will typically happen after you've been in, and then out of, combat mode for a while.
3: Getting the Tanker Fob item from the locker will sometimes do it.

I've never had the Pariah Dog bug but I do know that in version 1.0 his corpse would follow you around and you couldn't get rid of him. The bug must've been introduced in the patch.

Nor have I ever had Sulik compain about being overloaded any more so than anyone else, I think they all can become overloaded somewhere before their actual stated overload limit...
 
>Some people's FAQs say you can sleep through guard duty, but
>we know how accurate some FAQs are...

This one seems to have originated in the official strategy guide (along with some other stuff like the Cheezy Poofs addiction).

>2: Setting the base on alert. It will typically happen after you've
>been in, and then out of, combat mode for a while.

I've had the thing where the turrets keep you from leaving combat mode, but there weren't any strange fades involved that I can remember.

It turns out I spoke just a little too soon about not ever getting the pariah bug to work, as I did when I tried it with one of my older characters. I then set up a test environment where I could create a new character, leave from the first map directly to the Arroyo bridge map and then automatically get the pariah encounter outside Arroyo. Apparently it has something to do with the way the game keeps track of the Luck stat: if you increase it above your initial value before the dog joins you, the script command to alter it flips out. Doesn't explain why it doesn't happen all the time to everyone, though. Maybe if you play for too long between getting the zeta scan and meeting the dog the game has a chance to catch up and make your new LK the "original" LK. Would that be consistent with people's experience?
 
Well that clears that up about where I heard you could sleep through gaurd duty.

Has anyone noticed just HOW many discrepancies there are in that guide? Even just the items sections are hopelessly messed up and incomplete... the M72 Gauss rifle as an Assault Rifle? The H&K G11E as a Big Gun???
 
How did the dead-dog-follow-bug work, anyway? Did it walk around and animate, or did it just teleport from map to map? Did it look like a dead dog or a live dog? Did you lose the Jinxed perk/get your Luck back when you killed it? Did it take up an NPC spot?
 
The corpse followed you around. It teleported from map to map near where you entered. Killing it did *not* return your stats to normal, it cursed you forever with its presence. I didn't try very hard to get rid of it, though, so I have no idea if a rank of "Gain Luck", a Zeta Scan, or the like would remove it, but it's doubtful.
 
I never used the Zeta scan, I did use the increase luck perk in one game I played though that might have been FOT. When I killed the dog the jinxed trait was gone and everything was normal... except for having ten luck.
 
The Zeta Scan is available from the Hubologist in the NCR, and it will have one of two results: either it will raise your luck by two or drop it by one. I'm not sure what determines the effect, though. I have had characters who get the two immediately and I've had them who cannot get the +2 after dozens of quickloads.

But the purpose of discussing the Zeta scan and Gain Luck is that they would possibly reveal the nature of the Pariah Dog effect; either it simply drops your luck by a value defined by your current luck, or if actually somehow holds it at 1 no matter what happens so long as the pariag dog survives. Furthermore, it would be interesting to see if getting the dog, then the negative Zeta Scan in NCR resulted in a luck of 0. I remember from Per's guide that you can't have actual negative charisma in the interface but you can be treated as having negative charisma should you loose enough due to surgery and disfigurement...

If anyone would know Per would know :)
 
Hi Per.
It's not about those bugs, but I thought you might be interested.
About 2 years ago, before you did your last major update with the faq, I sent you an email about something that I had discovered (my nickname was Kthan), but I never heard anything from you. It's about finding the cure for Jet. I don't remember it exactly, it was a long time ago, and I haven't tried it since and I don't even have the savegame anymore. The ideea is that the doctor in VC made me a cure for Jet in very same day that I delivered the sample. I had very high science and I had talked some thing with Myron before that, as I said I don't remember exactly. Maybe you or someone wants to look into this.
I remember that I also sent you a savegame back then. It was a big attachment, sorry about that, probably that's why you didn't receive it.
 
I remember a Bug, anytime, I'd become a Prize Fighter with a woman character (unpatched version), anytime I got into a combat situation after the first match, the game would be in combat clock mode forever.
 
Locked-clock-mode bugs were common in the unpatched version. I got them a lot in the Miliraty Base while fighting the Super-Mutants. I remember they were particularly annoying there because those guys usually take a long time to move anyways...
 
Damn bugs. If they only took there time on that damn game, they might have done it on two CDs with extra features.
 
Slight derail - has anyone ever heard of a bug in FO2 where you can't see Bishop after killing Westin?
 
Cbutnariu said:
About 2 years ago, before you did your last major update with the faq, I sent you an email about something that I had discovered (my nickname was Kthan), but I never heard anything from you. It's about finding the cure for Jet. I don't remember it exactly, it was a long time ago, and I haven't tried it since and I don't even have the savegame anymore. The ideea is that the doctor in VC made me a cure for Jet in very same day that I delivered the sample. I had very high science and I had talked some thing with Myron before that, as I said I don't remember exactly.

Troy always finishes the antidote right away when you complete the New Reno Jet quest, which involves talking to Myron with a high Science, so that's hardly news. I must have got some mail from you though since I quoted you on the Modoc wedding bug (which I have now figured out, by the way).
 
i don't know if this is a bug or scripted

after i got myron as my NPC, i tried to steal his stimpaks (faster den trading) instead he turned hostile..

and there is vic.. who got himself trapped in in between 2 force fields.. he just disappeared :cry:
 
Per Said:
I've had the thing where the turrets keep you from leaving combat mode, but there weren't any strange fades involved that I can remember.

Those turrets are pesky like that; you can usually end combat long enough to peg the inventory button or something, but nothing else. (on a side note, they can easily be killed with a laser rifle or something from outside their range)
However the turrets, unless they are actually bugged per say, (I do not know; they may just be initiating combat arbitrarily, even though they have nothign to do about it... ) have nothing to do with the fadeout, which may be keyed to time spent on the Navarro Base map(s)...
 
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