Various FO1 Questions

Jay

First time out of the vault
1) Tandi can be made an ad hoc NPC by simply not taking her back to Shady Sands. I have read or heard from several people that Tandi will use firearms. However, I have tried every weapon in the game, and the only ones she will use are the knives and knuckle-dusters. What's the deal?

2) There is supposed to be a Vault 13 mini-quest to put down (or join) a small rebellion. I have not been able to find it in hundreds of games. Who do you talk to in order to find it?

3) In the Mariposa Military base, is there any way/reason to use or open the elevator listed "out of order", or is it just some kind of elaborate bait to make you pick your way through the booby-traps?

4) What's the deal with the talking Brahmin? I've just been blowing them away...talking two-headed cows is just WRONG!

5) What's the deal with the singing junk peddler? He is my most common random encounter, I run into this guy even more often than I get jumped by raiders, radscorpions, and pigrats combined!

Jay
 
answers:

1) she can use SMG's, I'm almost sure

2) errr

3) I dont think you can fix it

4) moo...moo...moo, I say...Because it's funny, that's why

5) Just kill him...(after you asked him for the locations of surrounding towns)
 
Hello!

Finally I am able to help a bit (not permanently asking for help...)

1. Tandi CAN use anysmall guns (not only SMGs - but no rifles), but xou must AT ONCE steal her Knife! If she has nothing else, she uses the gun.
But beware, once she is wielding the knife, you will never get her to use a gun - or a better knife....

2. You must have waited at least for a day, then you should be able to do this quest.....
I always did it, once I returned with the chip BEFORE giving it to the overseer....
just look into Per's guide for further infos....

3. Its just scenery....(maybe if there is a mod ????)

4. Just a gag....

5. Cant remmber this one - sorry



Greetings
Jona
 
Yea, I found out about the knife the hard way. So then I swiped the knife and gave her a 10mm pistol. Instead of using it, she went hand-to-hand. I gave her every pistol in the game and she never used any of them (I didn't give her the SMG because I've heard that's bad for you character's health...lots of bursts in the back). I have also tried all of the melee weapons. The only things I can get her to use are the two knives or the two knuckle-dusters. VERY annoying!
Jay
 
She can use any weapon with the knife, unarmed and SMG animations, which means a .223 or 14mm Pistol works, "normal size" pistols don't. A Power Fist is probably the best idea in terms of her skills (not sure though, wish someone would make FUCK compatible with Fo1), but perhaps you don't have one yet.
 
I never tried the 223 pistol, I usually keep that honey until I upgrade the plasma rifle. If I give it to anyone, I give it to Ian after I get the Turboplasma rifle... I have tried to give her the power fist AND the 14mm...I may have to just grit my teeth and give her an SMG and see if that works.
Jay
 
There are two quests at Vault13. The easiest way to get them is killing the rats and resting in the cave.
Then just go inside and talk to everyone, especially the non-generic NPCs (security, Overseer, water guy). To get the water guy's quest you need to rest at least one night more than that, IIRC. I'm not sure whether it is triggered at random or always appears after the same period of time, but sometimes I wouldn't get it until the fourth day or so.

SPOILER:

The resistance can either be ended violently by going to their meeting and wiping every angry VD out, or by a diplomatic talk with their leader, which gives you about 750 XP, but requires a good speech skill (save!).
 
Jay said:
5) What's the deal with the singing junk peddler? He is my most common random encounter, I run into this guy even more often than I get jumped by raiders, radscorpions, and pigrats combined!

He can actually boost one of your stats (+1).
If you ask him the right question, that is.
 
alec said:
Jay said:
5) What's the deal with the singing junk peddler? He is my most common random encounter, I run into this guy even more often than I get jumped by raiders, radscorpions, and pigrats combined!

He can actually boost one of your stats (+1).
If you ask him the right question, that is.


SPOILER:

If you talk with him and then offer to sing with him, he boosts your Charisma (?) permanently by 1 point.
As far as I remember, you need to have a certain level of the speech skill, charisma or intelligence in order to get that option tho.

It only works once.
 
Per said:
She can use any weapon with the knife, unarmed and SMG animations, which means a .223 or 14mm Pistol works, "normal size" pistols don't. A Power Fist is probably the best idea in terms of her skills (not sure though, wish someone would make FUCK compatible with Fo1), but perhaps you don't have one yet.

DAMNIT! I was gonna say that to :x
 
I finally got Tandi to use the SMG, rescued her, went off map, them came back and took on the Raiders...she fired burst every time, hitting me half of the time and Ian the rest. I think she hit ONE of the raiders ONCE. I just took her back to daddy and collected the xp, she's just too much of a pain to lug around.

Thanks for the link to Per's Guide. I've only been playing FO about three months (Diablo II LoD has been my computer addiction for years). A buddy of mine was going through his *stacks* of computer games to take to a hobby shop for trade-ins, apparently they wouldn't take FO because he only had the CD, none of the books or anything, so he gave it to me. I popped it in during a fit of boredom and became addicted faster than you can say "rad-away".

I used Per's "Win the game in 20 minutes" scenario...it actually took me about an hour (damn patrols of super-mutants=lots of save & reboot). I also used the trick of running away from the overseer to the exit the map to keep the game from ending.

Which brings on a whole new slew of questions...

1) Is the 150-day water-chip time clock still running?

2) if it is, can I get the chip and take it back to Vault 13 without ending the game?

3) I have version 1.1, is the 500-day time limit still in effect?

Jay
 
Jay said:
1) Is the 150-day water-chip time clock still running?

Yes. (Or at least I'm pretty sure it is. Feel free to find out.)

Jay said:
2) if it is, can I get the chip and take it back to Vault 13 without ending the game?

Doubt it. You can get in, but you can't get back out without passing the cave where the game ends.

Jay said:
3) I have version 1.1, is the 500-day time limit still in effect?

No.
 
Okay, I will play-test it out.

All the quests are there...taking on radscorpions, Gizmo, et al was fairly easy with a power fist and tesla armor.

When I get to the Hub I will see if I can still send the water merchants to the vault and get the extra time. Then I will do all the quests (except the chip), and see if the game ends badly when the time is up.

Jay
 
Okay, I'm having a glitch I've never experienced before. After loading a saved game the interface commands are frozen. I can move the character around on the map but cannot perform any other functions (look, use, etc) and the buttons (Map, CHA, INV, etc) will depress and make the 'click' sound fx, but it does not actually do anything. Is this just another version of a corrupted save file, or is this a 'known' bug?

Jay
 
In case there is some obvious thread/file/gallery that I missed that may have already covered this question, I apologise in advance.

Is there any place I can read/download/print the FO1 handbook that origionally came with the game? Specifically, I would like to find out what the hotkeys are...I have never seen the rulebook, and I have been playing the game totally via mouse (except for the "A" key that was discussed in Per's Guide).

Jay
 
Pressing F1 gets you a help screen with hotkeys. The manual should be on the CD in PDF format.
 
By the way, Per...either I'm totally screwing up or the US 1.1 version has some differences from your UK version aside from the children. I've done everything but stand on my head and I can't find the hunting rifle that's supposed to be in the V15 latrine. The same goes for the sledge and the rope that's supposed to be in the Shady Sands outhouse. There is a rope in a bookshelf in the northeast house by the brahmin pens and the pesant standing in front of the same house has a sledge. Like I said, I don't know if it's me or a difference between the versions. I'm certainly not dissing your research...(I really like your guide, it has helped me alot!)
Jay
 
I remember that I read about that hunting rifle in V15 in some guide. I have NEVER found it. But I did find some .223 ammo IIRC. But I think I did found the sledgey and the rope in Shady Sands. I think they are in the shed near the crops.
 
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