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BUGS Swarming our position! Request suppressing fire

Posted: Thu Dec 28, 2017 4:05 pm
by Muttie
I've just played through the mod and really enjoyed it. The quest design is amazing and even better than in the original, and as said many times by others, it is fair to say that the Fallout series has a new entry after Fallout Fixt and Restoration Project. Which expands the franchise to three games (or four if counting Nevada, as it probably should, but I have not played that one yet). (And one could add tactics as a potential fifth.)
Still, I found a few bugs (but nothing too game breaking.)
I'm using version 1.5.116 (installer for dummies). Windows 10, CD install (German version) with RP Mod installed.

Disclaimer:
Note that I could be wrong. I've tried to check most points from different angles, before shouting bug, but I still may have missed something.

Problematic bugs (these actually started to bother me at one point or seem concerning)
- The game somehow assumed I killed the Raiders without doing it. (I have a save http://www.filedropper.com/slot205raiderbug that can reproduce it consistently). If going to Frederyk from that save (leave basement, go to world map then short lane) I can get 2000 XP for killing the Raiders, but I haven't even spoken to them yet (i.e. opened the door that leads to the guards)). And talking to Damian does not give me the “proposition” option (i.e. me telling Frederyk that they are all dead for 500 caps). I have another save http://www.filedropper.com/slot206raiderfine shortly before this and that one behaves properly. (the time difference between those saves is three doctor uses in the basement after setting off the traps). However, it may need to restart FO1.5 as loading slot205 first seems to save the Raiders as dead and carries it over to slot 206 (at least the proposition for a deal didn't trigger when I loaded 206 after 205. But it worked fine after a restart.) (Note: I do assume one should get the 2000 XP only when actually killing the Raiders.) (In addition it seems as if the status of Raiders killed can be triggered when initiating combat with them (which is then saved and carried over to other saves). I did that (triggered traps, initiated combat, killed one), and then returned to a previous save of Lost Town and the message “raiders wiped” popped up immediately.) (This worked very consistently for me and is so far one of the few saves that actually keeps those “temporary settings” rather than resetting with every restart of the game (see below)).
I also got the ending “it is rumoured that Raiders hide below the ruined Lost Town”. Is that standard or part of the problem I've encountered (i.e. it didn't register properly that I've killed the raiders)? As I should have killed them all (I did get the message: All raiders in lost town have been wiped out).
- In this encounter with the Raiders I've also bugged out my companions' level up. (It wouldn't register). I've tried again, got it to register, saved, then loaded and the level up were reverted again (not sure if this can be recreated). This happened again, when the level up triggered by an encounter (and I think I ended combat by leaving the map). This was a bit frustrating as I started to become afraid of level ups not registering which made the game more tense than it should be. (I do assume that companions level up consistently every other level up). (But this has not been a consistent problem but rather an odd occurrence that started to worry me).
- Then I choose to stand aside during the Anonym stand-off. Then Aran (& Lystra) left to fight the battle on their own. Whenever I returned to Dead Quarters after that the game would pause for an oddly long time, until my character says “Quiet, I think I've heard something.”. Then the game continued. If I then entered the NE basement Aran would be back in it, if I talk to any soldier it triggers combat, if I talk to Aran it is the original “are you anonym” dialogue. If leaving and re-entering, the groups of soldiers would multiply. (saves http://www.filedropper.com/slot201quest (shortly before teleport by Elisa), http://www.filedropper.com/slot202basement (Aran back in basement) and http://www.filedropper.com/slot203multiplied (the soldiers have multiplied)).

Bugs
- Oswald's son won't spawn for me. I saw in a 1.4 playthrough that the body was there from the beginning of the game (no trigger needed?). So it seems my game is not working somehow. I also never got the body to spawn yet. I tried a few things with PE, LK and time, but nothing. (http://www.filedropper.com/slot01oswaldson (this is after leaving the cave, but any start of the game would do as none triggered the body yet).
- Map loading: I had this problem several times now, but it seems as if it's temporarily. Sometimes maps won't load and crash (the “can't read memory” message). So far this was always fixable by restarting the program, or using a different save from which to enter the map once. And then repeating from the crashed save (which then works fine), or entering another map first, then the map that crashed. (As if the game needs to clear corrupted temporary files) (consequently this is something I can't create a save for, as the saves itself are not the problem).
Examples of that problem:
The southern location (SW of Rat Hole) didn't load (I have not found a fix yet) (Actually I don't even know what that place is, yet) (Typical message: “instruction at 0048d9c4, ref. memory at 00000014 can't be read)? (http://www.filedropper.com/slot208swlocation, this is the only one that crashes consistently when trying to enter the green circle/unknown place).
A save on Albuquerque wouldn't load. (I fixed this by entering the city once from a much more previous save, which then fixed all saves after that (saving me 8 hours of game play)).
After the battle of Imperial City, I couldn't enter Hunters' Territory (crash). Fixed by entering East Imperial City first, then return to the West part and then Hunters' Territory.
Then I helped Aran win the battle, survived the ambush by Benicio, and returned to Dead Quarters (from Hunters' Territory) and the game froze. Again cleared up by entering other maps first.
I left the battle for Imperial City to Hunters' Territory and rather than leaving me Lystra attacked me for attacking the people of the Empire. She doesn't do that when going to West Imperial City (but the dwellers there would attack me after she left). (Seems to be a temporary thing too, as I may have done that first, reloaded, and then left to Hunters' Territory and the game may have remembered the hostile status erroneously and Lystra attacked? (I have a save but I can't recreate it. Tried a few things but the game behaved as it should each time.)
- The 11th ghoul on lvl 6 did glitch out. The game still assumed the body to be in place, but the body to click on was outside of the cell, which meant I had to click on the body outside the cell (my character would run up to “it” (an empty space) and then I was in range for melee (and I could attack by clicking on the body outside the cell again). http://www.filedropper.com/slot207ghoul
- Lystra did participate in the killing of the William's women. (I think she should become hostile or leave, as in fact she claims to when accepting the quest). http://www.filedropper.com/slot213vexlystra (this is before accepting the quest, to trigger the Lystra comment, then go to William and cut the throat (no reaction) or start shooting (and she'll participate).

Small points
- The quest to deal with Anonym would not get crossed out after deciding to stand aside. I can't go back into the Empire. Benicio doesn't spawn, and I don't think there is another way, so the quest entry should be removed (as it says in the text window “the battle happens without me”). But I may be missing something (like getting contacted later by Elisa?), as I didn't continue on that path.
- The barter screen of the Waitresses at the Wild paradise is covered by the “yes/no” dialogue screen. Which just stays in place when opening the barter screen.
- In the Corath Brothel a visit with two companions (Lystra & Keri, as well as the the “two sisters” option being available) has no “No, thank you option” but only purchase ones. (I don't think there is an option to scroll etc. or leave the screen.) Anyway in case there is no option, this scenario gets one stuck in a purchase only dialogue. Not tried what happens if one has no money (probably replaces a purchase selection with you can't). (perhaps split the “a girl” and “for a companion” option (i.e. move companion to the previous dialogue screen that offers “a girl”) rather than have them both under “a girl”).
- Corath map is Old Town (left), Uncle's Yard (top) and Iron District (right). Isn't that wrong? As the town is actually: Old Town (left/west), Uncle's Yard (right/east) and Iron District (top/north), the order on the overlay map is misleading. Consider switching Uncle's Yard and Iron District on the town map.
- When killing Vex in bed (black widow option), the companions would spawn in the wall. I assume this is intended (and only a graphical bug) as they are waiting above. But it can confuse, and suggest a program error. http://www.filedropper.com/slot212vexbwidow
- Combat ends when a companion dies, then quickly restarts. This is mildly annoying as it seems as if the enemy (at least the one who acted last) gets a bonus turn by this. However, once (battle of Imperial City) I was out of sight (around a corner), which cancelled the restart (I used Doctor on myself three times, read Waiting for Love) then walked around the corner and resumed the battle of Imperial City (only time this was a bit exploitable). (It also happened once in the Dead Quarter basement fight).
- During the battle for Imperial City, Margaret Dandridge still triggers a floater if attempting to lockpick the wooden door, but isn't actually inside the building. As her store inventory is not accessible during the battle of Imperial city, it could be as simple to make both outside doors similarly difficult to pick and just remove her (warning) for the duration of the battle. http://www.filedropper.com/slot209margaret
- In the Raider Hideout the character would keep spotting triggered floor tiles and stop. (Not sure if this is a FO1.5 or FO2 problem).
- The cut scene of Lystra at her brothers grave once froze as (I think) Mutt was blocking her from reaching her spot. (They just stood there, her line didn't trigger and my character wouldn't move). (may be difficult to reproduce).
- The Lystra comment in the kidnapping quest (triggers by paying the guy at the caravan spot 3000 caps) assumes Vex is still alive even if already killed. I assume there is no Lystra line for that scenario (i.e. when Vex is already dead) or it didn't trigger.
- The third page of the “Donor Collecting Records” Holodisk is empty (and could be removed).
- Thomas: If saying “that (curing mutations) is impossible” he replies “that is possible you are the prove, (name)error” i.e. it added an error to my name.
- Showing Tramell (Rebirth level 1) my face does trigger the force fields to go up, but no combat. I can continue playing, including talking to Tramell again, but when moving too much or leaving the room (approaching a guard) everyone turns hostile. This does not seem to apply to all dialogue paths but it does apply to 1/1/2/1/1/1/1/1/1/1 (enquiring about Albuquerque). See save: http://www.filedropper.com/slot214tramell (in this save it also works to go 1/1/1/2/2/1/1 (mentioning the ware-house), (same effect, no combat, dialogue possible, until I move, which can eventually also trigger Tramell.)
- The same happened with David. The 6th attempt to get a persons items was botched (156% speech) and he called the guards (only possible reply was “damn”) but combat wouldn't trigger until leaving the room or moving too much. In other scenarios David would attack immediately. http://www.filedropper.com/slot215dave
- The guards at the elevator always make a power armour comment when giving Chris' name, even if wearing robes. Either the line is missing or doesn't trigger.
- I can sell Ben (and probably Aleea) to Dr. Falber after the hospital has been wiped. The only effect is that Ben runs off and disappears. I think this option should be disabled when Falber is dead. http://www.filedropper.com/slot216benfalber

Features
- The guard at the gate (Sheriff at Sedit). It is possible to talk to the cop right behind the gate, even when the force fields are up. I don't think this should be possible, as it may fail the speech test and cause the cop to become hostile in a later attempt to enter the place (via rope). This may confuse some players if they fail to make the connection why the cop is hostile, and perhaps it would be better to move the cop a little further back from the energy barrier so that talking to him without entering the place isn't possible and avoid confusion among unassuming players.
- Sleeping with Cindy reduces 5 points of karma, but if talking her into killing Vex it doesn't (as that adds 5 points of karma, and balances it out). I think that's an oversight, as sleeping with Cindy should always result in the loss of karma. Even more so as talking her into killing Vex shouldn't really give karma (it's a selfish act talking her into her death, and I would reward no karma points for it). Actually what it could do is assigning 5 points of karma if telling her that Vex is dead and she won't have to see him any more.) (Or even more elaborate add an option to buy her out from Madame Chow when Vex has been killed without her help (the hero realizes she isn't up to it, backs out off the dialogue and kills Vex the hard way, returns, tells her (5 karma) and can then talk to Chow to buy her out of her contract “She's not been very popular lately. And she let herself go. Still, I invested in her, pay me 2000-3000 caps (barter check?) (for my training (of her)) and you can take her (off my hands). (and do (to her) whatever you like.)” (may even give 500 XP). EDIT: This remark is partly wrong, it was a result of my limited understanding at the time. The karma distribution (+5 good, -5 sex & -10 evil) for Cindy makes sense, all considered.
- It is possible to rest at Wild Paradise & Falcon's Flight first floor without renting a room. But after all I've heard I suspect this to be a FO2 engine problem. Anyway, one can also rest in the wasteland at any time, so it doesn't matter that much.
- Not really a bug but killing Erick in his quarters always triggers hostility despite his soundproof room. This only changes when trying to steal the card, and failing. The following combat (initiated by Erick) does not trigger hostility. But if opening combat with Erick oneself, the soundproof room (as it did in FO2) doesn't work. I would suggest to change this as it may confuse players (and suggests that the soundproof room doesn't work).
- Suggestion: I joined the Rebirth and got the end-scene. And I was a bit disappointed as I expected a status update for the locations. Upon reflecting I realized that the Rebirth took the whole of New Mexico (which naturally cancels the location status). However, I felt it could be nice to supply a bit more closure by adding something like “After Albuquerque; the settlements of Corath, Sedit and New Hope fall in quick succession, and eventually the Rebirth takes/conquers the whole of New Mexico. All (pure-strain?) human die.” I think mentioning those places one has visited, and referencing all those people one meet (at least roughly) would be a nice touch.
- Chuck's basement is missing the chainsaw (aka Ripper).

If interested/needed.
I still have all the saves of my first play-through and I probably can recreate most situations mentioned above (if at all possible). If there is a specific point you'll need a save for and I haven't provided one please let me know and I'll see what I can do.

Cheers

Re: BUGS Swarming our position! Request suppressing fire

Posted: Thu Dec 28, 2017 7:58 pm
by Daemon
Thank you for detailed report. This one and also the one reporting the spelling and grammatical errors.
Some of the bugs you mentioned are already known to us and already fixed for version 1.6 or in plan to be fixed. But you certanly added some new ones too. We'll check them and fix them for version 1.6

German version of Fallout 2 is missing some death animations of some characters. And that is the reason why you don't see body of Oswald's son. Apparently, as you have reported and I tested now, missing animations can even cause crashing when entering a location with dead bodies in it. That's why you can't enter location SW from Rat Hole.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Fri Dec 29, 2017 1:33 am
by Muttie
Interesting.

I did know that the German version was censored (terribly by the way, some content was removed so clumsily by Interplay to avoid the rating that it became almost unplayable), but RP should have added most of that stuff back in.

And I do have the RP mod installed. Can't/Shouldn't Resurrection utilize that too? I mean those removed scenes/animations should be on my PC somewhere. Or are these specific death animations not restored by the RP mod?

And if not what can I do? Do I need to add something to the game myself or can you fix that in the next version?

Addition:

Thanks, you've already helped me. All I had to do was to set the violence to none and the body would spawn and the location was accesible. Including for my old saves (I only have to switch the settings before entering the cave).

Funny though that I never realized it before. I was aware that I had oddly few death animations, but as I still had them, I thought they were just rare. Now I realize that they were not rare, but specific (i.e. only triggering with characters added by the RP mod).

Anyway, thanks again.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Fri Dec 29, 2017 11:01 am
by Daemon
RP mod doesn't add anything directly into Fallout 2, it has its own files. We can't load those, because we can't expect that every player has RP installed, we don't want to make Resurrection RP dependant. We'll need to solve it some other way for version 1.6

Interesting, it really works with low violence setting. It replaces bloody death animations with plain boring ones :-) I didn't know that! Good find.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Mon Jan 01, 2018 11:42 pm
by Muttie
Censored versions:
I've tested it a bit more and the cave works with “normal” or lower and Progema with “Minimal” or lower. In addition once a place has been established (with the required setting) it seems fine to turn the setting back up to “maximum blood” without causing any further issues. I was able to find the body (if triggered before) and to enter Progema (if entered once before) with Normal & Maximum Blood settings without any problems. Even from a fresh start. Apparently the program only needs to establish the body/place once for a play-through and then works with those (boring) bodies regardless of setting changes.


Then there are a few other points you may or may not have heard about already.
(Again, I've tested these a few times, but I'm far from fully understanding the mod and consequently my comments may be at fault and/or an oversight on my part.)

- When controlling the robot in Progema it happened that the graphics went haywire and switched between my character and the robot while dancing off screen. Sometimes followed by nothing (model gone or back to normal) or a repeat (of Flipper going off screen). However, if giving a move command the robot would return and everything worked normal (so it's not a big deal). This seems to be consistent but I can't reproduce it reliably. It needs to access the robot (terminal: 3/1/1/1) and at first I thought it needs to open the doors first (terminal: 4/3/1/1/1), but that doesn't seem to be true. It also seems as if this doesn't happen from a fresh start (although it did once?). But if loading this save (http://www.filedropper.com/slot218progemarobot) then access the robot (3/1/1/1), then reload the save and access the robot again etc., it should eventually trigger (if not restart the mod and try again). Here is another save (http://www.filedropper.com/slot220flipper2) which is already in robot form and which has triggered reliably so far.
- New Hope Cave: As long as one is in combat with the Mole Rat (or any Rat) the Radscorpions seem to be dormant. And as the Mole-Rat can be outrun it is possible to trigger it, then run all the way past the passive Rad Scorpions until reaching the body and picking up the necklace. Then make a little circle (to take less hits from the pursuing Mole Rat) and run all the way back to the cave exit. This seems to be an early game help (?) to make sure that kiting doesn't have the player jump from the frying pan (mole rat) into the fire (rad-scorpions), but it's also a tad exploitable. http://www.filedropper.com/slot217caveexploit. I though about it a while and a good compromise could be to exclude the Large Radscorpion from the idle state (if that is possible?). So that a character can kite the mole-rat without triggering the smaller scorpions, but if entering the south part the large scorpion will join in (and then the smaller ones should too, at least after hitting the large one) this should prevent the exploit and make obtaining the necklace a bit more tricky.
- Tech-Wizard doesn't register immediately but only after closing and reopening the character screen (http://www.filedropper.com/slot219techwizard) but I bet you've already heard about this one.
- New Hope: I've tested most scenarios regarding the karma points awarded during Rachel's necklace quest line and it seems a bit off. I might be missing some significance (like the need for karma to unlock something early game or to balance out the option to make money out of this. (After all, taking the bribe and selling the necklace is about 400 caps)). But walking away from this quest line with +25 karma (finding his son (10), agree to help (5) & slip necklace (10)) seems a lot, and +10 (5 for body, 0 for agreeing and 5 for planting) may be enough. (Especially when considering that 25 Karma is unearthing 5 graves).
On a sidenote: Originally I've played without this quest (because of my censored version) and it was really amazing how my karma bounced all over the place until it started to settle down (about Corath/AQ), which was quite a change from vanilla FO, and I felt that the karma distribution, in combination with the very ambiguous quest options, worked very well. However, this heap of 25 points early on could have changed that a bit.
Also returning the necklace to Rachel is +10 karma, despite not really being a good deed (the town rep even drops to antipathy). If having talked to Oswald first, it still gives +5 karma when returning the necklace, even if having accepted the “slip necklace” quest, as long as not telling her “to make him suffer” (which is -5). I think returning the necklace should never give any karma, and always -5 once the “slip necklace” quest is active. Otherwise I can ask Oswald for 50 caps, then return the necklace anyway and come out with 0 karma, rather than -10. The “make him suffer” option may subtract an additional (flavour) point to stay relevant (?).
Then there is an oddity. Normally the town reputation (always) drops from accepted to antipathy when returning the necklace, (even if not knowing about Oswald), but when returning the necklace without mentioning Oswald's bribe it doesn't. (Bug?).
Another odd point: Accepting the quest to look for Oswald's son after returning the necklace gives 10 Karma and restores the drop in town reputation (from antipathy to accepted), but everything else stays the same (he won't talk to me etc.). It is also possible to talk to Oswald, reject the quest, return the necklace and then accept the quest from Oswald. Same effect; 10 karma and town rep restored. This effect (of restoring town rep) is only cancelled when the quest to look for his son is active at the moment of returning the necklace. But I think it should be cancelled by returning the necklace, period. Still, this may be a bit unfair for those who have the necklace when talking to Rachel for the first time, as they'll probably return it unwittingly. Which shouldn't protect from punishment, but may feel a bit unfair in a game. (?)
Last it may be funny to have Rachel hand out an extra reward for those who are ratting out Oswald (the “he tried to bribe me” line), like a trivial and patronizing sum of 5 to 25 caps (which she may consider as very generous) “Here, this is for your effort, but don't spend it all at once [she hands you 5 caps].”
Anyway, there may be a thought process behind this set up I'm not fully understanding. But you may want to have another look at the karma distribution and town reputation in this quest line.

In detail (I've underlined the parts that seemed off to me):
- Find Tommy (before returning necklace or after returning the necklace if this quest has not been active yet) +10 karma (+5?) (restores town rep if dropped previously by returning the necklace)
- Find Tommy (after returning the necklace with this quest active) +0 karma (no town rep restoration if dropped previously by returning the necklace)

Refuse to help (bright side) -1 karma
Refuse to help (won't lie) 0 karma
Ask for money (50 caps) -5 karma
Ask for money (50 not enough) -10 karma
Agree to help +5 karma (0?)

- Return necklace (before talking to Oswald about his son) +10 karma (0? or +5?) (town rep loss)
- Return necklace (after finding it & talking to Oswald) +5 karma (0 if refusing Oswald's quest and -5 if accepting it?) (no change in town rep)
- Return necklace (after finding it & talking to Oswald. Tell her that Oswald tried to bribe you) +5 karma (-5?) (town rep loss)
- Return necklace (after finding it & talking to Oswald, tell her of the bribe and tell her to make him suffer) -5 karma (-6 and 5 caps?) (town rep loss)

Plant the necklace +10 karma (+5?)

Addition:
I suggested an idea that sparing Cindy could generate extra XP. As you've probably already spotted, this would discourage from using the Cindy option altogether, which is not optimal. But it still could be considered not to allocate karma for using her. (On the other hand, experienced players (meta-game) won't use the Cindy option anyway, but always go for the entire gang (XP & loot), so expanding the Cindy quest to a quest of its own may not be the worst idea after all. All considered the Cindy option is mainly an option to do the Vex quest as a low level character/poor fighter, especially as it avoids hostility. Which is a great option, but an optimized fallout play-through probably won't use it as they usually tend to just wipe out everyone eventually. And in that scenario Cindy could continue to be relevant if expanded. (It's not a big deal, just moving thoughts around).

And a Question:
Could you tell me what happens when the level up of a companion doesn't register? So far, I've always reloaded and replayed the stretch to get the level up to register. For example, I wiped Rodriguez, and then the Raiders', where the level up wouldn't register. I then reloaded, tried the raiders again, didn't work, then I reloaded, did the Raiders first, and then Rodriguez and the level up would register.
This is a time sink of cause. And I would like to know if it is really necessary? What would have happened if I would have continued to play? Would the level up trigger the next possible moment, or would it skip the step and the next level up would be after the next 2 level ups of my character (i.e. make it technically a very steep 4 main-character-level step for the companion), or does it cancel the level ups of companions completely (i.e. it bugs out and stops working altogether)?
I haven't tried it yet as replaying the past few hours seemed better to playing the next stretch (of possibly two level ups) on the off chance that it works out. But it would be preferable if the problem would straighten itself out (like it registers during the next level up of my character).
I'll figure this out eventually, but it would help if you could tell me.

Hope you had great holidays.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Tue Jan 02, 2018 10:15 pm
by Muttie
Here is another minor point:
When hacking the terminal on lvl 1 of the Rebirth Base, I can always return to it and attempt to add access to other levels. But the option to allocate additional weapons is a one-chance only. For example, if I allocate myself the additional weapon, but don't have the science yet for the Ultra-Stimpaks, I can not return later with more science and rectify that, as the option to assign gear is only once accessible despite having several (two at least) levels of access (126% & 130%). May be an oversight. (http://www.filedropper.com/slot221allocategear, from this safe all options should be accessible).

Re: BUGS Swarming our position! Request suppressing fire

Posted: Wed Jan 03, 2018 10:02 pm
by Daemon
Muttie wrote:And a Question:
Could you tell me what happens when the level up of a companion doesn't register? So far, I've always reloaded and replayed the stretch to get the level up to register. For example, I wiped Rodriguez, and then the Raiders', where the level up wouldn't register. I then reloaded, tried the raiders again, didn't work, then I reloaded, did the Raiders first, and then Rodriguez and the level up would register.
This is a time sink of cause. And I would like to know if it is really necessary? What would have happened if I would have continued to play? Would the level up trigger the next possible moment, or would it skip the step and the next level up would be after the next 2 level ups of my character (i.e. make it technically a very steep 4 main-character-level step for the companion), or does it cancel the level ups of companions completely (i.e. it bugs out and stops working altogether)?
I haven't tried it yet as replaying the past few hours seemed better to playing the next stretch (of possibly two level ups) on the off chance that it works out. But it would be preferable if the problem would straighten itself out (like it registers during the next level up of my character).
I'll figure this out eventually, but it would help if you could tell me.
Companion is constantly checking if your current level isn't 2 or more levels from level you had during their last level up. If difference is 2 or more levels, they level up. I don't know when or if they'll level up for you next since I don't know why they didn't level up. Checking the source code, this bug shouldn't happen. Actually, finding out when or if they level up after missed level up could help to find the problem. I got suspicion that next level up will be next 2 your level ups.

Are you sure that your companion was in your party (not waiting) when they should level up and didn't? Did nothing at all happened or was there at least some text concerning the level up?
And I see you even mentioned that they reverted they level up after save and load. Is that so? Do I understand it right? Companion leveled up, save, load that same saved game, and that companion was back on previous level? How do you know their level? Which stat did you check?

Re: BUGS Swarming our position! Request suppressing fire

Posted: Wed Jan 03, 2018 11:59 pm
by Muttie
Originally intended post
When delivering Adam's letter, and managing to annoy Samuel, or refusing to deliver the reply, it crosses out Adam's quest (it ends with the delivery), but if talking to him later he still acts as if the quest is ongoing (he asks if the letter has been delivered). I don't know if Samuel calms down again, or remains hostile in perpetuity. But if not, it could add some closure by adding to the dialogue: Adam “Have you delivered...” Reply “I'm working on it” the option of saying “Yep.” when the letter has been delivered and no replay received. Then Adam could ask “Any reply?”. Oneself: “Nope.” Adam “Well, thanks anyway.” To have some closure to the quest.

Addition to karma. I made some comments on karma distribution during the necklace quest line. Playing a bit more and keeping more of a record, I need to say that my comment was not really educated (as I said I don't fully understand the mod yet). As it turns out some other quests in New Hope give similar amounts of Karma (like working for Helen seems to give +10 for a successful Gecko Hunt, and still +5 if both hunters died). Compared to that, reducing the karma from 10 to 5 for the necklace quests (as I suggested) seems inappropriate. Then again the entire letter quest seems to give only 5 karma at best (delivering the reply and not accepting a reward).
Anyway, Karma is not that big of a deal anyway. And feel free to ignore my previous comments on karma, except the two points regarding town Reputation, and the comment if returning the necklace, while Oswald's quest is active, should grant 5 karma points, as it actually balances out the -5 points when asking Oswald for a reward.
Another point: It also seems as if my first play-through (and impression of karma) had a karma issue. When I did the brahmin & gecko quest recently (http://www.filedropper.com/slot22karmamale) I would get karma for those quests, but when I reloaded my previous play-through (http://www.filedropper.com/slot02karmafemale) and did those quests (brahmin & gecko) I didn't. Which is odd as the character triggers other karma instances (like the necklace, or taking 5 caps from Adam) just fine otherwise. Either this is a male/female difference (Helen's reaction to sex-appeal?) or there is something wrong with the female save. I kind of assume the last as killing/losing both hunters during the gecko quest would not drop my town reputation as it does in the male save.


And the reply:
Daemon wrote:Are you sure that your companion was in your party (not waiting) when they should level up and didn't? Did nothing at all happened or was there at least some text concerning the level up?
And I see you even mentioned that they reverted they level up after save and load. Is that so? Do I understand it right? Companion leveled up, save, load that same saved game, and that companion was back on previous level? How do you know their level? Which stat did you check?
It happened during these fights:
save http://www.filedropper.com/slot205raiderbug
save http://www.filedropper.com/slot206raiderfine
These should be the original saves from which the situation occured (the only difference is that Slot205 has triggerd the traps, 3 hours passed (using doctor) and that it bugs out regarding the status of the Raiders being wiped, see my top post). However, I can't tell if the failure to level up can be reproduced from Slot205.
Unfortunately, I do not have the save any more that reverted the level ups.

What happened as I can recall:
I did fought the Raiders with Lystra, Keri & Mutt. (Lystra & Keri were the ones due to a level up). I killed all the Raiders got the level up messages (floater and text window) then checked their combat settings to have a look how their numbers changed (and they didn't), which confused me. I then looked at the models (awareness perk) to make sure and they had the same HP as before (no change).
I then repeated the Raiders fight, killed all but one or two, switched out of combat, either by “ending combat” or automatically (no enemy near), got the same messages (floater and text window), the level up registered, checked in combat settings and by looking at them (awareness), was happy, saved immediately, reloaded the save immediately (could this have been it?) and they were both back to their previous level (in combat settings and HP when looking at them using awareness).
I then went a couple of saves back, killed the Raiders first and then wiped Rodriguez/Sanchez (to have the level up during that fight). And that time it worked.

Other points:
I did reload several times until I figured out how to play the Raiders fight. They would kill my companions until I decided to block the door to Damian's part of the basement with my body and absorb the damage. The rest was Kriss Super V SMG.
At one point I fed all my companions Psycho. But I can't remember if they were on Psycho during the final fight they've leveled up in. Probably not, as at that point I've figured out how to tank the combat shotguns, but I'm not sure.
I can't remember if I restarted the mod during the second and third attempt or if I've played it in one sitting.
I did reload a couple of times before the Raider fight while dealing with the traps.
I also may have messed around a lot before the fight (like trying to join the raiders during the caravan ambush, talking to Damian etc.) before returning to the save and play the fight in earnest.

I may have asked my companions to wait before the fight as they walked into the traps and set them off, but they were definitely in the party during the fight and level up.

I can't remember if the level up registered eventually on Lost Town, or the 2nd floor of the casino. I remember speculating if the basement map caused the problem, and was a bit nervous the 2nd floor of the casino could be equally problematic. But I don't remember.

I've started another play-through, and if I come upon it again, I'll continue playing to find out what happens. And try to give a better account of it.

I also give Slot205 another try and see if I can recreate it.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Thu Jan 04, 2018 10:37 am
by Muttie
Sorry, I've made a mistake, those saves are not directly before the level up. From those saves I've did play Asmodeus cave (Mutt level), then Rodriguez/Sanchez and then the Raiders (Kery/Lystra level).
Hope, no one wasted time on these.
I replay those 3 fights and post an updated link if I get the level up to bug out.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Thu Jan 04, 2018 4:09 pm
by Muttie
GOT IT!
It took a while but eventually I was able to reconstruct what I did.
From Slot206RaiderBugFine. I did the Asmodeus cave, reported to Jonathan, did wipe Rodriguez/Sanchez, reported to Ghouls, got them a caravan. Then I needed about a 1000 XP from encounters, and then I did the Radiers. This didn't work.
Then I remembered that back then I was very close to levelling up and needed all Raiders for the level.
So I've reloaded, went back into the waste, had a couple of encounters until only the full 1650 XP for the Raiders would send me over the top. Went back, killed all the Raiders, but the two in the NW, combat ended on its own, I went for the two Raiders, killed them, “all raiders wiped message” triggered, level up floater & text message for Keri & Lystra triggered, but only Keri levelled up this time (I've got a screenshot by dummies of this (don't laugh)) from 121 to 131 HP (Lystra stayed on 92 HP), saved it, reloaded, and the level up for Keri was gone (another screenshot by dummies).
I then reloaded Slot 238 and was able to recreate it! (Neither did level up this time.)
I then ended the mod and restarted it, went back to Slot 238 but couldn't recreate it again. Tried other saves, but still nothing (apparently the restart of the mod cleared it up?).

However, as you can prove from the continuity of the saves (I hope) Slot240 & 241 both have Lystra and Keri on a level that should have triggered, but didn't. They should be on 131 and 102 HP, but are on 121 and 92 HP. This fact seems stable in both saves, even after restarting the mod.

Addition: I was able to recreate it after a fresh start. Start the mod, load slot234. And do the fight. I always did it in this order: Travel to Lost Town via world map, enter the hideout and trigger the traps by waltzing through them (best before the companions get too close), heal up with Stimpaks, take one Psycho, open the door and wait for the dialogue, do not follow the guard, but engage in combat, use the Kriss to burst them down on close quarter (should one shot all of them). I usually run deeper into the place at this point only targeting those who are a threat to my companions (flamer & SMG) and block the door to Damian, so that those (tougher Raiders) only target me, while my companions take those in my back, continue using the Kriss (with mad laughter). When the worst enemies are killed (and only a few weakened melee fighters remain) I leave my spot, then go east to pull the one ganger from the SW (who usually, just as the two NW, doesn't join in). After killing that one, combat should end on it's own. Two raiders remain (in the NW). I walk to the bottom of the middle row of shelves, use R to call in the gals, fire one shotgun shot at each to start combat and pull them. After killing them, I let combat end on it's own by pressing space, the messages play (raiders wiped and level ups), but won't register.
And in this case, it is even weirder as Keri was on 131/131 and Lystra on 102/92. I then waited a while (as I needed to recharge the battery for another screenshot, don't laugh) and after ten minutes (& looking again, Keri changed to 131/121, just as Lystra (102/92). I used a Stimpak on Lystra and she would return to 92/92. I've got a save of this which should load this oddity even from a fresh start (Slot242).

This link is a folder including all saves: http://www.filedropper.com/companiontest
(I did zip it (hope it worked). The total size of the folder (unzipped) is 24.3 MB.)
Content:
- CompanionTest12 on Slot234: (ready to go, not on Lost Town as it may trigger the Raiders Bug).
- CompanionTest13 on Slot235: (ready to go, on Lost Town may trigger the Raiders Bug (i.e. whenever you kill a raider the message “all raiders wiped” pops up, which may or may not mess with the companions bug. This bug can carry over to otherwise fine saves, if that happens it needs to restart the mod to clear it up).
- CompanionTest14 on Slot236: (traps triggered, before opening the door)
- CompanionTest15 on Slot237: (during the fight, but not currently in combat, 3 Raiders remain).
- CompanionTest16 on Slot238: (during the fight, but not in combat, shortly before engaging the last two in the NW. After this fight only Keri would level up the first time, when recreated neither leveled up. After a restart of the mod they both would level up normally from this slot.)
- CompanionTest17 on Slot239: (during the fight, in combat, the last raider is waiting for the final bullet)
- CompanionTest18 on Slot240: (after the fight, and I saved this when only Keri's level had been triggered) (reloading this won't show the level up, Keri is back on 121 HP).
- CompanionTest20 on Slot241: (the reload of Slot240, with Keri's level up reverted)
- (Literal) Screenshoot of Slot240 when half the level up triggered (text window).
- (Literal) Screenshoot of Slot241 when half the level had been reverted (text window).
- Test on Slot242: (this is the save I was able to recreate from slot234 after restarting the mod, and if loaded and looking at Keri and Lystra their HP should be 131/121 and 102/92 respectively).
- (Literal) Screenshoot of Slot242 with the odd HP for Keri & Lystra, as I wasn't sure the save would preserve it.

Hope this is good enough.
But if needed I could also upload a folder including the saves up to this point (CompanionTest1 to 11 on Slot223 to 233), but it doesn't seem necessary.

I haven't tried to continue a game from a save in which the level up didn't register but Slot240, 241 & 242 should all provide that option now.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Fri Jan 05, 2018 2:32 pm
by Daemon
Female character not receiving any karma or reputation for two quests from Helen is certainly a bug. Thanks. I have promptly fixed it.

Do you know that you can take screenshot by pressing F12 in the game? :-) The screenshot will be created in Resurrection folder.

Thank you for thorough test. Raiders bug can't have effect on it. But a companion taking drugs might have. Anyway, I managed to reproduce the bug from your save - get Keri leveled up, saved, loaded the save and she was back on previous max HP. This is good, it can help me find the problem and I can test possible solutions with this. Thank you again.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Fri Jan 05, 2018 2:55 pm
by Muttie
You're more than welcome.
And I actually should be thanking you after all. As Thomas said "What is sacrificing one day of bugtesting, compared to those who gave their life coding to bring the Rebirth to everyone."
And,
I knew it was a F key (must have failed to press it properly). Well, it gave me a good laugh taking a photo of my screen like a complete idiot.

EDIT: I just remembered, if you suspect Psycho/Drugs of having an influence, it is possible that the Leader perk does too (AP change). The character in the saves has it. (Note: the companions are not on drugs in the CompanionTest saves.)
Back when I had this bug the first time, I did suspect Leader as a possible problem and didn't pick it when replaying the fights a second time.
Still, I had Lystra not leveling up later (during a random encounter in which I ended combat by leaving the map), and I'm almost positive I had no stats changing influences of any sort back then (but her wearing power armour perhaps?). However, that was a very random play-session of just wandering around aimlessly and testing things, and I don't remember much about it, nor can I reproduce it (too random). Still it may be a combination of a stats changing effect in connection with another trigger, like ending combat by leaving a map or the "raiders have been wiped" message (just guessing).

Re: BUGS Swarming our position! Request suppressing fire

Posted: Fri Jan 12, 2018 9:09 pm
by Muttie
Here is another wall of text. Read at leisure.

Addition: Regarding Karma distribution in New Hope. As I said I had a rather odd experience during my first play-through. The necklace quest wouldn't trigger (censored version) and the brahmin & gecko quest assigned no karma (the reported female bug).
This is debatable, of course, but now during my second play-through, with all the quests working, I feel that the first one was more mercurial and exciting.
This is still the opinion of my rather limited understanding. But, at this point, I would again suggest to consider if my bugged out play-through couldn't make a more interesting early game. That means no karma for the brahmin & gecko quest (only -5 if actively killing the hunters, which shouldn't cause combat in New Hope, only antipathy (right?)) and +10 karma for the necklace quest tops (i.e. +5 for the body and +5 for slipping it). So far the points in New Hope (about 34+?) only seem to balance out digging up the graves in Rat Hole. I can't find another reason why brahmin guarding and gecko hunting should assign karma (?) or why the necklace quest can be worth 25 in total (which seems like a lot, really).
In my first play-through my karma points when entering a location for the first time were: Rat Hole (1 karma), Sedit (11), Corath (59) and AQ (115). Now, in my second play-through I entered Rat Hole with 27 karma and I feel much more committed, without much choice (i.e. most New Hope quests are default). I can artificially reduce my karma (digging up graves, or mistreating Katrin & Farley), but the first play-through felt more fluid and open until much later in the game when the character started to settle in.
This is also helped a lot by the fact that places like Sedit have a few “default” quests that cost Karma, like Father Malcom, which keep a “I do every quest possible” character on the straight and narrow. It really felt much more difficult to accumulate Karma in opposite to FO2, where Karma seems to be a no issue for the most part.
Addition: One scenario I encountered that may need this early karma is to hire Lystra right from the start (like before doing Rat Hole or Sedit), and to keep her in the party, which would be more tricky without those 27 to 34+ points from New Hope (my last play-through had: Helen (-1), Adam (-1), Oswald (+10, -5, +10), Brahmin (+4), Gecko (+10). Possible points from Rat Hole seem to be: letter (5), donate (20) and Katrin (4), possibly Farley/Alexa (10) and Alexa (30, but this means to finish a Rat Hole quest). If cutting karma down, as I suggested, it may cut it real close but it may still work (Helen is 1, body is 5, necklace 5, letter 5, donate 20, Katrin is 4, Farley/Alexa 10. Which is 50 and should be enough). I think figuring out a route to get Lystra quickly may be fun. And keeping her in the party would be more of a struggle. (When I tried to cut it close, there weren't many “negative” quests I could do without losing her. I was much more committed to doing good deeds to build up my karma, before I could do a misstep. Which may not be a bad effect, really.
On the other hand, it would be a very min-max strategy to get her on board early. Possibly too much so. Then again that's a bit meta-gaming anyway.


And a few minor points:

I've reported before that combat wouldn't trigger when provoking Tramell or Dave (Rebirth Base) until moving closer to them or one of the guards. The same happened in Rat Hole with the local Bartender and the Grave-digger. However, in both cases I don't mind it that much. Especially, telling the barman “You'll regret this” and then just walking out of the bar doesn't seem inappropriate at all (but somewhat cool). Also in the scenario when asking for 300 and failing (followed by “Shoot me” and the reply option “Your wish is my command”) the pause reflects that oneself should open combat. Also this seems to be a distance thing. If I'm next to the bartender (past the bar) when pissing him off, combat seems to trigger immediately when ending dialogue, but when I'm in the middle of the room it doesn't. Anyway these two scenarios are more points of interest than actual issues.

A more annoying problem is that the local bartender (during the protection money quest) would start running when low on HP. This is an interesting feature as he would try to run out of the bar (and hitting him in front of the mercs seems to draw them into combat), but the problem is that I can chase him (literally) all over the map with a melee character (8 AP) and never get close enough to land a hit. (http://www.filedropper.com/slot243barfight) (this save has skill points etc. open you may want to spend first, or not). With some practice it becomes possible to manipulate him (to have him run in & out of the bar etc.), but the odd thing is that when I don't hit him, the mercs don't join, and in one scenario the bartender would run off the map (i.e. outside of the screen), and I couldn't get to him any more. I ended combat, and the mercs would open combat on me.
I think this scenario makes sense, but feels a bit awkward at the same time. Perhaps reduce the barman's AP to 6 (he should have 8 AP?). This way he can't run as fast but should still be able to attack twice with his club) (although a slower barman may make it easier for a gunmen) or (which may even be better) have the mercs join combat the moment the barman leaves the bar (if that is possible). Like a clear sign, that if you don't finish him off inside the building, the mercs will join. This will also end the chase scenario and either force a bigger fight or an adjustment in strategy. Another idea would be to have the bartender stop once outside the bar (if that is easier to implement), which would force the player to hit him in front of the mercs and draw them into combat that way. (Although it may also be a bit awkward to have the bartender stop running and letting himself get killed. Although he may do that once among the mercs, which may encourage him to turn around and continue to fight. May add a floater to that effect like “S/he's one of Julian's!” and the mercs could add “What now, smart-ass!?” and “Now, you're in for it!” and “You've come to the wrong part of town!” and/or “And are long way from home.”) If something like this is at all possible with the FO engine (I suspect that triggering the mercs after a set number of turns may be the extent of it, and which isn't the same. Another thought: Is it possible to make the bar a “sound-proof room” how would that work? Shouldn't that draw the mercs in when he runs outside?). Well, I don't know, but chasing the bartender around the bar or North Side was a bit annoying. Of course one can adjust the strategy any way (high unarmed skill and aimed hits does the job) but it would be nice to somehow prevent this scenario of a chase all over the map.

In the save above you can also test “Here and Now” which doesn't trigger before closing and opening the character screen. Similar to Tech Wizard. Which is odd as it's not necessary to do that for “Speaker” or “Mr. Fixit” which apply immediately upon selection. Anyway it's not a big deal, except for the potential of confusing people, who may suspect the Perk not to be working.

After solving the protection money quest (by stealing the money) and the attack on Alexa (without murder quest), I can still talk to the local bartender, and ask for a drink (the overpriced option has been already triggered), but the dialogue won't offer me the option to actually buy one (which I normally can, even after realizing it's overpriced or after killing Alexa. (http://www.filedropper.com/slot244barpurchase). The only thing preventing a purchase, as far as I know, should be when I got the protection money through force (ST or speech), in which case he wouldn't talk to me again). EDIT: As posted, this was an error on my part, the character had no money (facepalm).

Another minor point: When I talked to Julian about Maria's real murder and can finger Alexa, but then tell him that I'll do it on my own, he won't let me, but insists on sending his men with me. The odd thing is that in this dialogue he says that Alexa had been supplied with ammo. However, I haven't done it, and neither did Alexa's gang upgrade their weapons (from melee to range), i.e. this specific scenario seems to trigger the wrong response by Julian.

And a point I forget: Lystra normally makes a comment when learning about the connection between Chuck & Browman in the Felix Velasquez quest (either through Browman (forces dialogue) or his terminal (an ask-her-about comment) (which, btw, has no floater alert), but it doesn't trigger when having Mario hack the terminal to learn of the connection (as it probably should, it's after all basically the same as hacking his terminal) (or does it keep Lystra out of the loop as Mario is semi-illegal? Could include that in the comment. “Well, I can't say I'm particular pleased by how you've managed to obtain that information, but...”.

And I forget to mention that Corath seems to have malfunctioning links between the maps. Which trigger inconsistently, but regularly, like the character should enter from the west but appears at the south grid of the map etc. But besides being slightly disorientating, not a big deal. This may correspond with the before mentioned point that the town map has the areas assembled in a wrong relation to each other.

I think the brahmin pen isn't locked any more when New Hope upgrades (unless I've lockpicked it and forgot). Which may be corrected, as the necessity to lock it should apply to both versions.
(Silly note: lockpicking the brahmin pen could unlock a new floater of New Hope residents. Someone could float “Who let the cows out?” and then all other New Hope Residents respond by floating a “who, who?”. Silly, but maybe funny as a little easter egg.)

Lystra does not react when cooperating with the grave robber in Corath. Considering she wont allow to unearth her brothers grave, cooperating with the grave robber to dig up the graves (including her brothers) should turn her hostile and start combat. Perhaps something like “How dare you? How can you even contemplate such a thing? That includes my brother's grave. I won't let you!” Then combat. And when she's dead/combat ended the grave robber could say “Have you settled your family tiff? Are we good to go now?” Then the fade unearthing all the graves, etc.

Another minor point is that Keri makes a comment on Frederyk's death and having met Nicole. However, it is possible to learn of Frederyk's death without meeting Nicole (get Frederyk to go there, report to Kevin, but don't go downstairs to Nicole, instead pass time and go back to Frederyk's Dream (Keri comment), then met Nicole). This is a weird scenario that shouldn't trigger often (as it's purposefully messing with the natural order), but it's possible. Perhaps split it into two comments (learning of his death & having met Nicole) or trigger both after having met Nicole.

Shouldn't sex with Ivet made me a Ghoul-lover (literally)? And prevent from working for Sanchez until I decide to keep the gold for myself? Anyway it's just a minor detail.
But, especially in this respect it would be nice if Ghoul-lover could actually appear as a karma/reputation title like “Tribe Friend”. Although this probably doesn't work out as nicely, considering one's attitude towards ghouls is very often RPG (like in the Thomas dialogue). And branding a player may start to become awkward. Unless it's taken a step further and “Ghoul-lover” cancels hostile remarks about ghouls. But that's probably more trouble than it's worth.
How does Tribe Friend interact with arresting the mutant among them?

I was also expecting the karma/reputation title “Sheep-shagger” or “Animal Friend” after visiting Dolly (too often). “You seem to have (developed) an intimate understanding and relation to the inner feelings of animals. Let's assume it is, well, mutual...” or something to that effect (i.e. shaming the player a little for a laugh).

The gravedigger in Rat Hole is described as “with really pale skin” judging by the model, shouldn't that be “dark” instead pale?

When using the doctor skill to get the bag from Alexa the floater dialogue says “you entered the North Side (that's Alexa's territory) flat broke, and returned rich”. Shouldn't that say “South Side” (i.e. you went to Julian poor and returned to us rich)?

Does sex-appeal work? Helen gives a male and female (both with sex-appeal) the same prices. Shouldn't sex-appeal have an affect on that? Or is that because both characters have CH8, which (I remember to have heard) negates it. But I don't know, computer games are not really transparent (i.e. have no rulebook), which is a reason why people never know if it is on purpose or a bug.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Sat Jan 13, 2018 3:05 pm
by Daemon
Muttie wrote:Shouldn't sex with Ivet made me a Ghoul-lover (literally)? And prevent from working for Sanchez until I decide to keep the gold for myself?
So for the player who had sex with Ivet, the only way to work with Sanchez would be to accept and do quest for Mimi and refuse to finish it and the end? That doesn't sound good. Let's say no one knows that you had sex with her. Lady doesn't kiss and tell :-)
Muttie wrote:How does Tribe Friend interact with arresting the mutant among them?
I think Tribe Friend can't do this quest. Mutant Hunters don't like people that fraternize with tribals too much and certanly won't accept that person as new member.
Muttie wrote:I was also expecting the karma/reputation title “Sheep-shagger” or “Animal Friend” after visiting Dolly (too often). “You seem to have (developed) an intimate understanding and relation to the inner feelings of animals. Let's assume it is, well, mutual...” or something to that effect (i.e. shaming the player a little for a laugh).
I like that, nice idea. Although I don't think many people would have had repeated sex with Dolly and existence of this title would only created new question: "Shouldn't there be option to have sex with more animals than just on?" Anyway I can only add it to the imaginary list of things that would be nice to add if...
And sex with Dolly has at least some effect on gaining Sexual Maniac title.
Muttie wrote:When using the doctor skill to get the bag from Alexa the floater dialogue says “you entered the North Side (that's Alexa's territory) flat broke, and returned rich”. Shouldn't that say “South Side” (i.e. you went to Julian poor and returned to us rich)?

You are right. It's a mistake caused by translation.
Muttie wrote:Does sex-appeal work? Helen gives a male and female (both with sex-appeal) the same prices. Shouldn't sex-appeal have an affect on that? Or is that because both characters have CH8, which (I remember to have heard) negates it. But I don't know, computer games are not really transparent (i.e. have no rulebook), which is a reason why people never know if it is on purpose or a bug.
Sex-appeal doesn't affect prices in Resurrection. It only gives you some unique dialogue reactions from NPCs.

Re: BUGS Swarming our position! Request suppressing fire

Posted: Tue Jan 16, 2018 1:43 am
by Muttie
You're right. I originally wanted to make an edit to one of my points. But you've already covered it.

However for the sake of completion:
Yes, the sheep-shagger reputation did sound like a fun idea, but after thinking about it, it really doesn't make much sense.
My take was that it wouldn't have any form of trigger (as you said there is no reason to have sex with Dolly once, or even more than once). Not like the excrement shovelling in FO2 which pops up after a while as a consequence of earning money.
Consequently, the reputation wouldn't add anything to the game that the option itself isn't already providing.

And then there is one more edit that occurred to me:
I've overlooked the fact that the grave robbing event can (technically) trigger with Lystra in the party but before knowing of Sindian being buried there. That is probably a rare case, but to cover it, Lystra could object in general to the unearthing, i.e. without mentioning her brother's grave. It may be a bit strange that she would start combat over it, but it would also be strange if she wouldn't when knowing that her brother's grave is there.

Otherwise I'll really need to play the mod a bit more, and understand it better, before making suggestions. Which I'll do once I feel better.