zippy57 Posted April 11, 2012 Author Posted April 11, 2012 The book will be moved in the next update (not sure when that will be, I'm working on adding a quest but it's giving me trouble), but I'm not sure what info the save game holds; it might not be in the new location if you've already entered the cell.
ChancellorKremlin Posted April 11, 2012 Posted April 11, 2012 I found it a very interesting quest Zippy, you made exploring the wastes and revisiting old locations fun again, thanks!
ChancellorKremlin Posted April 13, 2012 Posted April 13, 2012 Sorry for the double post, but I'm stuck trying to find a book between Aerotech Park and Cannibal Johnson's cave and just can't seem to find it - hints anyone: Thanks in advance.
zippy57 Posted April 13, 2012 Author Posted April 13, 2012 Hmm... There are no books in exterior worldspaces, only interiors.
ChancellorKremlin Posted April 13, 2012 Posted April 13, 2012 How curious... any idea what may have happened? Opening the local map doesn't show any markers nearby, maybe it's just a glitch?
ChancellorKremlin Posted April 18, 2012 Posted April 18, 2012 Turns out it was just a random wayward marker, when I got the book in the share croppers farm it disappeared. However, I got all the books, the quest turns to 'return to mary' but when I do, I have no new options to talk with her. I also noticed a few things, there is a strange clipping 'thing' in one of the corridors: And for some reason, your guards always seem to be with their fists clenched, and they keep reacting as if there is an enemy nearby, to the point a lot of the vendors simply flee into the corridors and don't return. Cheers.
Halstrom Posted April 18, 2012 Posted April 18, 2012 And for some reason' date=' your guards always seem to be with their fists clenched, and they keep reacting as if there is an enemy nearby, to the point a lot of the vendors simply flee into the corridors and don't return. Cheers.[/quote'] Hmm I've seen this one too, with Cass, wearing the stealthsuit, I'm wondering if it's an effect/script added to it in SCR, I'm not sure if I've added any effects to the stealthsuits or not. I'll have a look at them to be sure. Had a look and can't see anything there, the clothing effects script if turned on only runs on the Player, Cass, Veronica, Jentai & Sunny. And SexSmells for humans don't do anything Factional.
zippy57 Posted April 18, 2012 Author Posted April 18, 2012 However' date=' I got all the books, the quest turns to 'return to mary' but when I do, I have no new options to talk with her.[/quote']Will check on this. I also noticed a few things' date=' there is a strange clipping 'thing' in one of the corridors:[/quote']Looks like a corridor piece got stuck under there somehow. I'll look for it and fix it.And for some reason' date=' your guards always seem to be with their fists clenched, and they keep reacting as if there is an enemy nearby, to the point a lot of the vendors simply flee into the corridors and don't return. [/quote']Well that's just weird. They even unequipped their weapons. I'll take a look at that too.
zippy57 Posted April 18, 2012 Author Posted April 18, 2012 CHANGELOG FOR 4/18/12 VERSION Removed extra hallway piece Fixed Knowledge is Power resolution being unavailable Switched Mantis and Bunny Suit vendors to "talk to guard to enable" method Guards disabled due to odd AI issues
ChancellorKremlin Posted April 20, 2012 Posted April 20, 2012 This time I get the intelligence 7 speech check for a dialogue option I had already used with her, ie "[intelligence 7] Really? I'll go have a look." but that doesn't do anything. Is it save game compatible? Or does it require a new game?
zippy57 Posted April 20, 2012 Author Posted April 20, 2012 This time I get the intelligence 7 speech check for a dialogue option I had already used with her' date=' ie "[intelligence 7'] Really? I'll go have a look." but that doesn't do anything. Is it save game compatible? Or does it require a new game? Well, apparently I had originally forgotten to add the resolution dialogue topic to ever appear as a choice. So all I did was fix that. It shouldn't have let the quest start line appear again, unless I somehow messed up on the conditions. I'll look at trying to fix this again tomorrow when I can actually test the changes instead of just hoping they work as intended.
nightdweller7 Posted April 23, 2012 Posted April 23, 2012 I noticed in the GECK the guards had guns with no ammo! So that would explain the fists if they are set to equip a weapon in there package, So after I gave them a gun with ammo they appear to be working OK for me so far.
zippy57 Posted April 23, 2012 Author Posted April 23, 2012 I noticed in the GECK the guards had guns with no ammo! So that would explain the fists if they are set to equip a weapon in there package' date=' So after I gave them a gun with ammo they appear to be working OK for me so far.[/quote']Well now I feel incredibly stupid. I remembered NPCs (apparently) don't actually consume ammo, but forgot they still need to have at least one bullet in their Inventory. That still leaves two questions: 1) Why did they unequip their helmets, and 2) Why are they causing the vendors to flee?
nightdweller7 Posted April 23, 2012 Posted April 23, 2012 Well I'm not sure about the helmets I have yet to see this happen! Now the issue with the vendors could be due to the location of the entrance also the guards are set to aggressive, There are too many Gecko running around that area, To give you an example if you run up the hill past the old truck and powder gang camp there should be a young Gecko to your left, Now run up to it and without shooting or hitting it get it to chase you, Now run back to the entrance and the Gecko should stop at some point before you reach the entrance and probably run in the other direction, Now although the Gecko is no longer chasing you the vendors should kick off when you enter the cell.
jaam Posted April 29, 2012 Posted April 29, 2012 This time I get the intelligence 7 speech check for a dialogue option I had already used with her' date=' ie "[intelligence 7'] Really? I'll go have a look." but that doesn't do anything. Is it save game compatible? Or does it require a new game? Well, apparently I had originally forgotten to add the resolution dialogue topic to ever appear as a choice. So all I did was fix that. It shouldn't have let the quest start line appear again, unless I somehow messed up on the conditions. I'll look at trying to fix this again tomorrow when I can actually test the changes instead of just hoping they work as intended. add the SayOnce flag to the dialog line. Oh, and the penetrator has not come back yet!
dongding Posted May 1, 2012 Posted May 1, 2012 bug: Sarah Helfer doesn't sell any Ghost Armor. Her buy list is just empty.
zippy57 Posted May 1, 2012 Author Posted May 1, 2012 add the SayOnce flag to the dialog line.The SayOnce flag may not be on that line' date=' but it [i']is[/i] on the only line that links to it.Sarah Helfer doesn't sell any Ghost Armor. Her buy list is just empty.Not sure what to say to this. The merchant container is in the area and linked to the NPC, and the container is properly stocked with items. See the attached image. It looks fine to me, if anyone else can duplicate this problem and/or see what's causing it, let me know.
KainsChylde Posted May 1, 2012 Posted May 1, 2012 I know nothing of code but I can confirm the issue. The Ghost Armor merchant has no inventory.
jaam Posted May 1, 2012 Posted May 1, 2012 add the SayOnce flag to the dialog line.The SayOnce flag may not be on that line' date=' but it [i']is[/i] on the only line that links to it.Sarah Helfer doesn't sell any Ghost Armor. Her buy list is just empty.Not sure what to say to this. The merchant container is in the area and linked to the NPC' date=' and the container is properly stocked with items. See the attached image. It looks fine to me, if anyone else can duplicate this problem and/or see what's causing it, let me know.[/quote'] Yet it solved the issue for me. I just looked deeper and turns out you call SexoutStoreQKPowerTStart not only from SexoutStoreQKPowerTHook but also directly from GREETINGS (in SexoutStore Quest).
nightdweller7 Posted May 1, 2012 Posted May 1, 2012 Well I managed to get the Ghost vendor to work, Tick armor in her AI Data, although I did have to disable the mod, save, then enable for it to work, Also I would lower the caps unless you want to start giving your gear away, I noticed one of the other vendors had a ton of caps and she stopped paying me.
zippy57 Posted May 2, 2012 Author Posted May 2, 2012 I just looked deeper and turns out you call SexoutStoreQKPowerTStart not only from SexoutStoreQKPowerTHook but also directly from GREETINGS (in SexoutStore Quest). Well I managed to get the Ghost vendor to work' date=' Tick armor in her AI Data[/quote']It's because of dumb mistakes like this that I've never tried working on any complex quests.Also I would lower the caps unless you want to start giving your gear away' date=' I noticed one of the other vendors had a ton of caps and she stopped paying me.[/quote']Was she not paying or was she not charging? If it's the first there's a problem, if it's the latter I'm not making it a high priority. Do you know which vendor this was specifically and how many caps she had? Update in OP. CHANGELOG FOR 5/2/12 VERSION Re-added Penetrator to Isabelle's vendor list Sarah should now sell Ghost Armor Hopefully fixed quest start dialogue firing multiple times Gave Lt. Karrens ammo so she can actually use the gun she has
jaam Posted May 2, 2012 Posted May 2, 2012 Issue for me: SexoutStoreVendContHArmorREF should be owned by SexoutStoreNPCHArmor otherwize its content shows up in other vendors inventory. Vendors container that are not owned in this cell are used by other (every?) vendors. Still have guard(s) using their fist and no ! I might need to do a clean save of the mod.
zippy57 Posted May 2, 2012 Author Posted May 2, 2012 Issue for me: SexoutStoreVendContHArmorREF should be owned by SexoutStoreNPCHArmor otherwize its content shows up in other vendors inventory. Vendors container that are not owned in this cell are used by other (every?) vendors. Still have guard(s) using their fist and no ! I might need to do a clean save of the mod. I spent so much time wrestling with the vendor containers that it's ridiculous. I've still got vendors selling stuff that isn't even in vendor containers. To that effect, I'm not really worried about everyone selling the same thing because at least someone is selling it. Now if no one was selling it, then I'd fix it. Regarding the guards, that was a modification to an NPC's inventory which I believe requires a clean save to change. EDIT: That doesn't mean I won't fix it, it just means it's not a high priority.
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