killap said:Actually, no I did not. 98% of the code was already written and the only thing missing was how to get the lowered hitpoints perk. (It seems they forgot to include it and I just used the same conditions they had for the others) If I remember correctly, a minor bug in dialogue options prevented anyone from successfully getting to any of the perks.
The Autodoc Raised II is prevented because it checks if your IN is 9 or 10, but you obviously can't get the stupid options if you have. One guess is that they meant LK instead, similar to Alcohol Raised. In that case it would also be nicely symmetric to award the Autodoc Lowered II on a LK of 1-2. I wouldn't say it's certain they meant it this way (after all the script reads "dude_iq" and not "dude stat(x)" with the wrong x), but it seems reasonable enough.
killap said:I just went through every map and checked all the sinks. That sink happened to have the traveler script attached to it. I did not test initially if I could talk with that sink but since I was able to before with sinks that had that script attached to them, I assumed the same would occur.
I just remember checking the one in the NCR bazaar, but it wouldn't present the dialogue icon when clicked-and-held, so no dialogues. Only effect is that it says "A traveler." if you examine it. No reason not to remove it though, unless you wanted to keep the patch file size down and had made no other changes to a particular map with sinks.
killap said:Per said:killap said:- Fixed a bug in a terminal on level 2 that could potentially crash the game.
What's this?
I am not specifically sure as I got this one from Seraph's patch. Looking at what he modified though, I can see though that a few crashes could probably occur as much of that original code was not written properly.
Which one? If there's a potential crash it might be something I should mention in the guide.