killap said:
Does YAEB = Yeah, Another Engine Bug?
I think it stands for "Yet Another Engine Bug"
It does sound like one. Increasing main character stats via scripts has never worked properly in Fallout 2 (or even 1 for that matter) Stat increases only work when the engine does it directly. So yeah, this sounds unfixable.
But don't scripts do the stat raises when you use the BOS Computer for enhancements, and get Zeta-Scans both in San Francisco and the NCR? Or do these scripts call on low level engine functions?
Anyway, more bugs to plug:
Arroyo -- Spore Plants
They are referred to as "He". This should probably be "It". This applies elsewhere too. For example, floaters in random encounters are referred to as "He" instead of "It".
Arroyo -- Unending combat
If you attack anyone in Arroyo, then the player is stuck in combat mode until almost everyone is killed. (There are a couple of exceptions -- see the next problem.) The problem here is in the critter_p_proc procedure, with the following snippet of script:
Code:
if (REP_ENEMY_ARROYO) then begin
attack(dude_obj);
end
This means that the critter will automatically trigger combat mode any time the player is anywhere on the same map....even if they are at totally different corners. There should probably be a obj_can_see_obj(self_obj,dude_obj) check thrown in there to prevent this from happening. Almost all Arroyo character scripts have this bug, except for Klint, Cameron, Smoke, and the Brahmin. A similar bug also exists with the turrets in Navarro, and a similar solution would work.
Arroyo -- Over-friendly Klint and Cameron
These two have the opposite problem from the above. Even if the player is hostile to Arroyo, and these two NPCs can see the player, they won't attack. They will only be hostile to the player if the player explicitly attacks them. One good side effect of this bug is that they won't trigger the Unending combat bug described above, but this is of course far from ideal....
Arroyo -- Dying Hakunin
There is a small typo in Hakunin's text. Line 261 has two instances of the word "my" in it. The second instance should be a "may" instead of "my".
Random Encounters -- Fast scrolling float text
This bug occurs with almost every single random encounter. It is well known if all remaining hostiles are somehow rendered unconscious (or incapacitated, in the case of non-organics), the player will exit combat mode. In random encounters, this causes float text to be generated and displayed at an amazing rate...almost faster than I can read and process them (and I read at 5000 words a minute, so that's saying something!) A check should probably be put in to see if the NPC is conscious before displaying float messages. Unconscious people should not be saying anything anyway.
San Francisco -- Matt, the BOS representative
It is possible to accept the quest to go looking for the VertiBird Plans for Matt, and yet have him ask you to help him out again when you next talk to him. This is how to reproduce this bug:
1) Talk to Matt, pick the line "Who are you guys?" and go through the dialogue choices necessary to accept his quest.
2) Once you have accepted, you will have the choice to leave the conversation or to "ask you a few more things." Pick the latter option.
3) You'll notice that you can ask "Who are you guys?" all over again, leading him to again offer the quest. This time, reject the quest. Exit the conversation.
4) Now, if you talk to Matt again, he'll ask if you have changed your mind about getting the quest, even though you have actually accepted the quest.
The solution here is to simply prevent Matt from offering the quest again once the player has accepted the quest.
San Francisco -- Tanker area
It's possible for NPCs to walk out the entrance foyer of the tanker. This creates funny situation such as NPCs seemingly walking in black nothingness. Placing some blocking hexes outside the foyer should prevent this.
Navarro -- Sergeant
Two minor text errors with this NPC.
1) When looking at him, he is a "gate guard". Perhaps "Drill Sergeant" or "Sergeant Dornan" would be more appropriate here. The text that needs modifying here would be 100, 101, and 102.
2) Line 137 -- "Sargent" should be "Sergeant", though I don't know if the mis-spelling is intentional (Line 137 is spoken by dumb characters only).
...more to come if I ever get around to playing the Den....
Cheers,
-- The Haen.