Slaughter Manslaught said:Hey, someone ever had a jammed Vault City's Vault Door bug? You know, those jammed doors that you can open with 7 ST and a crowbar. Unfortunately, the door should be open, but it's still closed for some reason, even after I took buffout and used the crowbar to "open" the door. When I try to open, my character says that the door is jammed and I can't close it. Why I can't open something that should be open?
That happened to me as well, but with a strength of 8 it worked without the crowbar. I just tested this again and now everything worked as it should. I have downloaded a later version of the Restoration Project between my runs though, so it's either been fixed or the bug don't occur every time.Slaughter Manslaught said:Hey, someone ever had a jammed Vault City's Vault Door bug? You know, those jammed doors that you can open with 7 ST and a crowbar. Unfortunately, the door should be open, but it's still closed for some reason, even after I took buffout and used the crowbar to "open" the door. When I try to open, my character says that the door is jammed and I can't close it. Why I can't open something that should be open?
Nope, I'm pretty sure dynamite is useless here. Have you tried to boost your strength to 8, and open it without the crowbar?Slaughter Manslaught said:I tried to blow open the door with dynamite, but the door took like a... uh, a door and it's still there, inside a Vault, mocking me with it's non-openess. I want to open that friggin' door! It's possible to blow it with more explosives?
GanymeDes- said:And here is one change I'd hope to see in your expansion: Make it so that you don't get "Gravedigger" for digging up the Mordino's stash that Myron points out.
niMorGrv.int - New Reno Mordino Stash Grave ?MIB88 said:I actually changed this in the Megamod. Unfortunately, I don't have access to my computer and don't remember the name of the file. Hopefully someone else can confirm the name (I am pretty sure it has the word 'stash' in the name of the script). All you would have to do is replace the one from Killap's mod with the one from there. That one file will not mess up anything in the Restoration mod.
Don't you just walk around and then he points it out when you're next to it?Omegawolf said:How do you get Myron to actually point out the stash? He says he'll let you know when he sees it, but how do you get him to show you what grave it's in?
Darek said:Don't you just walk around and then he points it out when you're next to it?
Yes. It's on a timer, so wait a second or two by the grave. Running past may not cause him to tell you about it.Omegawolf said:Darek said:Don't you just walk around and then he points it out when you're next to it?
That's what I meant. If I just stand next to it, he'll tell me it's the one?
killap said:Yes. It's on a timer, so wait a second or two by the grave. Running past may not cause him to tell you about it.Omegawolf said:Darek said:Don't you just walk around and then he points it out when you're next to it?
That's what I meant. If I just stand next to it, he'll tell me it's the one?
Omegawolf said:To Killap: I found a bug. In the EPA, when you return at night (this was after I repaired the lights) it is also night time inside the facilities.
How so?isfet said:I don't know about you guys but I think it's pretty logical for the EPA to have a day/night cycle
Darek said:How so?isfet said:I don't know about you guys but I think it's pretty logical for the EPA to have a day/night cycle
Yeah that's what I thought you meant. But the plants and critters are not on every level. I'm fine with it either way, though.isfet said:there are living speciments and a garden in there. They wouldnt be too happy if the lights were on 24/7. I think it's cool (even if it is a bug)