[FO2] In Modoc....

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In Modoc....

I cant find the bag in Modoc. I know from reading every walkthrough I could find that its supposed to be somewhere in the molerats nest 'down the john', but i cant actually find it. I spent half an hour searching every bit of the nest and I cant spot it. Can someone please tell me EXACTLY where in the nest the bag is? or better yet, show a screenshot with the bag highlighted?
Im beginning to believe that its just a myth.
 
RE: In Modoc....

Let me quote from the upcoming guide update:

"If you're having trouble finding the Bag, look at the lower tip of the crescent formed by the rat's nest. The Bag has the same graphics as a bag of coins, and the little brown "flag" is just visible above the pile of trash."

Not a myth. ;) I'm beginning to think the pariah dog luck bug might be, though...

/Per
 
RE: In Modoc....

[font size=1" color="#FF0000]LAST EDITED ON Jan-27-03 AT 09:02AM (GMT)[p]Well the bad luck dog thing works fine for me every time I do it.

Try to get the script and map file from the pariah location from the unpatched version or set your luck to 3,4 or 6.

http://www.imahosting.com/sigs/falloutburn.gif
 
RE: In Modoc....

>Let me quote from the upcoming
>guide update:
>
>"If you're having trouble finding the
>Bag, look at the lower
>tip of the crescent formed
>by the rat's nest. The
>Bag has the same graphics
>as a bag of coins,
>and the little brown "flag"
>is just visible above the
>pile of trash."
>


Thankyou thankyou thankyou. I finally found it. Never found anything but trash there before, but now I knew what to look for, I found it in seconds.
 
RE: In Modoc....

>Try to get the script and
>map file from the pariah
>location from the unpatched version
>or set your luck to
>3,4 or 6.
>

Already did. The pariah dog script isn't any different in the two versions as regards the LK going up and down - I sat down and did the math according to the script, for all values of LK, and it should work just fine. The only explanation I can find is if you can somehow kill the dog without shutting down the script, so that the respawned dog has the same local variables as the old one, but as far as I know the engine simply doesn't work that way.

Here's a little experiment you can do. Go find Willy the trader north of Modoc and kill him. Then walk around until you find him again. If he still introduces himself as Willy, then your game works the same as mine (i.e. it's a whole new Willy script going). If however he calls himself something else, then it's the same script and he "remembers" he was killed and should switch to another name. In the latter case, the pariah dog bug would be explicable.

Btw, it might interest you to know I found another item in the game that I never heard about anyone finding before - the Masticator's Ear. ;)

/Per
 
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