[FO2] More slightly tricky questions

Per

Vault Consort
Staff member
Admin
More slightly tricky questions

Here are a few more quandaries for my walkthrough. Note to the moderators: the post with my last set of questions seems to have linked to another, more recent topic (original heading "Some questions...", now linked to "Completion in Reno"). I tried manually entering message ID numbers around the time I think I published my post, but couldn't find it. I think I remember the gist of the replies, but this might be an indication that something's wrong with the board in general.

The questions:

1. Does anyone know the exact procedure to raise your stats using the Jet/Jet Antidote bug? I know it works, but not exactly how, nor how many of each item you need.

2. Do the Geiger Counter and Motion Sensor actually stop working when they run out of batteries? It seems extremely unlikely that this would ever happen in a normal game (as a rule I use the GC only a handful of times during a game and the MS only passively), but did anyone actually experience this?

2b. Btw, does anyone know the truth behind the fact that you can only trade away some of the Geiger Counters you find, although they work perfectly?

3. It's been said that you can get the four "Fallout only" perks (Animal Friend, Scrounger, Mental Block, Flower Child) in Fallout 2 - for instance, one guy described a chem usage strategy which hinged on Flower Child. I had dismissed it as a stupid rumour until I read in whitechocobo's walkthrough that someone had said you could get them after you finished the game, which sounds just a little more plausible, but still rather doubtful. Are there any "confirmed" Flower Child sightings at all?

4. Do you get the anti-grav plates as part of T-Ray's car upgrade if you've completed the game when you pay him for it? I.e. could you theoretically get the car stolen, then buy it from T-Ray but not get the upgrade, then come back after finishing the game for the anti-grav upgrade? If not, what's the crucial factor? That you don't have the car stolen at all? Or that you don't talk to T-Ray at all? Or that you don't buy the car back from him? In other words, at what point in the whole car-getting-stolen procedure does the game check to see if you've completed the game and thus qualify for anti-gravness?

5. How exactly do you get the Luck bonus from the pariah dog? As I recall reading it was something like this:

a. Get the Gain Luck perk.
b. Find the dog encounter.
c. Kill the dog without having him follow you.
d. Bing, +3 or +4 or something to Luck.

But I can't get it to work. If the dog follows me, I lose LK and get the Jinxed perk, then I kill him, I regain the LK and lose the perk. If I kill him without him following me, nothing happens at all. I think others have reported difficulties here as well.

6. I can't get the "emergency defensive systems shutdown" to work in the Enclave - that is, the computer function that should let you return to the entrance via the puzzle room instead of the emergency staircase to the barracks. The computer says it's running a diagnostic, and when I get up to the Presidential area from the reactor level, the doors are as they were. At least one walkthrough says explicitly that this should work if you have the Presidential Passkey (and if not, why would it be there?).

That's it for now. Replies are welcome.

/Per
 
RE: More slightly tricky questions

only a few answers :

4. ..."In other words, at what point in the whole car-getting-stolen procedure does the game check to see if you've completed the game and thus qualify for anti-gravness?"

- the thing is NOT to have your car stolen until you finish the game. Then you get it to New Reno, let T-Ray tinker with your car and...I always bought the car from him and then came back in some time to ask T-Ray about new upgrades...


5."How exactly do you get the Luck bonus from the pariah dog?"

refer to "+4 luck from Pariah Dog" post by :mako Dec-05-01 - it worked just fine with me, several times.

"You can get more with a kind word and a gun than you can with a kind word alone." - Al Capone (1899-1947)
 
RE: More slightly tricky questions

Hmmm..., interesting.

1. never heard of it.

2. Yes, it usually happens when you leave them on without turning them off.

b. Most of the time when this happens is because of the merchant doesn't know what to do with it, can't re-sell it, or just have no use for it.

3. Don't you think it would be a lot easier to ask white?

4. Don't drive your car into Virgin street when you visit New Reno the first time, walk in, enter any other streets, then drive in and park there.

5. Already answered.

6. It's either your science skills and INT is too low to crack the system, or you don't have president's key to do so.

Good luck!:)


Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: More slightly tricky questions

>1. never heard of it.
>

This cheat goes something like: use X doses of Jet, then wait Y minutes, then use Z doses of Jet Antidote, then wait Q minutes, then stick your head in a bucket of brahmin goo, then eat a Stimpak, then get the Stonewall perk, then... I loaded lots of Jet and Jet Antidote into my inventory with Falche and fiddled around with them, and I _did_ get the permanent stat raises, but I have no idea which of the numerous steps I took were actually necessary for the effect, and in which order you had to do them. Sort of like the pariah dog issue.

>2. Yes, it usually happens when
>you leave them on without
>turning them off.
>

They don't have Duracell bunnies in the future? It'd be the scourge of the wasteland.

>b. Most of the time when
>this happens is because of
>the merchant doesn't know what
>to do with it, can't
>re-sell it, or just have
>no use for it.
>

It's not that people won't offer money for them. The thing is that they _do_ have a $ value on the barter screen, but the person you're trading with refuses any offer no matter what, as long as you have one of these "pariah counters" on your side of the barter screen. As far as I know this doesn't happen for any other item.

>3. Don't you think it would
>be a lot easier to
>ask white?
>

I had assumed that if he (or she?) knew more then it'd be in the walkthrough. The thing was presented like, "here's what some guy said, I dunno, oh well". Anyway, since white is on this board technically I've already asked him. :) (Or her. It?)

>4. Don't drive your car into
>Virgin street when you visit
>New Reno the first time,
>walk in, enter any other
>streets, then drive in and
>park there.
>

Well, I know that, my question was more "how far can you take the stolen car sequence and still get the anti-grav" than "how not to get your car stolen". Doc's answer was more on target but still not as specific as I'd have wanted. "A wee bit small, but it will have to do", as the evil scientist said about the rabbit.

>5. Already answered.
>

Hmm... I suppose the reason why you'd have to find the dog before getting the scan and perk is because you can't find the dog at all if you have LK above 4. I used the trainer to lower my LK until I met the dog, then played around with my LK once I was on the Pariahs map. I noticed that if my LK was abnormally high (i.e. higher than you could get without cheating from a base LK of 4), then the dog wouldn't lower my LK at all even if it followed me. No matter how I tried, though, I couldn't get it to _raise_ my Luck. Sniff.

>6. It's either your science skills
>and INT is too low
>to crack the system, or
>you don't have president's key
>to do so.
>

I have like IN 9, Science 115% and the key, so I suppose my puny Science skill might be the problem. I think the game could have given me a hint, though.

/Per
 
RE: More slightly tricky questions

B. Sigh...., that is what I meant, that's why you can't sell it to them, bec. they won't take it.

4. If you knew that, then what was the point? I was just offering you solutions about how to avoid it in the first place, some gamers didn't know you can park in other streets. You can't get it stolen, period. I thought it's explicit in many walkthroughs. If you find out something else, then that's another story. The original story line hinted you might be able to get the plates in a quest, but it was never finished.

6. Does that mean you don't have the override key from the president? Anyway, it usually takes a very high science skill to hack any system in FO2, I was some where over 125% (sometime after skynet) before I hacked the Shi's mainframe.

Sometimes it's better to try a totally new game fresh from the begining, and write down the things you want to try before the same patterns of doing things the same way start to take over. This tends to happen when people play a game over. I had 3 games under my belt before I was offered to do the quest of killing Mr. Bishop from Mrs. Bishop. The problem is that there are too many areas/quests that are never finished bec. of the deadline, so they just deactiviated them. That is why there are so much bugs.


Good luck.

Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: More slightly tricky questions

>B. Sigh...., that is what I
>meant, that's why you can't
>sell it to them, bec.
>they won't take it.
>

I still don't understand. You're not telling me anything new. Why won't they take it? Why does it still display a cash value? Why does it work this way only for Geiger Counters? Why will the same trader refuse to buy some counters but not others?

>4. If you knew that, then
>what was the point?
>I was just offering you
>solutions about how to avoid
>it in the first place,
>some gamers didn't know you
>can park in other streets.
> You can't get it
>stolen, period. I thought
>it's explicit in many walkthroughs.

The point was this: If you view the chop shop quest as a sequence of events labelled A, B, C and D, most walkthroughs say (as you point out) something like: "don't do A before you've done X". What I'm wondering is if that statement could be modified to perhaps, "don't do _B_ until you've done X - but A is fine". Precisely because of how the usual response to this question is worded, this could be true for any of A, B and C. So what I was asking is: do these people _know_ that you cannot do A before you do X, or do they simply write it like that because they know it will automatically be true? It's not clear; so I asked.

>6. Does that mean you don't
>have the override key from
>the president?

I have it. I forgot to mention this in the original set of questions, but I did in my first answer to you. My Science is good enough for the counter insurgency, though, which is rather more significant. I'll try putting some spare skill points there, though.

>Sometimes it's better to try a
>totally new game fresh from
>the begining, and write down
>the things you want to
>try before the same patterns
>of doing things the same
>way start to take over.

Oh, I've written down lots and lots and lots of stuff. Basically I went through every walkthrough I could get my hands on, plus most of the contents of the board archive, noting down anything of which I was unsure or which I hadn't done myself. I'm a very thorough player even when I'm not preparing a guide, finding more quests in F2 during my first game than you find in 9 out of 10 walkthroughs. During the extended game I've been playing this autumn, I've been fanatic. If you look at most of my questions in this set and my first, I think you'll see that they're either quite obscure, or very fine (like the car issue - most people wouldn't care, of course), or things that I've already tried but failed to experience although other people reportedly have. I'm not asking you odd questions so I can laugh at you; I really care, and that's why I'm hoping for something more substantial than the most obvious answers. I _am_ grateful for your time and interest, but if I ask, "why won't they take my Geiger Counter?", and you answer, "they don't want it", I hope you understand it doesn't really help me much on a technical level.

/Per
 
RE: More slightly tricky questions

Sigh..., I don't know whether I should yell at you like the sergent in Navarro or laugh:D, but I guess I have to repeat my point.

b. Ok, this is the poop, the whole poop - The reason why some merchants refuse to buy it because THEY DON'T KNOW WHAT IT IS. Many traders/merchants aren't very pre-war tech savy, but you usually don't figure this out, because they won't tell you. The programmers cut out many conversation trees to cut cost and cover for deadline from the more regular folks. If you are lucky you may find that one missed merchant who will tell you what I said above. They will tell you that they don't know what this thingy is, and ask you what the hell are they suppose to do with it? If you try to explain to them about how it works, they would probably tell you something along the lines of "Well, gee, why do I need something like that for? I can't sell it, because none of my regular clients would want / need the thing, and I don't need it either. If I am sick I'd go to a doctor.".


<<<<<Waits for the heart re-starter to charge up....., CLEAR! CLEAR?!<<<<<<<<<<:D



Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: More slightly tricky questions

>
>The questions:

They are tricky, aren't they.

>
>1. Does anyone know the exact
>procedure to raise your stats
>using the Jet/Jet Antidote bug?
>I know it works, but
>not exactly how, nor how
>many of each item you
>need.

I forget...

But i can always guess...

It has to do with getting addicted to jet, using the antidote, using jet, waiting 24 hours, using antidote, using jet, waiting 48 hours and all crazy stuff like that.

But I've never used that bug, so I don't know.

>
>2. Do the Geiger Counter and
>Motion Sensor actually stop working
>when they run out of
>batteries? It seems extremely unlikely
>that this would ever happen
>in a normal game (as
>a rule I use the
>GC only a handful of
>times during a game and
>the MS only passively), but
>did anyone actually experience this?

well, you can always just try by clicking on and off repeatedly, can't you? I don't know the answer...

>
>
>2b. Btw, does anyone know the
>truth behind the fact that
>you can only trade away
>some of the Geiger Counters
>you find, although they work
>perfectly?

I don't.

>
>3. It's been said that you
>can get the four "Fallout
>only" perks (Animal Friend, Scrounger,
>Mental Block, Flower Child) in
>Fallout 2 - for instance,
>one guy described a chem
>usage strategy which hinged on
>Flower Child. I had dismissed
>it as a stupid rumour
>until I read in whitechocobo's
>walkthrough that someone had said
>you could get them after
>you finished the game, which
>sounds just a little more
>plausible, but still rather doubtful.
>Are there any "confirmed" Flower
>Child sightings at all?

I am male, I just made my character female because they're better. It was someone else that said that, he used to be called Cheebo_00 i think on these boards. I thought I had got animal friend in my first game, but I think I was imagining stuff. And he said he got that after using Father Tully's book.

I haven't got them, though.

>
>4. Do you get the anti-grav
>plates as part of T-Ray's
>car upgrade if you've completed
>the game when you pay
>him for it? I.e. could
>you theoretically get the car
>stolen, then buy it from
>T-Ray but not get the
>upgrade, then come back after
>finishing the game for the
>anti-grav upgrade? If not, what's
>the crucial factor? That you
>don't have the car stolen
>at all? Or that you
>don't talk to T-Ray at
>all? Or that you don't
>buy the car back from
>him? In other words, at
>what point in the whole
>car-getting-stolen procedure does the game
>check to see if you've
>completed the game and thus
>qualify for anti-gravness?

As the others said, it has to be stolen after you've finished the game, just like getting the hint book.

>
>5. How exactly do you get
>the Luck bonus from the
>pariah dog? As I recall
>reading it was something like
>this:
>
>a. Get the Gain Luck perk.
>
>b. Find the dog encounter.
>c. Kill the dog without having
>him follow you.
>d. Bing, +3 or +4 or
>something to Luck.

Never could get that to work... But I never used any gain luck perk...


>
>6. I can't get the "emergency
>defensive systems shutdown" to work
>in the Enclave - that
>is, the computer function that
>should let you return to
>the entrance via the puzzle
>room instead of the emergency
>staircase to the barracks. The
>computer says it's running a
>diagnostic, and when I get
>up to the Presidential area
>from the reactor level, the
>doors are as they were.
>At least one walkthrough says
>explicitly that this should work
>if you have the Presidential
>Passkey (and if not, why
>would it be there?).

www.gamefaqs.com

Go to the Fallout 2 section, and Katman's walkthrough, he says he goes back up through the puzzle room. I've never even tried that way.

And join the boards as well, har har



How far are you through your walkthrough?
 
RE: More slightly tricky questions

>Sigh..., I don't know whether I
>should yell at you like
>the sergent in Navarro or
>laugh:D, but I guess I
>have to repeat my point.
>

Your point, although repeated, still doesn't make any sense. I can think of two moderately reasonable ways to interpret what you're saying:

1. You're talking about shopkeepers and bartering in the context of the abstraction, what people in the game might have thought and done if they had been real. In that case I can only repeat what I have already said, that it is of no help to me whatsoever and that this should be clear by now, if not sooner.

2. You're suggesting that the programmers implemented a hidden feature in the bartering system whereby the characters in the game will think some objects are too odd to be owned and won't accept them on the bartering screen. Everything seems to speak against this. The bartering system already has a way of showing when people you trade with consider an item worthless - those items have a cash value of $0. The Geiger Counters that cannot be traded have the same value as the ones that can. The person you trade with gives you *no* indication that there is some specific item he's not interested in or why. So, if this is what you're saying, I can only say I won't believe it until it's confirmed by others.

>b. Ok, this is the poop,
>the whole poop - The
>reason why some merchants refuse
>to buy it because THEY
>DON'T KNOW WHAT IT IS.

They're perfectly willing to trade for a Yellow Reactor Keycard, or a Magnetospheric Hydrodynamic Regulator, but a Geiger Counter, whoa, that's too much? This is a game in which you can trade a completely useless heap of computer parts to an illiterate tribal for his last hunting spear. There simply is no hidden system to determine who wants what or why. Items have set values, everyone will trade for everything as long as the cash values match up, and that's all. That is, except for the Geiger Counter this thread is all about. Or could someone prove me wrong here?

> The programmers cut out
>many conversation trees to cut
>cost and cover for deadline
>from the more regular folks.

Trade is handled in the bartering interface, not in dialogue. It is universal for all characters in the game that can be traded with. The Geiger Counter anomaly is the same for all of them.

/Per
 
RE: More slightly tricky questions

[font size=1" color="#FF0000]LAST EDITED ON Jan-03-02 AT 09:04PM (GMT)[p]-
 
RE: More slightly tricky questions

>It has to do with getting
>addicted to jet, using the
>antidote, using jet, waiting 24
>hours, using antidote, using jet,
>waiting 48 hours and all
>crazy stuff like that.
>

I'll try some more crazy stuff then.

>But I've never used that bug,
>so I don't know.
>

I suppose it wouldn't hurt completeness too much if I left out the specifics on how to exploit a bug...

>I am male, I just made
>my character female because they're
>better.

Statistically I should think people who write Fallout guides can be assumed to be male, but I didn't want to jump to conclusions. A chocobo is a kind of bird in the Final Fantasy series, right?

> I thought I had
>got animal friend in my
>first game, but I think
>I was imagining stuff.
>And he said he got
>that after using Father Tully's
>book.
>
>I haven't got them, though.
>

I think I'll consider them mythical for now.

>www.gamefaqs.com
>
>And join the boards as well,
>har har
>

Do they have a big juicy archive I can scan for goodies? :)

>How far are you through your
>walkthrough?

It's basically finished, I've played through the game to the end doing all kinds of weird stuff. For vanity's sake I'm going to proofread it once myself first, then I'll let you at it. Should be some time towards the end of the month. If there's something lacking it's more substance to the combat tactics section, but I don't know if there's much point to that anyway. I think players probably find their own ways of doing combat.

/Per
 
RE: More slightly tricky questions

Ok, I think I get the idea now, so basically you are wondering why something has a money value on the bartering screen but you still can't sell it to certain people no matter how much you offer them. You are more curious about the technicial point than the story point. The conversation tree is part of the dialogue, you can sometimes get new options after you've traded with someone. I thought you were wondering why in a story stand point certain merchant won't take the stupid counter. Well, this is my take.

I discovered this bug by accident, because I did exactly the same things you did, and I was curious as to know why. I discovered that the reason you have money value but can't sell it is because of the bug. For some reason the programmers forgot to assign zero dollar values to people you can't sell to, that is why the dollar amount still shows up. It's a bug. This bug is actually small story point in FO1. I think they probably just took the original engine, and forgot about this tiny thing. In FO1, you can buy the counter from a merchant at the Hub. He will tell you that he thinks he knows what it is but he has no use for it, so he is willing to let it go for a low price. Now, I tried to sell this thing in FO1 and I got the bug, but there was a new dialogue, there is where the above explaination came from. Now, apparently they never got around to fix this problem, that is why you still have the $2000(I think that's the price) for the counter but even if you give them $10000, they still won't take it. Occasionally I will bump into a merchant that will actually offer me the same explaination as mentioned above. I think the game just screwed up and gave me information that was from the FO1. Actually it's not just the counter, sometimes I can't sell all kinds of things to people even when there is a dollar value to them. From the story point of view, I think it means they don't want the particular item, but they still know the items' worth.

I hope that helps. It was just a communication problem. Anyway I am glad that white answered your questions. And yes, choco. is a bird of mythicial origins, also a transportation device in most FF games. I guess most people like a big fluffy bird in their rpg diet.:D

Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: More slightly tricky questions

>I hope that helps.

Oh yes, this is just the kind of explanation I was hoping for. I've never gotten the in-game explanation in FO2 (and had no recollection of the stuff in FO), but I suppose that would be rare. It doesn't immediately explain why some counters are traded normally, though, and how the game seems to remember perfectly which are bad and which are not. I think there are only two counters in the item database, on and off, but perhaps there are additional variables specific to each individual item, like a heap of ammo or a weapon would contain the number of rounds, and perhaps this was used in FO to keep track of the one counter bought in dialogue. I don't know.

Btw, I checked out the Fallout board on Gamefaqs, and it didn't seem to have nearly as much depth as this one, though there could be more than meets the eye, I suppose. Actually I'm impressed with how on topic this board is, compared to every other virtual community I've visited for the last few years.

/Per
 
RE: More slightly tricky questions

Well, I'm glad I can be of service. Fow while there I thought I was playing merry go-around the counter.:D As for fan boards, I would like to tell you that this is the most indepth one, with many veterans of many games and some even have inside scoop(someone knows somebody working inside the company, or they are in the industry itself). That is why this site get so many latest info from the company itself. That is also why this is called the board of disillusionment, because it has very accurate info on rumors, and what is or isn't possible. When I was green to the board, I thought I can finally get that eulsive Hubologist treasure which I was unable to get for myself. I asked around and was finally told that the quest was never finished. I actually saw another post asking about this, and it does bring a smile to the face.

Anyway, as for Gamefaqs' Boards, I wouldn't stay long there myself. I was one of the original veterans of the board(using the same name), because of its large, informed and very supportive RPG board. But couple unfortunate things happened, the entire board got shut down, and I never looked back. They had the most devoted Phantasy Star, and Lunar fans I've ever seen anywhere else. I surely missed those old friends.(Esp. one particular charming Phantasy Star fan, who loved anime, and very interested in hentai. She had one of the biggest PS fanfic site then. Oh, well.;-)) Oops, how did I get to talk about the "Good old days" again.:) It's a good board as far as I can tell, but there are too many 5 years old running around(who thought FFVII is the one and the only) to ruin your day, so it's probably better if you don't post there. The flame wars there sometimes can get a little tense.

Well, have fun, please feel free to pester us with your "sticky" questions any time, someone, somewhere on this board always seem to know the answer.:D

Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: More slightly tricky questions

>Well, I'm glad I can be
>of service. Fow while
>there I thought I was
>playing merry go-around the counter.:D

It's funny, because now that I know the background I can see that your initial explanation was sort of literally true, only it was impossible to tell without knowing the stuff from Fallout. :)

> As for fan boards,
>I would like to tell
>you that this is the
>most indepth one, with many
>veterans of many games and
>some even have inside scoop(someone
>knows somebody working inside the
>company, or they are in
>the industry itself).

Information that deserves to be collected for the benefit of future generations of Fallout gamers, in the days to come when the original mod makers are all pushing up generic desert weeds in Golgotha.

>Well, have fun, please feel free
>to pester us with your
>"sticky" questions any time, someone,
>somewhere on this board always
>seem to know the answer.:D
>

Do you know where I can find the Vogon Poetry Book of Utter BS? In Arroyo, I know, but *where*?

;)

/Per
 
RE: More slightly tricky questions

OK...Well...First, I'd like to comment on the Geiger Counter problem (although it's now classified as dead). Now I'm only guessing at this, so don't take my word as bible, but one reason that one geiger counter can sell but another can't is that there **may** be two or more actual geiger counter items. Now, before you scratch your head, I mean that there may be two separate item files for geiger counters...eg. they might be named geiger01 and geiger02 internally, thus, the game treats them as separate. One of these geiger counters might be classed as unbuyable or some such, so that the merchants refuse to purchase them...hence the problem...

I understand that this might be rather confusing...I'm sorry for not explaining it better, but if you would like a more thourough explanation, I'm more than willing to offer it (email: talonarkrys@dingoblue.net.au). However, if you know Baldur's Gate I or II and you've browsed the game with the Infinity Explorer, you'll know what I'm talking about...(multiple versions of one item with different properties)
 
RE: More slightly tricky questions

Huh..........?

1. Why not put the whole explaination here?

2. Did you read through the discussion I had with Per? In a timely fashion, like 1, 2, 3, and etc...?

3. Per, if you are reading this, please take over, Ok?

Starseeker, signing off.

"The final price of freedom, is the willingness to face the most frightening being of all, one's own self."
 
RE: More slightly tricky questions

[font size=1" color="#FF0000]LAST EDITED ON Jan-08-02 AT 04:19PM (GMT)[p][font size=1" color="#FF0000]LAST EDITED ON Jan-07-02 AT 10:23 PM (GMT)

Damn double posts.

Well, I guess I am going to use the double post. :D
Anyway, thnanks Per, I couldn't have said it better myself. It's always good to see another generation of Vault dwellers pass down their knowledge and wisdom.
 
RE: More slightly tricky questions

>3. Per, if you are reading
>this, please take over, Ok?
>

Um, OK. Basically the game has been hacked so that we know exactly what's in the item database, and you can view the existing items and put them into your inventory using the inventory editor that can be downloaded from here and there. Thus we know that there are in fact two Geiger Counter items, but they represent the "on" and "off" states which you can switch between in the game anyway, and I'm pretty sure the game handles them identically - or at least in this case it does. I think Starseeker's explanation covers the basics of the problem and that it is actually a feature in the bartering code specific to Geiger Counters. The programmers probably wouldn't have overlooked the fact that you can swap between the two item types. Still it was kind of a good guess if you disregard the entire thread up until now. :)

/Per
 
Back
Top