Another Fallout 2 guide update is coming up (le gasp) and I have a bunch of reported bugs/oddities that I haven't been able to verify. Some are probably the result of mushrooms. Whether or not other people have experienced the same could mean the difference between filing them away under "more investigation" or deleting them with an evil laugh. If you could help explain them, so much the better. * NPCs reported to suffer from permanent Jet withdrawal. In my testing they suffer aftereffects properly but no addiction effects. * In the unpatched game the car should supposedly always disappear at the SAD. I tested it and it was there. Script doesn't seem to differ from other areas in this respect. * Critters knocked down don't require AP to get up. I found this not to be correct. Rereading the report I got the impression the player had expected that when you knock someone down and they get up as part of the same animation, they should suffer an AP "debt" in their next round. Is the fact that they don't so bewildering that it merits pointing out? * Reported that killing the deathclaws you see in Westin's brahmin pastures would lock up the game. Unable to replicate. * Reported that although you nominally get a bonus to hit critters that are lying down, in reality the chance to hit would go down dramatically. Not really something I have observed. * Saving in the mad brahmin encounter supposedly can corrupt the save. I tried it and the saves loaded properly. Maybe you have to save in combat mode in special circumstances or something. * One player reported a hole in the wall in the Broken Hills mine and even posted a screenshot clearly showing it. But in my game there is no such hole and the map is not changed in the patch. * Reported that if SAD robots move onto the electric floor, it crashes the game. Unable to replicate. (Basically you have to disable the forcefield, then shoot a nearby robot and run into the electric corridor so it follows you.) * Reported that the Jack quest in NCR wouldn't start properly if you enter the map at a time when Jack is in the police station. However, for me he starts to walk to the power plant at the proper time, enabling the event when he reaches it. * Reported that stealing the Spectacles from the scorpion in Broken Hills would allow you to pass the perception test regardless of your own PE. The script doesn't back this up in the least, nor does actual testing. * Reported that having your car in the east part of the Den and releasing the slaves so they start running towards the exit grid will crash the game and/or corrupt saves made. I have a vague memory of this being mentioned before, but couldn't replicate. * Killing rocket robots and/or fire geckos in special ways (with critical hits) and then using lootable bodies to search their corpses are supposed to let you get Robo Rocket Launchers and Gecko Fire Breaths. Didn't work for me so far, but it occurs to me now this might possibly have to do with Living Anatomy preventing 0-damage lethal criticals and related bugginess. Or it could be mushrooms. * Reported that having a high Sneak skill works just as well for stealing as a high Steal skill, i.e. Sneak 90% and Steal 10% would produce the same number of successful steals as Sneak 10% and Steal 90% (if sneaking anyway). I haven't tested this one yet. * Reported that hitting NPCs with friendly fire will cause the "apathy bug" that primarily Vic and Myron suffer from. It's been determined that "looting" them while they're unconscious triggers this bug. If simply hitting them with stray bullets from weapon bursts would trigger the bug, you'd think it would be more common. * Reported that in the unpatched game you could drop explosives in combat mode and critters wouldn't react. I have found both versions to work the same in this regard. However, sometimes if you drop the explosives two hexes away and preferably behind them and in darkness, they might fail a PE check or something and not initiate combat - possibly this might account for the report. * Reported that Gruthar would always attack the player upon re-entering Vault 13 after the first time. Couldn't replicate. * Reported that Big Jesus Mordino will attack you just for standing about in his room. Didn't investigate a lot yet but there's no apparent cause in his script. Possible cause for the report is the fact that you will be attacked without a warning if you loot the containers in that room. * Reported that the cause of the known (?) "Vault City people disappear even in the day" bug would be applying the UK patch to the US version. Haven't tested (I don't have the US version anyway) but I don't see any reason why this would be a problem. * Reported you can get Hunting Rifles from farmers encounter outside Klamath. The world map script specifies Pipe Rifles however, and that's what I seem to get. Finally a few things that I wouldn't mind some help verifying: * The Paramedics Bag doesn't seem to provide any bonus to Doctor at all. I tested all these items statistically and found the other items provide the expected bonuses, but not this one. * The Heave Ho perk doesn't seem to visibly increase your chance to hit with thrown weapons under all circumstances I could think of (range, lighting, ST). Does it in fact do anything or is the bonus applied "invisibly"? * I have pretty much figured out that the infamous no restocking bug is caused by the game timer stopping or warping to zero or negative numbers. Any more info on when it happens (that is after how much game time) and/or in what circumstances might help. It sounds like something a hack to prevent the 13-year time limit might cause, but surely it has been experienced by people who didn't use any such thing? * Infamous "overzealous NCR cops" bug. I've verified that invisible armed NPCs can cause guards to shout warnings - but not to actually attack. Other than that I have no leads. * Jet Antidote stat bug. I've yet to work out the exact formula for going about this - how long to rest, how many doses to take, after which point it starts to work, how large the bonus is depending on everything else, and so on and so forth. Neither my own description nor any other I've found on the web strips the procedure down to the minimal requirements for consistently pulling it off. * I found the "reserve movement" command in combat (Ctrl+move) doesn't seem to work at all. In Fo1 it worked sometimes, at least. * Does anyone know how long it takes for blood to disappear? Is there a random component, or does it depend on how many times you re-enter a map? I loaded some games and revisited locations I hadn't been in for years, finding blood in some but not in others. Bodies on the other hand disappear in mere hours. * Too many items bug: there is a definitive possibility that this is caused solely by collecting all the holodisk entries in your pipboy. Experiences from people who a) hoard all items but don't read holodisks and b) hoard holodisks but don't collect items would be useful here. Or just try going back and forth between two maps in one or both scenarios and see if it freezes up eventually. Oh, and for completeness, here's the list of unexplained reported bugs remaining from last time: * Erratic fadeouts on Navarro maps, accompanied by an inability to sleep using the Pipboy. * In Navarro, Quincy lets you take the plans from the locker without reacting. * Sulik starting to complain about carrying too much even though he's not at his maximum. * In the SF Brotherhood video sequence, the player avatar took the place of one of the Enclave soldiers behind Horrigan. * Keith Wright won't let you open the door even if you got his permission. * Cave robbers don't equip their weapons, but only punch you.