Have You Seen These Bugs?

Per, even in your guide are some incorrect features/flaws :P.

1 - It's said that in v1.0 you could Sneak-steal from the Sub-amenities shops.

You neither need to sneak nor steal. The stores were/are ready for plundering.

2 - In the unpatched version losing your ear could give you a bonus to your CH, because the command to change the stat was being used incorrectly.

You don't gain any Charisma points nor do you lose any. If you read the script of the unpatched version, you'll see that the Charisma stat isn't even being "mentioned".

3 - Grisham will pay you $1000 minus $100 for each brahmin killed, and you get 250 xp to boot

To gain the 250 exp, one of the Brahmins actually has/needs to die. Also note that your town reputation in Modoc depends on how many dogs you kill in the encounter.

4 - You can get training from both Lo Pan and the Dragon, assuming your karma changes by 500 or so in between. Hmm, fat chance.

This is more a tip. You're actually mentioning ways to lower and increase your karma yourself. Well, the "critters" who are basically needed for that are Martin in Vault 8, the villagers of Arroyo or the Pariah dog. You can guess the rest.

5 - A way to achieve almost every xp from the Torr - Dunton brother quests (expect for the 150 exp. you gain for completing the "Rustle the brahmins" quest in the "straight evil" way). Although, I need to try it out myself once again, as it has been a quiet while since I tried it last. Although I remember fooling around in combat mode so I don't know if you want to hear it.

6 - You can actually kill Buster's guards without having anyone reacting (not even Buster). You might also gain + 15 karma (+5 for each kill done by yourself). Although this is so minor as there are others who can be killed in towns and not having anyone reacting.
 
Oh my. A veritable cornucopia of Fallout lore has permeated my cranium.

Version 1.3 coming up?

I'm curious, do you kill the guards in a "Sneak+Gauss", "Silent Death" or other manner (aside from the obvious superstim abuse) so that Buster doesn't notice?
 
Silencer said:
Oh my. A veritable cornucopia of Fallout lore has permeated my cranium.

Version 1.3 coming up?

I'm curious, do you kill the guards in a "Sneak+Gauss", "Silent Death" or other manner (aside from the obvious superstim abuse) so that Buster doesn't notice?

Folks still playing the 1.0 version might bother, destroying their plans when having planned to use the ear bug in their character development. And no basically I'm planting them full with explosives (sarcasm). :roll:
 
Already posted v1.2, but I suppose there's always next time. :)

Frank Horrigan@BIS said:
1 - It's said that in v1.0 you could Sneak-steal from the Sub-amenities shops.

You neither need to sneak nor steal. The stores were/are ready for plundering.

A look in the mapper should give the answer to that. I can't do it right now but I'll put it on the list of stuff.

Frank Horrigan@BIS said:
2 - In the unpatched version losing your ear could give you a bonus to your CH, because the command to change the stat was being used incorrectly.

You don't gain any Charisma points nor do you lose any. If you read the script of the unpatched version, you'll see that the Charisma stat isn't even being "mentioned".

You can find archived posts on this site about this thing. I do seem to remember checking this in the script (or I wouldn't have phrased it like that), but I could always look again.

Frank Horrigan@BIS said:
3 - Grisham will pay you $1000 minus $100 for each brahmin killed, and you get 250 xp to boot

To gain the 250 exp, one of the Brahmins actually has/needs to die. Also note that your town reputation in Modoc depends on how many dogs you kill in the encounter.

Will check.

Frank Horrigan@BIS said:
4 - You can get training from both Lo Pan and the Dragon, assuming your karma changes by 500 or so in between. Hmm, fat chance.

This is more a tip. You're actually mentioning ways to lower and increase your karma yourself. Well, the "critters" who are basically needed for that are Martin in Vault 8, the villagers of Arroyo or the Pariah dog. You can guess the rest.

I'm not gonna spell that out, though.

Frank Horrigan@BIS said:
5 - A way to achieve almost every xp from the Torr - Dunton brother quests (expect for the 150 exp. you gain for completing the "Rustle the brahmins" quest in the "straight evil" way). Although, I need to try it out myself once again, as it has been a quiet while since I tried it last. Although I remember fooling around in combat mode so I don't know if you want to hear it.

As long as it can be done...

Frank Horrigan@BIS said:
6 - You can actually kill Buster's guards without having anyone reacting (not even Buster). You might also gain + 15 karma (+5 for each kill done by yourself). Although this is so minor as there are others who can be killed in towns and not having anyone reacting.

Yeah, it's not like you're supposed to kill someone just because you can get away with it.
 
Yeah, well I had actually posted it on the archived boards. This is how I described back than:

1) Get either quest 3 or 4.

2) When you get there, the scorpion will attack as usual but don't kill it. Instead try to manoeuvre it over to the Duntons by keeping a large distance between you and it. Afterward end combat.

3) Now go and kill of all the other scorpions.

4) Head back to the Duntons and Torr and try to place yourself in the middle of the distance between them.

5) Talk to the Duntons and tell them run of (250 exp). When you've succeed, be very fast and hit A. Now throw a spore spike or whatever at the last surviving scorpion (which you before manoeuvred near the Duntons).

6) Now place yourself at a hex which is close to the exit grind and which is demanded for the maxium distance to get a dialog with Torr (hope you understood).

7) Wait for the scorpion, kill it and end combat.

8 ) (Now fastness is required) Be very quick and get the pointer over Torr, to get a dialog with him (make sure that the Duntons didn't have time to run of).

9) Now tell Torr to run away and end dialog. Be fast again to hit the pointer once more to get an additional dialog with Torr.

10) This time tell him you'll help him to guard the brahmins. After you end the dialog be fast again and hit A.

11) While in combat mode make your way to the exit grind but because I guess that you haven't gotten the number to APs to do that in one turn do it like this. In combat mode run to the exit grind and use all but one of your APs. End combat and very fast hit A again to continue. As long as you've the Duntons in your sight make sure that they aren't allowed to take one step before you're able to hit A again.

12) If done correctly the Duntons and Torr shouldn't have been able to run of which nets you another 250 exp. and quest 6.

As I'm somewhat lacking to express myself I may need to post some pictures to make it easier to understand.
 
Well, to put it simple: neither Torr or the Dunton's are allowed to leave the map if you do want to gain the 250 exp. for successfully guarding the brahmins.

Also I found out another thing today. If you let Festus install the Hydroelectric part for you (4250 exp.) and use the barter trick to keep the part, you can afterward do the "running way" and get 4000 exp. more to boost.
 
Frank Horrigan@BIS said:
Well, to put it simple: neither Torr or the Dunton's are allowed to leave the map if you do want to gain the 250 exp. for successfully guarding the brahmins.

Have you got this to work or is it just something you figure should work in theory? I don't have the scripts in front of me, but I'd have guessed that their scamper routines are just for show, and that the relevant variables are set when you are in dialogue with them, not when they finish the scamper procedure and toggle the visibility flag.

Frank Horrigan@BIS said:
Also I found out another thing today. If you let Festus install the Hydroelectric part for you (4250 exp.) and use the barter trick to keep the part, you can afterward do the "running way" and get 4000 exp. more to boost.

I'll see if I can insert this little bug exploit somewhere.
 
I've first got it work and than created a theory which might be the explanation why it works. As I've restarted Fallout 2 I could tomorrow post some pictures which might make it easier to understand.

EDIT: Also, something else again. For some reason if you complete Hakunin's quest before getting the bonus training from Cameron, you wont get the training :(.
 
I've created some pictures, just post a link to page were you can host pictures and I'll put them up.

Also, I must admit that I was wrong about the Sub-amenities. It seems that I was able to take their stuff before (without sneaking or stealing), because I used a falche edited character for testing (who had everything at maximum).
 
Having read through Per's guide update, I'm led to believe that you could also use the bag trick to do this also. On the subject of the bag trick, you could also use it in New Reno to get unlimited ammunition for a minigun by getting Assault rifles upgraded to extended magazines, which come full. Just keep giving Algernon the same old assault rifle from "under" the bag, and he'll hand you Ex. Mag. guns with 100 rounds a piece. I've always found it hard to keep one minigun fed, never mind a pair (With Marcus in the party).
 
Lord 342 said:
Having read through Per's guide update, I'm led to believe that you could also use the bag trick to do this also.

Don't think so. The game uses two commands to remove items, one that removes only one (which is not bugged) and one which removes any amount (which has the Bag bug). Usually when only one quest item is involved the single item command is used.

FH said:
Also, I must admit that I was wrong about the Sub-amenities. It seems that I was able to take their stuff before (without sneaking or stealing), because I used a falche edited character for testing (who had everything maximum).

Well, was the stuff located in a container or not? And did that container have a watch script or not? If it worked for a character with hacked skills it should work for a normal char with good skills. What did you do with Falche that couldn't be done in the game?
 
Per Wrote:
Don't think so. The game uses two commands to remove items, one that removes only one (which is not bugged) and one which removes any amount (which has the Bag bug). Usually when only one quest item is involved the single item command is used.

I'm not sure. I've seen quest items stay using the bug (like the watch in Modoc), but I haven't tried it for the hydroelectric part. (I actually know its full name, but I don't type it here to save space. And yes, I know that typing this parenthetical takes up more space than the name of the part. It's called irony.) I haven't tried it for ammunition yet either, but I can do that easily. Results for the ammo trick should be forthcomming. I suppose it all depends which of the two scripts gets used...
 
Results of Weapon upgrade bag bug trick:

Algernon in New Reno uses the bugged script; items beneath the bag in the inventory are not removed when you request an upgrade. You can get unlimited flamethrower fuel, or any other ammunition this way, not to mention unlimited upgraded arms. This solves the issues of feeding the Personal and Avenger Miniguns, M60s, and FN FALs, all of which either consume ammo at prodigious rates or use rare types.

Something for your to note, Per, to give some insights into the mechanics of the game... When I requested the fuel upgrade, I had a pack of 5 fuel units under my bag. When I got my upgrade, I had a pack of 10 blue fuel above and a pack of 10 red fuel beneath... Hmmm...

As to the VC sub-amenities shops in version 1.0, I remember somehow procuring items from them in 1.0, but they didn't have anything earth-shattering, although even after the patch my favorite trick works. That is, bartering with Happy Harry (you needn't make a purchase), and then stealing from him; a bunch of stuff will be dumped into his "Stealable" inventory and you can then pinch whatever you please and equip yourself thus. His barter inventory will differ some from what you can steal, so you can steal stuff you don't want to pay for stuff you do.
 
Per said:
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There is also the continuing mystery of the pariah dog bug which seems to happen all the time to some people and never to others. Someone mailed me with a description of how to trigger it, but it didn't work for me, and some of his assumptions seem to be incorrect and/or irrelevant anyway. So I'm still interested in descriptions of how to make it work, and more specifically why it works.

Well, it so happens I've been working on this for the past week or so...and thanks to your guide I was able to do a ton of testing as to how it works.

First off all you need is the Gain Luck Perk & the Pariahs encounter...nothing else...no special means or methods...you don't even need a zetascan...and mutating to gifted does _not_ work...

Next, contrary to popular lore, the amount of luck gained isn't dependant on your current luck, but a hidden DogLuck modifier that starts at +1
Edit: actually I got my LK=4 character to lvl 12 & the popular lore is correct...Dogluck looks like it starts at LK-1, but I need to test the other 7 possibilities, so everything I state here is only true for a LK=1 character :(

If you do get a zetascan, the only time it's added to DogLuck is when you have the dog join your party...then zeta is reset to zero...so there's a difference between having the dog with you when you go see the hubbys & not having him with you.

Every time you dispatch the pup to get your reward, Dogluck is doubled for the next go.

example: Badluck Bill has LK=1

Bill finds the "Pariahs" encounter, but having high IN decides to leave the dog alone...for now...

Bill gets the gain luck perk at lvl 12...LK=2

Picks up dog, puts dog out of misery...LK=3

Repeats...LK=5

Repeats...LK=9

Takes a couple Pscho, gets retard scan LK=10, IN+1 :)

-Zig

edit: if the added luck exceeds 10, then the process fails, and no luck is added at all...
 
Lord 342 said:
This solves the issues of feeding the Personal and Avenger Miniguns, M60s, and FN FALs, all of which either consume ammo at prodigious rates or use rare types.

Yes, as does using an inventory editor.

Lord 342 said:
Something for your to note, Per, to give some insights into the mechanics of the game... When I requested the fuel upgrade, I had a pack of 5 fuel units under my bag. When I got my upgrade, I had a pack of 10 blue fuel above and a pack of 10 red fuel beneath... Hmmm...

Weird. Noted for checkage.

Zig said:
First off all you need is the Gain Luck Perk & the Pariahs encounter...nothing else...no special means or methods...you don't even need a zetascan...

I think you have to raise your original LK for this to work, and it only works once each time, or at least that's what I found... anyone else?

Zig said:
Edit: actually I got my LK=4 character to lvl 12 & the popular lore is correct...

I think you were the victim of a false generalization. ;)

Zig said:
edit: if the added luck exceeds 10, then the process fails, and no luck is added at all...

Sounds reasonable, but then why does raising LK from 4 to 7 then 10 work, but raising it from 5 to 7 to 10 does not? A possible answer would be that it gets raised by the original value minus one... but if that were true, it wouldn't be possible to raise it from 4 to 6 to 10, but it is. Tricky, tricky.

FH said:
Per, is the chance for being successful when stealing also capped at 95% in Fallout 1?

Don't know, haven't done any testing. Trying to steal a few times with Steal at 200% should give an indication.

Man, you should really get a better avatar. ;)
 
Per said:
Zig said:
First off all you need is the Gain Luck Perk & the Pariahs encounter...nothing else...no special means or methods...you don't even need a zetascan...

I think you have to raise your original LK for this to work, and it only works once each time, or at least that's what I found... anyone else?

I ran across a bug in the Falche2.1 editor that makes it look like that's true, but it's not. I got tired of building up characters to lvl 12, but soon ran into anomalies when using the editor. Raised my LK=1 char to LK=4 in Falche, compared him to my "real" LK=4 char...Sure enough, it's the editor...My guess is it uses the same variable to change LK as the gain luck perk does. Raise LK with Falche, dog will work even when he shouldn't, lower it & it never works even with the perk in place. Falche also increases the upper limit the dog will help out. IOW totally screws it up for testing :(

Per said:
Zig said:
Edit: actually I got my LK=4 character to lvl 12 & the popular lore is correct...

I think you were the victim of a false generalization. ;)

Not the first time it's happened to me either ;) My previous ramblings means I need more samples!

Per said:
Zig said:
edit: if the added luck exceeds 10, then the process fails, and no luck is added at all...

Sounds reasonable, but then why does raising LK from 4 to 7 then 10 work, but raising it from 5 to 7 to 10 does not? A possible answer would be that it gets raised by the original value minus one... but if that were true, it wouldn't be possible to raise it from 4 to 6 to 10, but it is. Tricky, tricky.

Yes, very tricky, toughest puzzle I've ever come across. I believe both the dog & zetas operate on BaseLK (your LK minus perk & gifted bonuses), rather than your entire LK. Sometimes it looks like it exceeds 10, but BaseLK is still within bounds. My Falched LK=4 char will go from 4 to 7, to 10. But my real one won't. It's more like 4 to 5 (perk) to 6(SFzeta) to 10. 4+1(zeta)=5 Baseluck and 5+5=10, so LK=11 when you add the perk.

-Zig
 
Zig said:
My guess is it uses the same variable to change LK as the gain luck perk does. Raise LK with Falche, dog will work even when he shouldn't, lower it & it never works even with the perk in place. Falche also increases the upper limit the dog will help out. IOW totally screws it up for testing :(

In my case it was quite the opposite, I relied upon that effect for quick testing. Here's how you do it: take a mapper and create an exit grid on the starting map, linking directly to the pariah map (what I did was link to the Arroyo bridge map and make sure I'd encounter the dog right outside, but this should be even faster). You can then create new chars with any LK value and use Falche to simulate the zeta scan and/or add the perk.
 
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