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...