bug: when i give advanced power armor to any companion, later of reload a game, the companion reveived -4 of strenght and him is overloaded.
bug2: when i pick up to DOBBS, the combat control window dont let me change on 'agressive', or any of this... i cant select nothing.
I'll look into these.
Ah, well that explains that part, now all I gotta know is where to learn about is how to get the ersi so they don’t die
Sorry, I can't really comment. While I added it to the MM, I haven't even played through the area yet. For all I know, it's not possible to get any of them because I messed something up. But, I'm slowly playing through the game now, making fixes/additions for the next release. I'll get there eventually.
A couple of other things. First, here is a list of those changes/fixes/updates already included for the next release:
-Numerous dialog and grammar fixes
-The stone block in the Temple now weighs a little less in order to accommodate all character builds
-Gecko pelts from a Klamath Mall container now properly stack with other pelts
-Drug dealer in the Den Residential area no longer spawns infinite Desert Eagles
-Corrected some special encounter names on the worldmap
-Lydia in the Vault City bar talks to the player once again
-Gecko-Enclave Patrol encounter works a little differently now
-Lenny will now properly join the player
-Float dialog for prostitutes in New Reno working again
-Private Dobbs will join your party again if told to wait
-The Modoc blacksmith will remove the proper amount of ore when doing the armor upgrade
-Fixes to Father Tully
---Will now reveal the location of the Abbey
---Properly asks you to find Brother Samuel, not Brother Thomas
---Will now accept the wine from the Abbey to complete the quest
-Your character will no longer talk about being poisoned when actually irradiated, and vice versa, when speaking with Dr. Troy
-Quests for Abbey and the Monastery no longer appear under "Merchant" in the Pipboy
-Fixed some instances for Vic where the party member background was wrong
-Changed how a couple of Cold Hearts quests work in order to prevent them from showing up in the Pipboy prematurely
-Added code to handle how purchasing alcohol from Cassidy is handled
-Ranger Safe Houses have been added to the game
Speaking of the Ranger safe houses, I could really use a little input. In the original game, the player could get the Ranger map very easily. Is this the case in the RP, as well? If so, then I need to change this. There is no reason the player character should be able to go into the garage in NCR and walk out with something supposedly so valuable. I have a couple ideas to modify this, however, if the RP has already addressed this situation, then I'll just add that change. Any input would be appreciated. Thanks.