NCR guards attacking (even though they weren't earlier!)

spasticteapot

First time out of the vault
I've been playing FO2 for the first time, and it's a hoot. However, after delivering the spy info disk to NCR and getting rewarded, I am attacked by policemen as soon as I leave Tandi's office-building. Note that the police officers inside the building do NOT shoot me.

NPCs are Myron (yeah, he sucks), Cassidy, Vic, and Sulik, all of which are not wielding weapons. However, it is worth noting that Sulik will not "use his best weapon" even though he's currently carrying enough weaponry to supply a small militia, including the pistol he was using a few minutes earlier to shoot up Khans. (And yes, he has plenty of ammo.)

I'm running FO2 1.02 under Windows XP SP3. I did install a high resolution mod, but I uninstalled it because I have a small screen on my laptop and everything was too small to click on.
 
I used Falche2 to (temporarily) give my character 99 AP, allowing me to simply run past the guards before they could turn hostile. Oh, well....
 
Most likely an delayed reaction. These things happens a lot, you might have done something to offend somebody, but you left the area early enough for that not to trigger.
 
I'm having a similar problem with NCR guards. In my case, this is the first time I have visited NCR in the game. I'm not holding any weapons, and I spoke to each of my followers and told them to put their weapons away. The guards still warn me about carrying weapons and eventually attack me. Anyone know what's wrong?
 
Read the notice board in the bazaar to learn the NCR ground rules. If you come here at night the forcefields will be up, so either use Repair on the emitters (the guard doesn't mind), or talk to the woman in the guardhouse to get in. Don't even touch her lockers, because she will turn hostile even if she doesn't attack right away (though you should be safe as long as you don't walk right up to her, and I think you can loot the bookcase with impunity). The guard outside the entrance will tell you to put away your guns if you have them ready. Tell all your party members to do so - these guards are serious. If you walk around with guns ready in downtown NCR they'll attack almost immediately. Moving out of sight of a cop doesn't help once you've been warned; you must either put the weapon away or leave the map. The gate guard will attack if you hang around with a weapon after being warned, but oddly enough you can kill both guards in the bazaar and the downtown guards won't know you did it.

a green starMake a habit of never going directly to the downtown map when you enter NCR unless you're absolutely sure your NPCs aren't wielding weapons. Once you're there you have very little time to tell them to put their weapons away. On the Council map you start some distance from the nearest cop, so that's OK, and on Westin's ranch they don't care. The three inferior Brain Bots are not checked for weapons, but at the same time the cops are probably laughing at you for being stuck with bad NPCs.

The lockers in the police station hold various weapons and ammo, but if you try to pick them the guards will attack without warning. Sheriff Dumont and Deputy Karl both carry Gauss Rifles, one of the best weapons in the game... so you might want to steal their ammo.

Double check, don't even get the first warning, reload.

Personally, I left most of them outside, a la Vault City.
 
Thanks for the help. Double-checking my NPCs did the trick. It seems that sometimes you need to tell them to remove their weapon a second time, even if their sprite isn't holding anything. Perhaps they have something in their item2 slot?

Anyway, that seems to be working fine now.
 
Probably yet another stupid bug. I've found that you often need to tell them to heal themselves twice to get them to use stims.
 
Back
Top