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RPU v27 Skynet combat settings issue #238
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In your save, Skynet's AI packet is wrong (number 23, |
Are you using any other mods? Different sfall? |
I shall have only 1 mod and two extract scripts beside everything from RPU. sfall is from RPU package, didn't touch that.
Sorry I didn't notice my email notification from github before. If you want me to upload more I shall be happy to. |
Similar to #154. I re-checked ai.txt and aipacket.h, everything appears to be in order. |
I came to this issue a year+ ago, and with help of Mr.Stalin @nuclear-city.com tried to find out rpu and even sfall scripts error. But looks like it is a MAP error, wrong ai somewhere at original skynet location. But I'm not familiar with maps to find and fix it. Once the game is started it should be easily fixed for current party by just using ingame debugger - right after the skynet is joined, open current state with debugger, find our skynet as robobrain critter and set its ai packet to 117 |
Do you have earlier saves? Can you check them for ai packet? |
Some other findings: |
I have an earlier save but I am not sure if it is from this game or from the earlier one (the one I reported for the car vanishing issue). And in that save I haven't yet recruited skynet. The lootable armor script: I recall the only "settings" I changed, and may have an impact, compared to my previous play of RPU(must bed v24 and earlier) is that I noticed the option in FO2Tweaks: ; party npc level will match player level more closely I changed it from 1 to 0 in the middle of the game play when I noticed it. So I am thinking either this or the lootable armor can be the cause. |
I don't see anything related in lootable armor script. Nor fo2tweaks one. |
It was a fresh v27 install. Maybe it is not worth of your time to investigate anymore if it is just a random and one time error. I have already deleted the game since I am done with the play for this time. Seems like it needs more proactive and live debugging right before and while this is being triggered. |
So you were able to play through the fights from another save? |
I didn't try skynet from another save. I actually just continue the game from the round that I detected skynet issue. The situations is such: I didn't really "use" skynet as an active team member except the fact that I got it late in the game and went to Mariposa Military Base to fight Melchior and his pets. It was during that fight I noticed skynet's combat settings issue. But it is just annoying in the way that skynet can't really be a combat partner in the way I wanted, nothing else in the game is effected by this. And any fight with this mis-configured skynet is totally doable. Skynet will just act like always has the "Charge !" command and keeps shooting. That's why if is not because of the Melchior fight I may not even notice the issue. |
Sorry, posted my comment in the wrong issue =/. |
The bot critter is created from terminal script: Fallout2_Restoration_Project/scripts_src/sierra/wsterm3c.ssl Lines 166 to 185 in 8d6c7e8
It is not saved in the initial map, and thus no errors should stem from it. If anyone else stumbles upon this issue, please provide a save right before final Skynet assembly. |
I have the same issue. sfall 4.4.3.1. |
@DondeEstaTuHallPass |
The cause is For now, you can try this fix script: gl_skynet_tmpfix.zip |
What happened
Skynet combat settings are mixed up, and can not be saved - reset to messed up state after closing the dialogue
In addition to this I talked to NovaRain and he informed me that he coudn't find this issue on his installation, so I think I may better report it here and see.
What you expected to happen
Settings shall be default skynet settings and can be saved after change.
Screenshot
Savegame
SLOT01.zip
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