BGforgeNet / Fallout2_Restoration_Project

Fallout 2 Restoration Project, updated
https://forums.bgforge.net/viewforum.php?f=39
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Is it intended that party members' weapons somehow count as me using a weapon when talking to NPCs? #134

Closed ghost closed 2 years ago

ghost commented 2 years ago

In this save the NPC bazaar weapons vendor refuses to talk to me with his "Put your weapons away" floater no matter what I do. SLOT01.zip

ghost commented 2 years ago

Completely leaving the map towards the overworld and coming back in does fix it in this instance, but it nevertheless seems like a bug.

NovaRain commented 2 years ago

Judging from Steve's script, it should be intended for him to have the entire party unarmed.

   else If_Party_Is_Armed then begin
      call Node008; // the floating message about being armed
   end
   else if (critter_is_armed(dude_obj)) then begin
      call Node008;
   end

As for Buster, his shop only opens after 8:00 AM, so he gives you the "Mr. .45" warning. You just need to wait a couple of hours.

burner1024 commented 2 years ago

Yes, as far as I know it is intended. It is the reason why Party Orders has an order to holster weapons. (Included with RP, default key is H).

ghost commented 2 years ago

Ah. I didn't follow up on links for the additional mods included in RP. Thanks.