BGforgeNet / Fallout2_Restoration_Project

Fallout 2 Restoration Project, updated
https://forums.bgforge.net/viewforum.php?f=39
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RPU v27 Skynet combat settings issue #238

Closed ericqzou closed 5 months ago

ericqzou commented 1 year ago

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

Screenshot 2023-09-24 133054

Savegame

SLOT01.zip

NovaRain commented 1 year ago

In your save, Skynet's AI packet is wrong (number 23, AI_KAMAKAZI, the correct range is 113-117), I have no idea how it turns out like that.

burner1024 commented 1 year ago

Are you using any other mods? Different sfall?

ericqzou commented 1 year ago

I shall have only 1 mod and two extract scripts beside everything from RPU. sfall is from RPU package, didn't touch that.

  1. FO2 Tweak
  2. An old script from someone on NMA that makes dead body drop off armor, base on science and repair
  3. NovaRain's script that locks book reading to 5%-point.

Sorry I didn't notice my email notification from github before. If you want me to upload more I shall be happy to.

burner1024 commented 1 year ago

Similar to #154. I re-checked ai.txt and aipacket.h, everything appears to be in order.

marstem commented 1 year ago

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

burner1024 commented 1 year ago

Do you have earlier saves? Can you check them for ai packet?

NovaRain commented 1 year ago

Some other findings: AI packet value in Skynet's proto (00000079.pro) in your save is AI_SECURITY_BOT (31) instead of default AI_PARTY_ROBOBRAIN_CUSTOM (117) in its base proto in rpu.dat. The value in the proto shouldn't change for the disposition (berserk, aggressive, etc.) you select in the combat control panel. Maybe attach that old lootable armor mod here for checking.

ericqzou commented 1 year ago

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. SLOT11.zip

The lootable armor script: Lootable Armor.zip

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.

burner1024 commented 1 year ago

I don't see anything related in lootable armor script. Nor fo2tweaks one. Is it a fresh v27 game or upgraded from v24?

ericqzou commented 1 year ago

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.

burner1024 commented 1 year ago

So you were able to play through the fights from another save?

ericqzou commented 1 year ago

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.

burner1024 commented 12 months ago

Sorry, posted my comment in the wrong issue =/.

burner1024 commented 7 months ago

The bot critter is created from terminal script: https://github.com/BGforgeNet/Fallout2_Restoration_Project/blob/8d6c7e8999cc0252f5208f5798d1de44899d90d4/scripts_src/sierra/wsterm3c.ssl#L166-L185

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.

DondeEstaTuHallPass commented 5 months ago

I have the same issue. sfall 4.4.3.1. save file is right before assembling(that is, putting all the parts to broken robot thingy) skynet. SLOT07.zip

burner1024 commented 5 months ago

@DondeEstaTuHallPass Please attach a ZAX debug package.

NovaRain commented 5 months ago

The cause is epax.map (EPA ground/utility/robot maintenance levels) because there's a brainbot that erroneously uses Skynet's proto, thus "sharing" data with it. If players enter epax.map before getting Skynet in SAD, Skynet's default AI packet will be changed to AI_SECURITY_BOT and triggers the issue.

For now, you can try this fix script: gl_skynet_tmpfix.zip