When Cody (the child in front of the Cat's Paw in New Reno) runs away and the Player leaves the map, Cody never returns to his default state.
What you expected to happen
When the player re-enters the map, Cody should return to his initial place and be open to more dialog.
Possible reason
Unfortunately I can't test this at the moment, but I suspect, that the reason for this behavior is in the "map_enter_p_proc" of Cody's script file "../scripts_src/newreno/nccody.ssl"
Currently it looks like this:
procedure map_enter_p_proc
```c
procedure map_enter_p_proc begin
if (is_loading_game == false) then begin
check_set_obj_visiblility(self_obj, false);
if (map_first_run) then begin
set_local_var(LVAR_Home_Tile, self_tile);
set_local_var(LVAR_Home_Rotation, self_cur_rot);
set_self_team(TEAM_NEW_RENO_CODY);
set_self_ai(AI_CHILD);
end else if (cody_fingered_jules) then begin
move_cody_home;
if ((jules_warned == false) and (jules_dead == false)) then begin
set_jules_killed_cody;
kill_critter(self_obj, random(ANIM_fall_back_blood_sf, ANIM_fall_front_blood_sf));
end
end else move_cody_home;
end
end
```
And I suspect it should look more like this:
procedure map_enter_p_proc
```c
procedure map_enter_p_proc begin
if (is_loading_game == false) then begin
check_set_obj_visiblility(self_obj, false);
if (map_first_run) then begin
set_local_var(LVAR_Home_Tile, self_tile);
set_local_var(LVAR_Home_Rotation, self_cur_rot);
set_self_team(TEAM_NEW_RENO_CODY);
set_self_ai(AI_CHILD);
end else if (cody_fingered_jules) then begin
move_cody_home;
if ((jules_warned == false) and (jules_dead == false)) then begin
set_jules_killed_cody;
kill_critter(self_obj, random(ANIM_fall_back_blood_sf, ANIM_fall_front_blood_sf));
end
end else begin
move_cody_home;
end
end
end
```
This bug is already mentioned in "The Nearly Ultimate Fallout 2 Guide" so it's probably also present in the unofficial patch.
Savegame
In this savegame Cody is perpetually running away:
SLOT108.zip
What happened
When Cody (the child in front of the Cat's Paw in New Reno) runs away and the Player leaves the map, Cody never returns to his default state.
What you expected to happen
When the player re-enters the map, Cody should return to his initial place and be open to more dialog.
Possible reason
Unfortunately I can't test this at the moment, but I suspect, that the reason for this behavior is in the "map_enter_p_proc" of Cody's script file "../scripts_src/newreno/nccody.ssl"
Currently it looks like this:
procedure map_enter_p_proc
```c procedure map_enter_p_proc begin if (is_loading_game == false) then begin check_set_obj_visiblility(self_obj, false); if (map_first_run) then begin set_local_var(LVAR_Home_Tile, self_tile); set_local_var(LVAR_Home_Rotation, self_cur_rot); set_self_team(TEAM_NEW_RENO_CODY); set_self_ai(AI_CHILD); end else if (cody_fingered_jules) then begin move_cody_home; if ((jules_warned == false) and (jules_dead == false)) then begin set_jules_killed_cody; kill_critter(self_obj, random(ANIM_fall_back_blood_sf, ANIM_fall_front_blood_sf)); end end else move_cody_home; end end ```
And I suspect it should look more like this:
procedure map_enter_p_proc
```c procedure map_enter_p_proc begin if (is_loading_game == false) then begin check_set_obj_visiblility(self_obj, false); if (map_first_run) then begin set_local_var(LVAR_Home_Tile, self_tile); set_local_var(LVAR_Home_Rotation, self_cur_rot); set_self_team(TEAM_NEW_RENO_CODY); set_self_ai(AI_CHILD); end else if (cody_fingered_jules) then begin move_cody_home; if ((jules_warned == false) and (jules_dead == false)) then begin set_jules_killed_cody; kill_critter(self_obj, random(ANIM_fall_back_blood_sf, ANIM_fall_front_blood_sf)); end end else begin move_cody_home; end end end ```
This bug is already mentioned in "The Nearly Ultimate Fallout 2 Guide" so it's probably also present in the unofficial patch.
Savegame
In this savegame Cody is perpetually running away: SLOT108.zip