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If all else fails, Colter can be damaged with critical hits even when his power armour is electrified.
I remember that Coulter does make a remark about being smart for removing it, so I think it must make a difference.
Obviously it should also make a difference to the difficulty of the fight when the game is working properly, giving you more time to attack Colter before his armour electrification resets.
I did indeed remove it first.
Okay, I managed to defeat him by cheer stubbornness. My closest save before going thru the door to fight him was before the gas room, so... Didn't want to do that.
Anyway.
1. Yes I had removed the fusion core.
2. Coulter was NOT damageable by crits. It might be because I have the unofficial FO4 patch installed (mod) that fixes a lot of bugs (and him being damageable by crits seems like a bug).
3. I figured out that about 1 in 10 times I had enough time to get one (1) shot in if I clicked VATS at the EXACT right time after the short circuit animation started, so I had time to hit him ONCE with my gauss rifle. Took 6 reloads before I got it.
I have never encountered this bug before, but then I haven't played Nukaworld more than three times including this one. First time I got the "Super Big Coke bottle bug" in the Arena, where I had to go in and use console command "disable" on a lot of red walls that just appeared in the arena. Second time no bugs at all. Third time? This.
I was thinking of it more as a possible thing to do (if you hadn't aready done it) that might get the game to recheck or alter the electrification reset timing and go back to a vaguely normal level of resetting.
It's hard to say for sure on whether or not he's supposed to be vulnerable to crits; the first time I noticed it, I wondered whether it was because I had the Penetrator perk which lets you shoot through walls. It could be intentional and they simply forgot to give Gage dialogue for defeating Colter that way (at least as easily as they could forget about crits; we don't know which part was the mistake).
if you want to do some testing on it and you have console access(so PC only), you might try grabbing his ref during the fight xx00a52f.
xx being the mod index so if "help dlc04mq01 4 qust" bring ups "DLC04MQ01 (06000801) 'Taken For A Ride" Colter should be "0600a52f".
It should be toggling him between ghost mode you can check if it is with "0600a52f.GetIsGhost".
if you jump into the console just as the short animiation starts he should still be a ghost.
if you jump into the console just as the short animation ends he should be not a ghost.
If it never changes it may be that something is keeping the script from toggling him so he just goes back to being in an invulnerable state. edit: stance not state sorry
Are you sure that it does not mess up the scripting? Papyrus and state changes are not a good combination and has to be handled with care. There has been a ton of bugs with this.
Since you are already using a console, it is better to make yourself immune to damage instead. This has a most least impact on scripting.
Positive. It just jumps to the crowd booing and complaining to Gadge, and him say "settle down, we talked about this." I have done this every time since I discovered it works a few years ago. But the point here was to see why the actual scripted part is not working. Which is why i did not mention it at first.
Edit: since we are talking about this now I should mention that to do it correctly you will need to use the script function instead of the console function so:
'cf "actor.SetGhost" 0' while you have Colter and not his shell as a ref.
Triggering it with cf works basically the same way as a direct setghost for other NPCs (making them untargetable in VATS), which still leaves the question of what would be different with Colter.