Fallout 4

Fallout 4

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Bearded Geek 26 OCT 2019 a las 5:17 p. m.
Can't kill Coulter, no time to switch weapon
Okay, new bug for me, and I can't find anyone else having it when googling: There is no time between using the thirst zapper and getting a shot of.
I use the zapper, animation for short-circuit starts. BEFORE I HAVE PRESSED MY HOTKEY for the "real" weapon, he is back up and running.
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Mostrando 1-15 de 19 comentarios
Out Of Bubblegum 26 OCT 2019 a las 6:48 p. m. 
Use jet?
DouglasGrave 26 OCT 2019 a las 7:20 p. m. 
Does it matter whether or not you've removed the fusion core from the nearby reactor before entering the arena? Normally it should just make it easier by giving you a bigger window of time before Colter's power armour re-electrifies, but if it's messing up and not giving time at all, changing things might cause it to reset (it's worth a try, anyway).

If all else fails, Colter can be damaged with critical hits even when his power armour is electrified.
ƎϽ∀ƎԀ 26 OCT 2019 a las 7:52 p. m. 
Publicado originalmente por DouglasGrave:
Does it matter whether or not you've removed the fusion core from the nearby reactor before entering the arena? Normally it should just make it easier by giving you a bigger window of time before Colter's power armour re-electrifies, but if it's messing up and not giving time at all, changing things might cause it to reset (it's worth a try, anyway).

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.
DouglasGrave 26 OCT 2019 a las 8:07 p. m. 
Publicado originalmente por Gamcull:
Publicado originalmente por DouglasGrave:
Does it matter whether or not you've removed the fusion core from the nearby reactor before entering the arena? Normally it should just make it easier by giving you a bigger window of time before Colter's power armour re-electrifies, but if it's messing up and not giving time at all, changing things might cause it to reset (it's worth a try, anyway).

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.
I meant specifically in regard to the problem of Colter's armour resetting instantly when shorted out with the Thirst Zapper (which isn't normal behaviour).

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.
Bearded Geek 26 OCT 2019 a las 10:44 p. m. 
Publicado originalmente por DouglasGrave:
Publicado originalmente por Gamcull:
I remember that Coulter does make a remark about being smart for removing it, so I think it must make a difference.
I meant specifically in regard to the problem of Colter's armour resetting instantly when shorted out with the Thirst Zapper (which isn't normal behaviour).

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.
DouglasGrave 27 OCT 2019 a las 12:25 a. m. 
Persistence wins the day, I guess. :steamhappy:

Publicado originalmente por Captain Snailbeard:
1. Yes I had removed the fusion core.
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.

Publicado originalmente por Captain Snailbeard:
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).
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).
Zoekoff 27 OCT 2019 a las 12:53 a. m. 
If i remember right whenever Colter is invulnerable, he is simply flagged as a ghost.

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
Última edición por Zoekoff; 27 OCT 2019 a las 12:55 a. m.
DouglasGrave 27 OCT 2019 a las 1:25 a. m. 
Publicado originalmente por Zoekoff:
If i remember right whenever Colter is invulnerable, he is simply flagged as a ghost.
If he were being put in a ghost state, I don't think he would be vulnerable to critical hits, and from what I recall of it, the ghost state makes an NPC not get hit, rather than not taking damage. I suspect they may instead be adjusting a multiplier for damage that's also adjusted by critical hits.
Última edición por DouglasGrave; 27 OCT 2019 a las 1:26 a. m.
Zoekoff 27 OCT 2019 a las 1:53 a. m. 
Publicado originalmente por DouglasGrave:
Publicado originalmente por Zoekoff:
If i remember right whenever Colter is invulnerable, he is simply flagged as a ghost.
If he were being put in a ghost state, I don't think he would be vulnerable to critical hits, and from what I recall of it, the ghost state makes an NPC not get hit, rather than not taking damage. I suspect they may instead be adjusting a multiplier for damage that's also adjusted by critical hits.
well no because if you just go in and use setghost 0 you can just kill him, which is what I do because I do not have the patience to deal with the whole squirt gun thing.
DouglasGrave 27 OCT 2019 a las 2:19 a. m. 
Publicado originalmente por Zoekoff:
Publicado originalmente por DouglasGrave:
If he were being put in a ghost state, I don't think he would be vulnerable to critical hits, and from what I recall of it, the ghost state makes an NPC not get hit, rather than not taking damage. I suspect they may instead be adjusting a multiplier for damage that's also adjusted by critical hits.
well no because if you just go in and use setghost 0 you can just kill him, which is what I do because I do not have the patience to deal with the whole squirt gun thing.
Interesting; I'll have to check that out. It would suggest that other ghost cases might have a further modification (or there's another state with a similar function).
Última edición por DouglasGrave; 27 OCT 2019 a las 2:20 a. m.
xybolt 27 OCT 2019 a las 2:28 a. m. 
Publicado originalmente por Zoekoff:
well no because if you just go in and use setghost 0 you can just kill him, which is what I do because I do not have the patience to deal with the whole squirt gun thing.

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.
Última edición por xybolt; 27 OCT 2019 a las 2:28 a. m.
DouglasGrave 27 OCT 2019 a las 2:37 a. m. 
Publicado originalmente por xybolt:
Publicado originalmente por Zoekoff:
well no because if you just go in and use setghost 0 you can just kill him, which is what I do because I do not have the patience to deal with the whole squirt gun thing.
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.
It seems a little strange; with regular NPCs, setting the ghost state to 1 prevents them even being VATS targeted, while Colter can still be targeted and attacked in VATS, allowing criticals to kill him.
Zoekoff 27 OCT 2019 a las 2:47 a. m. 


Publicado originalmente por xybolt:
Publicado originalmente por Zoekoff:
well no because if you just go in and use setghost 0 you can just kill him, which is what I do because I do not have the patience to deal with the whole squirt gun thing.

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.
Última edición por Zoekoff; 27 OCT 2019 a las 3:00 a. m.
Zoekoff 27 OCT 2019 a las 2:52 a. m. 
Publicado originalmente por DouglasGrave:
Publicado originalmente por xybolt:
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.
It seems a little strange; with regular NPCs, setting the ghost state to 1 prevents them even being VATS targeted, while Colter can still be targeted and attacked in VATS, allowing criticals to kill him.
Sometimes there is a layer like a shell blocking or enabling specific interfaces on NPC's. That is a very long and complicated discussion that is not really relevant here.
DouglasGrave 27 OCT 2019 a las 3:18 a. m. 
Publicado originalmente por Zoekoff:
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.
It shouldn't be making much difference if you're working off the state reported by getisghost, since that changes with a direct

Publicado originalmente por Zoekoff:
Sometimes there is a layer like a shell blocking or enabling specific interfaces on NPC's. That is a very long and complicated discussion that is not really relevant here.
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.
Última edición por DouglasGrave; 27 OCT 2019 a las 3:19 a. m.
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Publicado el: 26 OCT 2019 a las 5:17 p. m.
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