Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When looking for a new recruit, save the game and reload repeatedly until some worthwhile perk appears.
Beware, some perks are worthless. For instance, Here and Now will not actually advance their level, they are the same level between reloads, whether they have it or not.
Some of the Perks, or lack of them, are character specific.
If the recruit has 1-2 Traits, then one must be removed in order to add a new one. It isn't possible to just add a second.
If the recruit has NO Traits, then use Mutate, but when prompted to select one to remove, just press the ESC key. The desired Trait will be added. Using the mouse to press the Done button won't do anything, while clicking on Cancel will act just like the ESC key.
Make sure to click the final Done button, which exits the character screen after purchases.
After using Mutate, exit the character's screen, then re-enter, to refresh the Perk list.
The points cannot be redistributed; the newly acquired points will be +1 to each of the SPECIALs.
Additional Information... and Confusion:
Be aware of the following behaviors, when adding Gifted to a recruit that has Night Person & Small Frame (Robin). SPECIALs will gain +1, except PE and IN will remain static when Night Person is replaced (only 5/7 stats increase). If Gifted displaces his Small Frame instead, then it is +1 to every SPECIAL, except for AG (6/7 stats increase).
Obviously, the game is decrementing one point each for PE and IN, or one for AG, since it is replacing one single-point bonus for each stat; however, since Robin originally gains +2 PE and +2 IN (instead of the expected +1 each), shouldn't his stats be lowered by 1 instead (subtract 2 from NP removal, then add 1 for Gifted)?
I still don't understand how NP is truly affecting Robin (bug or not), but he always out performs other units in the field. That high PE is hard to beat for a long range shooter.
***UPDATE (SOLVED)***
Night Preson is behaving as expected, once it is apparent that the actual base value is not displayed on character sheets, just the penalized -1 PE and IN, since character creation is based upon day-light hours.
Placing a character into the recruit pool, will preserve their unspent Skill Points and Perks. They will continue to accrue both as they level up in the pool. Equipment is also retained.
The Skill-ometer, only displays two digits, up to 99; although it appears to roll over (00), the extra points are still recorded. I have only tested this up to 138 points. I only tested a few Perks, but they were reatained, as expected.
WARNING:
Once the recuiting pool is closed, any recruits not pulled out, will revert to their previous level and XP state, losing any temporary XP. This is true, even if they have been quasi-locked by spending a Skill Point previously. So, if they gained a level at home, while others were on a mission, and you want to retain that level, pull them out before closing the pool!
------------------------------------------------------------------------------------------------------------------------------------
Notes:
There may be other variables. For instance, I had spent some Skill Point before caching the character; I'm unsure what would happen if no changes were made to the character and then it was retired. <pending info>
Unusued characters that accrue points and perks, seem to lose them, once the recruiter is closed, so pull out imporant ones, possibly level them up once, spend skill point(s), then put them back. Spending some points seems to lock the character, so it doesn't plummet in level after closing the recuriter, or lose progress. A rather tedious method, is to equip two lockpicks, then have them lock and relock it repeatedly (this can actually be faster and cheaper than exploring random encounters).
Characters that have not been used, will spend their Skill Points as they level up, and purchase Perks (see above in thread, sometimes they can be randomized via save/load cycles). Again, they will plummet in level once the recruiter closes, I lost an average of 6 levels on each, at one point. Alternatively, force them to reset, if their random upgrades are undesirable.
I have tested whether or not they retain inventory (equipped and unequipped): I cached a primary squad member with all belongings, changed bunkers, re-acquired him, and he retained everything.
Bug: Hummer idles in bunkers, without a driver.
Workaround: Embark a driver, then disembark from vehicle.
It not only irradiates anyone nearby, but apparently, anyone on the squad at considerable range. I placed all glowing units together and those without at roughly 6 tiles away. All the non-glowers got irradiated anyway.
The main character can only be human, so without precautions or Mutate to alter ghouls, irradiation is a hassle (not sure about using editor to make a ghoul main character, havn't tried it yet).
Even if the glowing ghouls are segregated during travel, upon arrival all non-glowers will still be irradiated.
I'm not sure if, or how Glowing One affects non-squad NPCs.
Medical Officer: Has no dialogue option to remove radiation poisoning.
Workarounds:
Rad-X
RadAway
<Pending: Need to verify PA, , enviro suits>
Armor Sneak Penalties:
00% Leather Armour
00% Leather Armour Mark II
00% Ghoul Armour
00% Superior Ghoul Armour
00% Brahmin Armour
25% Metal Armour
25% Metal Armour Mark II
??% Tesla Armour
50% Environmental Armour
??% Environmental Armour Mark II
??% Power Armour
??% Power Armour Mark II
temp notes -
Undocumented feature: No ref in manual, game, or on items. Equip and check penalty to skill.
Refs:
Armor Sneak Penalty?
Bad deeds affect Karma, even if there aren't any witnesses left, like killing on the Merchant and Trader maps.
Other times not, like blasting the two Paladins that were killing humans.
It is just a different appearance for Leather Armour Mark II.
It is possible to enter Sneak mode with it.
Movement is only possible while standing erect, not while crouched and prone.
In the map where it is acquired, only two turrets can be reached for looting the Micro Fusion Cells.
Riddick not Avialable as a Recruit
Description:
After completing the Pitch Black encounter (Sneak without combat, or after combat), Riddick may not spawn at Bunker Gamma's Recruit Master, even after rank is higher than Junior Knight.
Stealth Procedure:
0) Prerequisites: Rank of Junior Knight, or hgher, is recommended to verify behavior.
0) Sneak levels of ~100% were utilized, minimal threshold is unknown.
1) Enter the Pitch Black unique/special encounter.
2) Place all units prone, in Sneak mode, then wait for Riddick to walk solo to exit grid.
3) Sneak past all the Deathclaws and exit via the grid.
4) Go to Bunker Gamma's recruiting pool, notice that Riddick is not present.
Combat procedure I used for a low level squad:
0) Prerequisites: Stealing the Pancor Jackhammers from Merchant encounter is helpful.
0) Prerequisites: 5 or 6 units are necessary to surround Riddick, if desired.
1) Enter the Pitch Black unique/special encounter.
2) Toggle turn based mode, as needed, to surround Riddick (defend and block pathing).
3) Reset formation forward after each battle, possibly use 6th unit as a lure.
4) Kill Deathclaws: At low level I've used shotguns, but Pancor Jackhammers are better.
5) Go to Bunker Gamma's recruiting pool, notice that Riddick is not present.
6) I am surprised the workaround functions, since revisiting uniques tends to initiate bugs (like not being able to exit the Morte encounter's map).
Workarounds:
1) Reload a save (if necessary), revisit Pitch Black, find Riddick standing at exit, leave the map, return to Bunker Gamma, then find Riddick available in pool. If the event was stealthed, beware of the Deathclaws!
Further testing warranted: There may be more variables...
1) Possibly some unknown pathing, timing, pacing, or proximity issue with Riddick's escort?
2) Possibly a version 1.27 issue, since online I've found information that states Riddick and Deathclaws should not be on the map during revisits.
Notes:
1) I tested with only 5/6 units during event, but had up to 6/6 during revisits.
2) Main character's rank and level do not have to increase for Riddick to spawn.
3) Rad-X may be helpful, due to the radioactive light pools (or stay out of them).
4) Glowing One: Seemed more of a hinderance, but could be a good lure & rad-resister.
5) Saves before, during, & after the event are helpful. Don't progress until Riddick spawns.
6) Gaining the rank of Junior Knight, or higher, is helpful for instant verification.
Verification:
I havn't found any information online, other than a few posts where other people could not hire him either. I'm unclear of their procedures, since they did not post details; I'm not even sure if they met the rank requirement.
If anyone else has details for this bug, or for Riddick spawning properly, feel free to add information.
---------------------------------------------------------------------------------------------------------------------------------
Ref:
Bug & Workaround: Riddick not Avialable as a Recruit
http://steamcommunity.com/app/38420/discussions/0/142261027582584795/
Description: Issue on unique encounter maps, where revisiting will deatcivate the exit grid.
Example: Morte, unique/special enounter
Workaround: Save often in old Fallout games (before, during, after), then reload as needed.
-----------------------------------------------------------------------------------------------------------------------------------
Verification:
This is not a new issue, as per the following reference, but I'm not sure what version was played back then (currently v1.27):
Papa Shekels: Jul 8, 2014 @ 11:29am
The many bugs of this game(Database)
https://steamcommunity.com/app/38420/discussions/0/45350790772237661/
In the Gamma bunker, for instance, it can be driven to the Quarter Master, then an immobile barter unit can hop in and out to take care of business.
Potential Exploit: I havn't taken time to explore this, however, I wonder if he could be re-acquired after his original clone dies?
Test Details: <pending>
Note: The exit grid does not become inactive upon revisit.
-----------------------------------------------------------------------------------------------------------------------------
Resources & Contraditions:
Someone at NMA noticed this also; however, earlier notes indicate Riddick and Deathclaws would be removed, so possibly a patch or version introduced the behavior, or an error at source.
http://fallout.wikia.com/wiki/Pitch_Black
Pitch Black - Recruiting Riddick
http://www.nma-fallout.com/threads/pitch-black-recruiting-riddick.156617/
Procedure?
I don't even know where to begin evaluating this time.
Riddick was bugged and could not be hired.
I finally hired him by revisiting Pitch Black as a workaround.
I was in and out of Gamma, including back to Pitch Black, then noticed he had +1 PE.
His base PE was 7, but at this point it was 8, in blue text, at night, at recruiter.
I took him to Brahmin Woods at night, he then had +2 PE, for 10 total.
IN has remained unchanged this whole time, but it should have been atleast +1 from 5 to 6.
Exploit:
This ties in with the previously described Night Person bugs, but it shows there may be ways to further the exploits even beyond +2 gains on stats (unless it is exclusive to Riddick). The trade-off between PE and IN makes the exploit less valuable than with Robin.
Assumption:
Perhaps there is an undocumented feature, regarding Night Person not affecting Riddick's IN, while having an extra bonus to his eyeshine (PE in this case, rather than enhancing Night Vision).