Electrical switch in the BOS bunker

Post » Sun Mar 06, 2011 11:31 am

There is an electrical switch in the BOS bunker that will help you to solve the Catch the Virus minigame provided you have a repair skill of 60. Unfortunately, it's bugged and the player cannot reach it to activate it. It is only possible if you literally run into the switch, to do that disable collision thru the console (type "tcl"). I fixed it by using a different NIF file for the switch, like this:

http://i467.photobucket.com/albums/rr40/WRFan/ScreenShot168.jpg

Ok, so now it can be activated, but it still doesnt work properly, because Obsidian can't count to 3. Can you say "One two three," Obsidian? There are 14 terminals in this room affected by the virus, 3 of those are randomly chosen as virus hosts. According to the Repair message that is displayed when you click the electrical switch, the switch cuts the power to all but 3 terminals. This means 14-3=11 terminals must go offline if the player passes the Repair check. But you only disabled 10 terminals, so 4 are still online. 14-3 is 11, NOT 10, Obsidian, you math geniuses!

And now about virus jump randomisation. What randomisation, Obsidian? What randomisation are you babbling about? There are 3 terminals left online, the virus is thus limited in its jumps to 3 hosts that are still online. There is no room left for randomisation! Hey, no problem, Obsidian says, we'll just let the virus jump to terminals whose power has been cut off by the electrical switch. Yes, Obsidian, but don't you understand that first, this voids the very purpose of using the electrical switch to limit the number of affected terminals and second, the player cannot click on terminals that have been set to Destroyed? Such in-game objects cannot be activated! The options are clear if the electrical switch is used - only the terminals that are still online can be affected, so skip the randomisation and assign virus host status to these terminals directly, for God's sake, even a child would understand this!:

HVDatastoreWallTerminalScript:

if VDialogueHiddenValley.PowerCut ;HVDatastoreElectricalSwitchScript disables all terminals except 3, which are HVDatastoreTerminal11REF, HVDatastoreTerminal12REF, and HVDatastoreTerminal14REF. These are the hosts and that's it. That's 3 out of 3. PowerCut var wasnt set properly by Obsidian either (check HVDatastoreElectricalSwitchScript)if GetSelf == HVDatastoreTerminal11REFset VDialogueHiddenValley.CurrentTerminalHost1 to 1set VDialogueHiddenValley.CurrentTerminalHost2 to 0set VDialogueHiddenValley.CurrentTerminalHost3 to 0elseif GetSelf == HVDatastoreTerminal12REFset VDialogueHiddenValley.CurrentTerminalHost2 to 1set VDialogueHiddenValley.CurrentTerminalHost1 to 0set VDialogueHiddenValley.CurrentTerminalHost3 to 0elseif GetSelf == HVDatastoreTerminal14REFset VDialogueHiddenValley.CurrentTerminalHost3 to 1set VDialogueHiddenValley.CurrentTerminalHost1 to 0set VDialogueHiddenValley.CurrentTerminalHost2 to 0	endifActivatereturn ;return here so the script stops execution before reaching the randomisation code only necessary if player didn't use the electrical switchendif


http://i467.photobucket.com/albums/rr40/WRFan/ScreenShot169.jpg
http://i467.photobucket.com/albums/rr40/WRFan/ScreenShot170.jpg
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Steven Hardman
 
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Post » Sun Mar 06, 2011 2:02 am

Fight the power man.
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Kelvin Diaz
 
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Post » Sun Mar 06, 2011 3:42 am

hasn't it occured to you that maybe, just maybe there's a reason why you can't access that switch during normal play?

Oh what am i thinking, surely this isn't a feature that was abandoned and hidden before release. That's just not plausible, right? Obsidian just can't make a switch work properly, yeah that must be it.
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Angela
 
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Post » Sun Mar 06, 2011 3:32 am

:rofl:
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Marquis deVille
 
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Post » Sun Mar 06, 2011 1:28 pm

WRFan, you've clearly put alot of effort and thought into this issue! I think your intelligence is wasted on a game like Fallout :).

That stupid catch the virus quest in the bunker was just made to drive people insane with it's idiocy, I think!
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Susan Elizabeth
 
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Post » Sun Mar 06, 2011 3:51 am

I think this is a great find, kudos for investigating the switch, I'd never even noticed it, figuring out what was going wrong and digging out the code.

There are a lot of things in the game that feel as if the developers finished in hurry and this seems to be one of them. If they didn't want the switch used because they couldn't get the code right, why didn't they just remove it?
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phil walsh
 
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Post » Sun Mar 06, 2011 3:19 am

That's just not plausible, right? Obsidian just can't make a switch work properly, yeah that must be it.


and haven't you noticed that there are many things misplaced in the BOS bunker, which shows that this happened by accident and not intentionally? For example, two of the first aid boxes in the bunker are sitting inside walls as well and cannot be reached by the player unless you disable in-game collision and run inside the wall? Obsidian is just having problems defining the xyz coordinates properly, that's all. Many similar problems existed in Kotor 2 and Fallout 3 as well. Just think of the damn turret in the Talon Commander's room, it could never hit the guy properly if you reprogrammed it, because its coordinates were messed up and it was sitting inside the wall. Fixing that particular bug nearly drove me insane.
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Alycia Leann grace
 
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