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Dr. Prado doesn't always spawn w/ EMP grenades for the prototype robot Hub01 quest #73894

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O1OOO1O opened this issue May 18, 2024 · 2 comments
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(S1 - Need confirmation) Report waiting on confirmation of reproducibility

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@O1OOO1O
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O1OOO1O commented May 18, 2024

Describe the bug

Neither the EMP grenades, nor any of the armor the Intercom dialog mentions after the fact appeared on any corpse that was near the location of the robot. There was in fact no corpse near the robot. I deduced that from the blood stains and a zombie corpse (that I didn't kill) nearby, that the corpse must have risen as a zombie and then went to a prior save and verified that this can happen by re-triggering the quest.

Attach save file

Althea - Copy-trimmed.tar.gz

Steps to reproduce

Trigger the Prototype robot quest from Hub01 and go to the quest site. (don't need to kill the robot just long-range teleport to the quest location and evaluate the condition of the scientist corpse that spawns there. This does not always repro, I had to reload multiple times and go through multiple checks.
If the body spawns as a corpse and stays a corpse, the EMP grenades and other items have always been present so far. If this occurs reload and re-trigger the quest and check again.
If the body rises as a zombie and gets killed immediately by the robot, often getting knocked several tiles away) the labcoat w/ EMP grenades sometimes does not appear, and other Hub01 identifying gear may not appear or get added to the zombie's inventory/equipped items.

This might be getting caused by the No Hope mod which reduces items?

Expected behavior

Either the corpse does not rise as a zombie for quest dialog consistency, or if it does rise, all equipment intended to help aid in the completion of the quest remains intact and lootable from the zombie corpse.

Screenshots

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Versions and configuration

  • OS: Windows
    • OS Version: 10.0.22631.2861 (23H2)
  • Game Version: cdda-experimental-2024-05-16-2203 554b537 [64-bit]
  • Graphics Version: Tiles
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda],
    Portal Storms Ignore NPCs [personal_portal_storms],
    Slowdown Fungal Growth [no_fungal_growth],
    Alternative Map Key [alt_map_key],
    Bombastic Perks [bombastic_perks],
    Extra Mutated Scenarios [extra_mut_scens],
    Mining Mod [Mining_Mod],
    No Hope [no_hope],
    Bionic Slots [cbm_slots],
    SpeedyDex [speedydex],
    Tamable Wildlife [Tamable_Wildlife],
    Disable NPC Needs [no_npc_food]
    ]

Additional context

No response

@O1OOO1O O1OOO1O added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label May 18, 2024
@PGR-14
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PGR-14 commented May 18, 2024

It's no hope, it sometimes just forces important things to spawn, there should be a flag for No hope to spawn certain things

@IdleSol
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IdleSol commented May 18, 2024

#71528 (comment)
This is a problem with the “Item Spawn Scaling Factor” setting and how the relevant things react with it.

For clarification. As I understand it, starting this quest causes the map to be generated:

"items": { "@": { "item": "NC_ROBOFAC_SCIENTIST_worn", "chance": 100 } },
"item": { "@": [ { "item": "corpse_generic_female" } ] },

“Item Spawn Scaling Factor” interacts with the “chance” parameter by decreasing it, resulting in a decreased chance of items appearing from the group

"id": "NC_ROBOFAC_SCIENTIST_worn",

UPD. I can't find where the EMP grenade spawning was included. From memory they were, but I don't see them now.

I've gone completely blind:

{ "item": "coat_lab", "damage": [ 0, 2 ], "contents-item": [ "sunglasses", "grenade_emp", "grenade_emp" ] },

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