Thanks. I saw that in a number of Perks.
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Thanks. I saw that in a number of Perks.
The weapon attacks reroll seem to be not causing the errors but the players were saying that the SKill reroll and damage reroll encountered the pop up screens with lots of warnings. I can provide a sample if you need it.
Yes, I will need to see the warnings. Most can be ignored, but would like to see what they are seeing.
Looks like the weapons were fixed but the skill rerolls are still having issues.
Also, I saw something very weird. I put a molerat on the combat tracker. I went it in and changed it hits points (making it mighty :) ) basically doubling hit points. The combat tracker reflected the hit points but when the PC's did 6 points to it died. it showed 12 points done to it and they certainly hadn't done that much. if you need some screen shots or not let me know.
When providing a report or feedback, please provide as much information as possible. Screen shots and logs are a huge help in tracking down errors. I pushed a hotfix for the issues you have reported. Please update and see if the issue has been resolved. You may need to set up the NPCs in the combat tracker again for the fix to take effect for the hp changing issue.
This is not a game breaking bug, but it gets annoying pretty quickly. This occurs in the inventory tab for pieces of equipment that are not weapons or apparel. When you cycle through the Carried/Equipped options and go from "Carried" to "Not Carried" you have to pass through "Equipped." When you do, Error messages pop up (attached picture).
After an encounter when the party heads back to a town where they have a home base, they usually unload anything they don't want to carry immediately by switching from "Carried" to "Not Carried" and then typing "Safehouse stash" or something in the location column. As the party does this, dozens of error messages continually pop up on everyone's screens.
Is there a way to switch non-weapon and non-apparel items from Carried to Not Carried without going through Equipped?
The error at the bottom is a bug and needs to be looked into.
Pushed a hotfix for the issue reported.
Thanks! That works perfectly.
Took me a while to figure out what was going on. It looks like when a Feral ghoul attack for examples rolls radiation damage. it doesn't seem to calculate it correctly from what I am seeing. It is a little bit confusing as to what is happening. Ghouls and Super mutants are still taking rad damage also which they are immune to that may be causing a lot of the confusion. I put a screen shot and it shows damage of 5. The super mutant shouldn't have taken the rad damage.
Also is there a way to set the Adamantium Skeleton to determine how many points causes a critical? A modifiable stat?