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"Stealing" checks are too aggressive #77239
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There was also a reddit post talking about pulping zombies at the Tacoma ranch making them angry |
Yes, that's a problem.
Nope, they clear the entrance for you. You don't need to move any furniture at all. |
Strange, I haven't seen that. How do you trigger it? Just accepting the quest does not do it. I have always dismantled the baricade manually. |
I did that quest a few days ago and was able to move the lockers out of the way with no warning or NPC hostility. My character was too weak to grab/drag the crates easily. I have encountered the following interactions flagged as stealing:
|
This is working as intended: #65927 (comment) |
You cannot activate fences at a lumbermill to climb over them |
100% working as intended. You should be entering through intended entrances only. Climbing over the fences meant to keep you out is not very polite... The only fence entrance was locked, that was just bad mapgen. That is being handled - #77371 / 7a42024 |
You cannot smash corpses near npc bases like Tacoma or scrapper. |
It was added in the same PR which introduced this mechanic. It is possible you accepted the quest beforehand but did not complete it before updating to a version with these checks. |
Make explicit check for those "benign" iexamine actions? |
I would like to avoid hardcoding a list of allowed/disallowed actions, but that might have to be the approach. It's troublesome to even attach it to the iexamine/iuse acto |
I don't think this adresses your actor problem, but probably we should have a method for "only examine, don't interact with in any way" that doesn't trigger theft checks to make it distinct from other interactions that Prentiss involve acquiring or interacting with an object in a way that should trigger those checks. |
Describe the bug
You can no longer read signs at the exodii base.
You can no longer move creates and lockers at refugee center. This prevents completing the first merchant quest to kill zombies (Clear Back Bay).
Attach save file
N/A
Steps to reproduce
Try grabbing crates at the refugee center
This makes everyone hostile
Try activating signs at the exodii base to read them.
This triggers a warning too
Expected behavior
Reading signs should be allowed.
Moving some crates and lockers at the refugee center should be allowed.
Screenshots
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth]
]
Additional context
No response
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