Tips, Tricks, and Newb Questions!

Fire spreads quickly and is chaotic and hard to predict, but a flamethrower that isn’t used is totally safe.[/quote]

I know IRL containers of gasoline don’t explode. Unlike the movies and cata. That is why I asked. Vehicles here explode if you hit too hard, far too often. I think it’s how I’ve lost the most characters. @ least in .C.

I just started on experimentals a month or so ago.

So I was worried that having a few bottles of gasoline on me + the flamethrower that something may hit me and the game decide you get to explode and I go boom.

Kinda silly isn’t it. In real life you can shoot the sh!t out of gas filled objects and propane tanks and they won’t explode. Go figure.

On the other hand…if as I mentioned stuff was already on fire…pretty likely… >_>

theres a tag that governs items exploding in fire.

dont carry grenades or bombs and play with fire.

dont stand next to cops, soldiers, bio ops, or survivors who are in fire, or make sure they can get out of the fires before they die.
carry a throwable fire extinguisher if you can.

Any nonflammable liquid can be poured over fire im sufficent quantities to put it out. 1 unit is enough for fresh small fires.

For crafting bird mutagen can the eggs be rotten or do they have to be fresh?

So Im at a NPC refugee shelter and I get this quest to find the informant and somehow make him to attack me. How do I do it? Im pretty sure its this one mercenary sitting by the corner of the base since hes the only one at those coordinates. Speaking to him gives no options to turn him hostile and all his opinions of me are 0.

If the quest is bugged can I fix it through debug commands or save editing somehow?

Rotten is fine for making any recipe, including food. Bird mutagen is non-perishable, so the rotten tag doesn’t carry over anyway.

[quote=“Findulidas, post:15166, topic:42”]So Im at a NPC refugee shelter and I get this quest to find the informant and somehow make him to attack me. How do I do it? Im pretty sure its this one mercenary sitting by the corner of the base since hes the only one at those coordinates. Speaking to him gives no options to turn him hostile and all his opinions of me are 0.

If the quest is bugged can I fix it through debug commands or save editing somehow?[/quote]
iirc, there is a conversation step you can take to make it hostile.

[quote=“Soyweiser, post:15168, topic:42”][quote=“Findulidas, post:15166, topic:42”]So Im at a NPC refugee shelter and I get this quest to find the informant and somehow make him to attack me. How do I do it? Im pretty sure its this one mercenary sitting by the corner of the base since hes the only one at those coordinates. Speaking to him gives no options to turn him hostile and all his opinions of me are 0.

If the quest is bugged can I fix it through debug commands or save editing somehow?[/quote]
iirc, there is a conversation step you can take to make it hostile.[/quote]

Yeah, that does not work. He has the same boring responses he had before I got the quest. Im a merc blah blah or just ending with . I killed him in cold blood and savescummed back as well because that predictably didnt flag it as completed.

It’s not that merc who’s the informant.

[Spoiler]It’s one of the guards. [/Spoiler]

[quote=“Shopkeeper, post:15170, topic:42”]It’s not that merc who’s the informant.

[Spoiler]It’s one of the guards. [/Spoiler][/quote]

Just found out before I read your post, turns out the coordinates lied.

[quote=“Findulidas, post:15171, topic:42”][quote=“Shopkeeper, post:15170, topic:42”]It’s not that merc who’s the informant.

[Spoiler]It’s one of the guards. [/Spoiler][/quote]

Just found out before I read your post, turns out the coordinates lied.[/quote]

No, the coordinates were where to turn it IN when you’re done (that merc is always on the same map tile as the Old Guard guy). Many quests work that way - all the “go find x number of widgets” quests work that way, for instance. Anything that involves you finding something instead of them telling you where it is work that way.

[quote=“deoxy, post:15172, topic:42”][quote=“Findulidas, post:15171, topic:42”][quote=“Shopkeeper, post:15170, topic:42”]It’s not that merc who’s the informant.

[Spoiler]It’s one of the guards. [/Spoiler][/quote]

Just found out before I read your post, turns out the coordinates lied.[/quote]

No, the coordinates were where to turn it IN when you’re done (that merc is always on the same map tile as the Old Guard guy). Many quests work that way - all the “go find x number of widgets” quests work that way, for instance. Anything that involves you finding something instead of them telling you where it is work that way.[/quote]

No, the only npc on those coordinates where the merc. The guy that you could turn the quest in on was few coordinates more to the east.

More importantly though two quests later had a geniune bug happening. Essentially the game told me to find a bandit camp and kill its leader, then I got a debug message about how it couldnt find the bandit camp so I had no coordinates. However I quickly discovered that a single bandit had spawned behind the bus, when I killed him the quest was over.

[quote=“Findulidas, post:15173, topic:42”][quote=“deoxy, post:15172, topic:42”][quote=“Findulidas, post:15171, topic:42”][quote=“Shopkeeper, post:15170, topic:42”]It’s not that merc who’s the informant.

[Spoiler]It’s one of the guards. [/Spoiler][/quote]

Just found out before I read your post, turns out the coordinates lied.[/quote]

No, the coordinates were where to turn it IN when you’re done (that merc is always on the same map tile as the Old Guard guy). Many quests work that way - all the “go find x number of widgets” quests work that way, for instance. Anything that involves you finding something instead of them telling you where it is work that way.[/quote]

No, the only npc on those coordinates where the merc. The guy that you could turn the quest in on was few coordinates more to the east.

More importantly though two quests later had a geniune bug happening. Essentially the game told me to find a bandit camp and kill its leader, then I got a debug message about how it couldnt find the bandit camp so I had no coordinates. However I quickly discovered that a single bandit had spawned behind the bus, when I killed him the quest was over.[/quote]

Can second the bandit bug, happened to me twice now. A single bandit spawned inside shelter next to me and got cut up horribly few seconds later and quest was done.

Also stormed a second vault now and the Captain was dead again… If id guess he should spawn inside of what it seems to be their quarters, but he spawns right on other side of wall with horde of wanderers next to him. Would be better if he would wait/spawn at entrance to the Vault (sewers lvl).

Bandit Camps are generated and populated when a region is entered/spawned in the first time. The quest searches for one in your region, if it fails to find one it’ll spawn a random bandit nearby so you can atleast complete the quest.

And yeah, I’ve cleared two vaults and never found the captain alive either. Should probably have him spawn in a guarded area with his squad in the sewer, like a basecamp near the stairs.

Edit: I also play with 5x-10x spawns. So, there are a frankly ridiculous amount of irradiated wanderers though.

[quote=“pisskop, post:15164, topic:42”]theres a tag that governs items exploding in fire.

dont carry grenades or bombs and play with fire.

dont stand next to cops, soldiers, bio ops, or survivors who are in fire, or make sure they can get out of the fires before they die.
carry a throwable fire extinguisher if you can.

Any nonflammable liquid can be poured over fire im sufficent quantities to put it out. 1 unit is enough for fresh small fires.[/quote]

Damn man we need a complete list of crap that people can do. I had no idea I could douse a fire with an “Empty” water on tile option. No. Seriously. It never occurred to me I could do this -_-
Thanks for the info. Anyone wanna write all this crap into a concise list? I’ve been playing a few years now I still have no clue sometimes =(

I had a guide on surviving the first 3 days in 0.C, but almost 90% of what was in it was subsequently obsoleted…

[quote=“Findulidas, post:15173, topic:42”]No, the only npc on those coordinates where the merc. The guy that you could turn the quest in on was few coordinates more to the east.

More importantly though two quests later had a geniune bug happening. Essentially the game told me to find a bandit camp and kill its leader, then I got a debug message about how it couldnt find the bandit camp so I had no coordinates. However I quickly discovered that a single bandit had spawned behind the bus, when I killed him the quest was over.[/quote]

Well, it’s usually the turn in spot, and if the bandit spawned outside of the compound, it sounds like you have the somewhat rare and mostly harmless “Shelter and people inside not facing the same dirrection” bug, where it seems like the shelter is oriented one way and the people are placed as if the shelter is oriented another. That mucks up several things like that, but that’s really the worst part of it (well, and some guys can end up outside, which can occasionally be a problem).

[quote=“Shopkeeper, post:15175, topic:42”]Bandit Camps are generated and populated when a region is entered/spawned in the first time. The quest searches for one in your region, if it fails to find one it’ll spawn a random bandit nearby so you can atleast complete the quest.

And yeah, I’ve cleared two vaults and never found the captain alive either. Should probably have him spawn in a guarded area with his squad in the sewer, like a basecamp near the stairs.

Edit: I also play with 5x-10x spawns. So, there are a frankly ridiculous amount of irradiated wanderers though.[/quote]

I think it’s the same bandit it would have generated in the camp (if you’ve cleared a nearby camp, it will generate a bandit leader THERE for you to kill). Nicer than crashing or making the quest impossible.

As to the vault, I play on 5x, so yeah, I’ve never found the team alive, either (but only bothered to wade through them all once…).

Does the team of guys inside only spawn after you do certain quests at the shelter? If so, it might be worth clearing the place, THEN going to the shelter and doing their quests… anybody know?

Not you specifically. but I mean, similar to the ?Help function details stuff but in a FAQ or something detailing all the functions we can use with items/tools and in what situations etc.

Like refilling a car battery or some thing.

What’s a decent all-round rifle cartridge? That’s both plentiful and powerful?
I’m thinking .223 or .308 or the variants of said cartridges.

.223 is my goto.

Problem with .223 is that many turrets us it too. My solution is to not use those particular turrets. I prefer grenades and such anyway. But, a high caliber turret is amazing at clearing out entrenched factions.