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Hint Needed - What to do Next with Doc Meyer[message #168786] Thu, 27 December 2007 01:48 Go to next message
FGBrooks

 
Messages:21
Registered:April 2001
Location: North Tustin, CA USA
Hi Scorpion,

Great mod - I am absolutely loving it. Got a problem - Doc Meyer in Tblisi told me to find a scientist. I found Dr. Einar in the Prison and he asked me to escort him to Doc Meyer. I did. Those two had a cryptic conversation, and Einar won't leave my team. I can unescort him, and when I talk to him I get a conversation that Doc doesn't belong here; and that he, Einar, can be recruited. Where do I take him?? Doc Meyer refuses to be recruited. I am at a loss as what to do next. Help!!!!

Re: Hint Needed - What to do Next with Doc Meyer[message #168788] Thu, 27 December 2007 02:30 Go to previous messageGo to next message
Burzmali

 
Messages:244
Registered:March 2007
Location: Estonia
shoot him - it's universal cure with most problems there are in JA and all its mods :axe:
no, seriously, that is one possibility, shoot Doc, shoot Einar (maybe you should unescort him first), then go back to the prison cellar and hire that Mike-impersonator. (helps if you show him the box you took from dead Doc).
and there is another way to act. if you let Doc and Einar go, you can hire Butch (hanging around in the same sector).

Re: Hint Needed - What to do Next with Doc Meyer[message #168794] Thu, 27 December 2007 09:56 Go to previous messageGo to next message
FGBrooks

 
Messages:21
Registered:April 2001
Location: North Tustin, CA USA
Ok, shoot him I will. Actually, I will go back to the basement area of the prison which I have not visited yet, then I'll shoot him.

As for Butch, he won't hire on for love or money - says I bore him. Guess I have to shoot Doc first!!!
Re: Hint Needed - What to do Next with Doc Meyer[message #169548] Fri, 04 January 2008 14:27 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
naa, shooting doc is an exploit that will at the moment allow to hire Mike, but not Butch
i guess i'll have to change the quest to fix this exploit at some point.

for butch, you have to do the actual quest (escort einar, talk to doc, etc...) to get him
Re: Hint Needed - What to do Next with Doc Meyer[message #169916] Mon, 07 January 2008 09:58 Go to previous messageGo to next message
FGBrooks

 
Messages:21
Registered:April 2001
Location: North Tustin, CA USA
Escort Einar where??? At the prison, Einar asks to be taken to Doc; when they meet, they have a conversation, but there is no clue as what to do with Einar next.
Re: Hint Needed - What to do Next with Doc Meyer[message #169941] Mon, 07 January 2008 12:43 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
well, that's your task to find out. einar is unescorted and both einar and doc move to a crossroad/ intersection (symbolic!) and take speeches they should leave urgently but don't know where to go.

it is now the players task to either lead them out safely (basing on interaction) or to lead them into sight of the assassin (47) who will kill them by a different way of interaction.

i admit that there is no guidance at all what kind of interaction will cause which result. and that's the problem and i was trying to find a way how to fix this but it didn't work then. Sow hat you do as an investigative player is you quicksave the game, then approach either doc or einar after they've walked to the crossroads thing and see what they do according to how you interact with them.

you let them go alive --> butch joins the squad
you have them killed --> Mike can be recruited and by giving the item doc drops to 47, 47's weapons can be obtained (they're unique)

i'm aware of the fact that the player can't take a conscious decision about it, but the ominous speech and the symbolic crossroads in connection with 47's presence are quite a bunch of hints as to what will happen. and since the player can't do much else but interacting with the NPCs, there isn't much other alternatives than what i outlined above.

it's not that i don't want to improve on it. For sure i want to do this, but it's not unplayable the way it is now. It requires some investigation, like a lot of other new npc scripts do as well.

i hope i can add something obvious to this but so far it simply hasn't worked... maybe the triggers i was trying to use would only work for the NPC they're designed for and useless on doc and einar... can't tell, will have to find out.
Re: Hint Needed - What to do Next with Doc Meyer[message #170056] Tue, 08 January 2008 02:41 Go to previous messageGo to next message
FGBrooks

 
Messages:21
Registered:April 2001
Location: North Tustin, CA USA
Thanks Scorpion, I appreciate your explanation, it helps me understand what is going on and what you are trying to do. I think that you have done a fantastic job with the mod. There will always be quirky things, but overall the maps, the weapons, the quests have just been great.

Speaking of quirky things, all of the NPCs from the original JA2 that are in the mod give their Arulco/Queen speeches, like Arnold the repair guy and some of the mine leads. Don't know if they can be replaced with new dialog or with new NPCs,but it would help with the immersion in the new setting if they could.
Re: Hint Needed - What to do Next with Doc Meyer[message #170098] Tue, 08 January 2008 14:48 Go to previous message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
you'd be suprised, i disabled a lot of deidranna, skyrider, arulco and other speech and text but not all of it. the miners for example i would have to almost mute them or chop their speech apart a lot to totally fix them. Almost each of their text line refers to something arulco specific ;-(

that's a very uncreative work so i have been reluctant to do it until the last bit. but it would help a lot, i agree.
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