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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Quests & Dialogue
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By VoodooChild on Jul 5, 2023 8:46 am
Closed By Sclerocephalus on Apr 20, 2024 8:20 am
Resolution: Not A Bug
Comment: see my comment

Issue #33051: Neriah - X111 - Viable Blood Sample Count

 
Giving Neriah more than 10 blood samples seems to render the superfluous samples to not count toward more X111 compounds. For instance, give her 20 blood samples all at once and you'll get 6 X111 instead of 12. Starting new dialog after you take the 6 she states that she'll need more to create the compound. A word of mention, but I haven't tried it yet, the way it's acting seems if you give her 15, take the X111, I would imagine giving her 5 more will not render another 6, but I haven't tried it. You can easily get 20 just by clearing out FH at a high level so it is definitely feasible. Not sure what can be done about this one or if you want to tackle it, but it would definitely be scripting.

Comments

1 comment(s) [Closed]
Sclerocephalus said:
 
If you give her blood samples, a topic info fragment (i.e. a script that lives on the respective line of dialogue) calls the function CashBlood() on BoSDPQuestScript:

Function CashBlood()

	BloodCurrentCount = Game.GetPlayer().GetItemCount(BoSBloodSample)
	BloodPayout = ( BloodCurrentCount * BoSBloodPay.GetValueInt())
	Game.GetPlayer().RemoveItem(BoSBloodSample,BloodCurrentCount)
	Game.GetPlayer().AddItem(Caps001,BloodPayout)

	BoSX111Threshold.SetValueInt(BoSX111Threshold.GetValueInt() + BloodCurrentCount)

	if BoSX111Threshold.GetValueInt() >= 20
		if BoSNeriahRadDone.GetValue() == 0
			BoSNeriahRadDone.SetValue(1)
			BoSX111Threshold.SetValue(0)
		elseif BoSNeriahRadDone.GetValue() == 2
			BoSNeriahRadDone.SetValue(3)
			BoSX111Threshold.SetValue(0)
		endif
	endif

endFunction


This means:
(1) You get paid for every sample you turn in.
(2) The running total of samples turned in is stored in the global variable BoSX111Threshold. Once the value of this global is at least 20, Neriah prepares the compound. This is recorded in the global variable BoSNeriahRadDone and BoSX111Threshold is subsequently reset to zero. Note that samples in excess of 20 do not count. Once BoSNeriahRadDone is flipped, BoSX111Threshold gets reset to zero, no matter whether you turned in exactly 20 or any number in excess of that. Only one batch of 6 will be produced.

Subsequently, Neriah speaks a response line, and another topic info fragment adds the samples to the player's inventory:

Function Fragment_End(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
BoSNeriahRadDone.SetValue(2)
Game.GetPlayer().AddItem(BoSX111Compound,6)
;END CODE
EndFunction


BoSNeriahRadDone is used for dialogue conditioning: start value is 0; the first time she prepares the compound, the value is set to 1; the topic info fragment susequently sets it to 2 and for the rest of the game, the value will alternate from 2 to 3. This is to let her speak a different line when she prepares the compound for the first time.

---------------------------------------------------------------------------------------------------------------------------

I don't see anything in this setup that would classify as an oversight or even a mistake. They clearly didn't want to give the player more than one batch of six at a time, and they coded it accordingly.
This design decision may be questionable, but it is not a bug.

Comment #1 Apr 20, 2024 8:18 am  Edited by Sclerocephalus on Apr 20, 2024 8:19 am
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