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Doc's Psych Eval at start giving me wrong tag skill


Shadyfan4500

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I wanted to create a new character for a sniper merc playthrough, and I looked up the psych eval answers on the wiki so I could figure out what to select to get the tags I want without modifying them at the end (a little unnecessary, but oh well, that's me), and I noticed something weird. There are only three options that will give you lockpicking as a tag skill, all of which are during the word association, and despite the fact that I'm not choosing either of those options, I'm still getting lockpicking tagged at the end of the eval. I double checked the Wiki by going over the quest's dialogue topics in the GECK, and the Wiki is 100% accurate, none of the options I'm selecting should be giving me lockpicking. My game is modded too, so I decided to open up xEdit and checked the quest's dialogue topics in it and came up with the same thing. Only one mod effects this psych eval dialogue, Two Bears High-Fiving, but it only changes the topic, not the scripted result. Selecting Two Bears High-Fiving tags sneak, not lockpicking.

 

So I'm at a loss. Why is it doing that? Despite what the GECK or xEdit say, I'm getting a different, unexpected result.

 

Here are the dialogue choices btw:

Cat

Shelter

Campfire

Swiss Cheese

Dark

Caretaker (or Human shield)

No opinion

Strongly Agree

Strongly Disagree

Agree

Strongly Disagree

An angry two-headed ant

A ship at see

A head on a pillow/Two bears high-fiving (or A bearded man)

 

This should result in Guns, Sneak, and Survival being tagged

Edited by Shadyfan4500
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I learned why: In the VCG01Test quest, the in-game code related to the psych eval, is the script that controls what happens as a result of the dialogue. They have three skill pools, and guarantee a player gets at least 1 tagged combat skill and 1 tagged "gate-opener" skill. Among the gate-opener skills are Science, Lockpicking, Speech, and Barter. Regardless of the options I chose, I will get one of these tagged, unless I manually edit it at the end. Since I don't feel like making a mod to modify this, I'll just do what I should've done in the first place and suck it up. But mystery solved I suppose

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I was talking about when you start up a new game, take the vigor tester test, then go sit down on Doc's couch. The questions he asks you, the results that you see immediately after he's done. I can edit them directly from that screen but I'd rather it just be correct the first time. At least I understand why. Maybe I could add my findings to the wiki

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