Shadyfan4500 Posted January 29, 2021 Share Posted January 29, 2021 (edited) 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:CatShelterCampfireSwiss CheeseDarkCaretaker (or Human shield)No opinionStrongly AgreeStrongly DisagreeAgreeStrongly DisagreeAn angry two-headed antA ship at seeA head on a pillow/Two bears high-fiving (or A bearded man) This should result in Guns, Sneak, and Survival being tagged Edited January 29, 2021 by Shadyfan4500 Link to comment Share on other sites More sharing options...
Shadyfan4500 Posted January 29, 2021 Author Share Posted January 29, 2021 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 Link to comment Share on other sites More sharing options...
dubiousintent Posted January 30, 2021 Share Posted January 30, 2021 There are "cheat" mods such as "Fallout NV Cheat Terminal Redux" that let you alter Doc's results. Useful for fixing some bug results as well. -Dubious- Link to comment Share on other sites More sharing options...
Shadyfan4500 Posted January 30, 2021 Author Share Posted January 30, 2021 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 Link to comment Share on other sites More sharing options...
dubiousintent Posted January 30, 2021 Share Posted January 30, 2021 Added to the "Misc" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article as "Issue - MAIN - Doc's Psych Eval gives wrong tag skill". -Dubious- Link to comment Share on other sites More sharing options...
Shadyfan4500 Posted January 30, 2021 Author Share Posted January 30, 2021 Thank you, I had no idea about that page. It's well written Link to comment Share on other sites More sharing options...
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