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"Stealing" checks are too aggressive #77239

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Demivan opened this issue Oct 21, 2024 · 15 comments · May be fixed by #78631
Open

"Stealing" checks are too aggressive #77239

Demivan opened this issue Oct 21, 2024 · 15 comments · May be fixed by #78631
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(S2 - Confirmed) Bug that's been confirmed to exist

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@Demivan
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Demivan commented Oct 21, 2024

Describe the bug

You can no longer read signs at the exodii base.

You can no longer move creates and lockers at refugee center. This prevents completing the first merchant quest to kill zombies (Clear Back Bay).

Attach save file

N/A

Steps to reproduce

  1. Try grabbing crates at the refugee center

  2. This makes everyone hostile

  3. Try activating signs at the exodii base to read them.

  4. This triggers a warning too

Expected behavior

Reading signs should be allowed.

Moving some crates and lockers at the refugee center should be allowed.

Screenshots

image
image

Versions and configuration

  • OS: Windows
    • OS Version: 10.0.26100.2033 (24H2)
  • Game Version: 2357a3c [64-bit]
  • Graphics Version: Tiles
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Portal Storms Ignore NPCs [personal_portal_storms],
    Slowdown Fungal Growth [no_fungal_growth]
    ]

Additional context

No response

@Demivan Demivan added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label Oct 21, 2024
@AudBobb
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AudBobb commented Oct 22, 2024

There was also a reddit post talking about pulping zombies at the Tacoma ranch making them angry

@RenechCDDA
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RenechCDDA commented Oct 22, 2024

You can no longer read signs at the exodii base.

Yes, that's a problem.

You can no longer move creates and lockers at refugee center. This prevents completing the first merchant quest to kill zombies (Clear Back Bay).

Nope, they clear the entrance for you. You don't need to move any furniture at all.

@RenechCDDA RenechCDDA added (S2 - Confirmed) Bug that's been confirmed to exist and removed (S1 - Need confirmation) Report waiting on confirmation of reproducibility labels Oct 22, 2024
@Demivan
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Demivan commented Oct 22, 2024

Nope, they clear the entrance for you. You don't need to move any furniture at all.

Strange, I haven't seen that. How do you trigger it? Just accepting the quest does not do it. I have always dismantled the baricade manually.

@EvanBalster
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I did that quest a few days ago and was able to move the lockers out of the way with no warning or NPC hostility. My character was too weak to grab/drag the crates easily.

I have encountered the following interactions flagged as stealing:

  1. Looting the body of the refugee center informant. (Upon careful inspection, you're stealing from the biker faction and the refugee center people do not care)
  2. Looting the bodies of various other bandits who are in any case hostile to you.
  3. Attempting to read or digitize books in the refugee center. (YMMV on whether this is truly an issue)
  4. Exodii signs as mentioned before.
  5. The door winch in the refugee center, after it is enabled by completing a quest and the player is welcomed to use it.

@Demivan
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Demivan commented Oct 22, 2024

Attempting to read or digitize books in the refugee center. (YMMV on whether this is truly an issue)

This is working as intended: #65927 (comment)

@Demivan
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Demivan commented Oct 27, 2024

You cannot activate fences at a lumbermill to climb over them

@RenechCDDA
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RenechCDDA commented Oct 27, 2024

You cannot activate fences at a lumbermill to climb over them

100% working as intended. You should be entering through intended entrances only. Climbing over the fences meant to keep you out is not very polite...

The only fence entrance was locked, that was just bad mapgen. That is being handled - #77371 / 7a42024

@failboat78
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You cannot smash corpses near npc bases like Tacoma or scrapper.

@RenechCDDA
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Nope, they clear the entrance for you. You don't need to move any furniture at all.

Strange, I haven't seen that. How do you trigger it? Just accepting the quest does not do it. I have always dismantled the baricade manually.

It was added in the same PR which introduced this mechanic.

It is possible you accepted the quest beforehand but did not complete it before updating to a version with these checks.

@RenechCDDA
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RenechCDDA commented Oct 29, 2024

With #77371 and #77426 (and #77428) the only concern I have left for this issue is being unable to read the signs, or any other possible 'benign' examine action which we want to explicitly allow.

I'm open to suggestions on how to resolve this.

@Night-Pryanik
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Make explicit check for those "benign" iexamine actions?

@RenechCDDA
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Make explicit check for those "benign" iexamine actions?

I would like to avoid hardcoding a list of allowed/disallowed actions, but that might have to be the approach.

It's troublesome to even attach it to the iexamine/iuse actor, because at the time of check we don't even have information on which actor it is. This might be solvable, but I'd have to look into it. It looks like examine_actor is protected, but we could have a function which returns whether the examine_actor is considered 'allowed' and set that value in json.

@osuphobia
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2024-11-01 222134
Now I need to use Probability Travel CBM to enter the territory of Prisoners, otherwise they got mad and attack me.
Meanwhile, if I offend one prisoner and let him attacks me, then kill him, they feel nothing :)
2024-11-01 223254
Furthermore, if I climbed a tree and want to climb down, the relationship between me and the Prisoners will be challenged😀

@kevingranade
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I don't think this adresses your actor problem, but probably we should have a method for "only examine, don't interact with in any way" that doesn't trigger theft checks to make it distinct from other interactions that Prentiss involve acquiring or interacting with an object in a way that should trigger those checks.

@yamil-90
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just wanted to add that you also cant interact with the translocator at the forge of wonders in magiclysm
image

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