This doesn't happen for the yellow ones but for the red ones, I keep getting "you failed to deal any damage to the emitter" after constantly savescumming.
I tried putting the explosives as close to them as possible.
Question regarding the Mariposa forcefields.
What's the chance that you blow up the red ones? I know the yellow ones can be either disabled by repair or the radio, but the red ones seem to have a weird chance of being disabled. Because even with Luck 10 and putting an explosive next to them...
Yeah, I even got the effect (reduced AP for my guns) for a few seconds before picking it again.
Another question that I was wondering about which is a bit unrelated, but will killing Jain (the high priestess in the Hub) affect the ending of the Hub if Decker is dead and Hightower (the merchant...
OK so I'm seeing a weird bug.
Whenever I level up and have a perk to choose, the perk doesn't stay in my perk list and I have to pick another one, only for that one to be temporary first.
Current Perks (that are permanent): Awareness, Quick Pockets
I get this screen even after saving the game...
Yeah, this is my third playthrough. In the first one, I didn't know how it worked at all so Necropolis was long dead before I managed to go back. Also when I said strong I meant it more for killing Harry because of his higher HP + Laser Rifle.
I have another question too, if you don't mind.
I...
Do I have to kill the Master and the Watershed mutants or can I leave the mutants for the endgame?
Do you have any tips on how to get strong that fast? I'm not sure if I could make it to Glow and back for a PA before the 110 days. Also I have FO2 weapons enabled so I was wondering if there was...
So I've been trying to save Necropolis, and it seems that the FO1 trick of "run and never look back" isn't working for Et Tu.
Aren't you supposed to either kill all the Mutants and the Master before the 110 day mark or Fix the water pump, take the chip and run away for the good necropolis ending?