St Louis: No Exit grid
St Louis: No Exit grid
:x
Ok, I picked up talon squad. Down to two half dead guys myself now. Time to exit. No exit grid. WTF?
So has this happened before? Do I start over? And if so will it be there next time? 8O
Ok, I picked up talon squad. Down to two half dead guys myself now. Time to exit. No exit grid. WTF?
So has this happened before? Do I start over? And if so will it be there next time? 8O
- Max-Violence
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IIRC you have to do something else in the St. Louis mission, but I don't remember what. Check your objectives (the "Briefings" area of the PipBoy).
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
Thanks for the replies
I tried several things:
1. Talk to Burke the coward in the trench
2. Disarm Burke's booby trap and listen to his second dialogue
3. Start the mission over this time killing evey mutie
still no exit.
All pip boy says is to take the APC to the extraction zone. I know where it is and its not lit up.
Is there a cheat to skip a level or force an successful ending?
If not I'll have to wait for GI combat I guess.
Oh ya I have vers 1.27. And even patched it to vers 1.27
1. Talk to Burke the coward in the trench
2. Disarm Burke's booby trap and listen to his second dialogue
3. Start the mission over this time killing evey mutie
still no exit.
All pip boy says is to take the APC to the extraction zone. I know where it is and its not lit up.
Is there a cheat to skip a level or force an successful ending?
If not I'll have to wait for GI combat I guess.
Oh ya I have vers 1.27. And even patched it to vers 1.27
- OnTheBounce
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The exit grid won't display until you get the APC back near the building that you started at. Once you're close to it you should have some World Text display, then the Exit Grid should open.
BTW, according to the patch ReadMe the only change that was made to St. Louis was that a broken ladder was fixed.
OTB
BTW, according to the patch ReadMe the only change that was made to St. Louis was that a broken ladder was fixed.
OTB
"On the bounce, you apes! Do you wanna live forever?!"
I think they are right. I didn't have any problems with the exit grid though as OTB said, it only lit up once the APC was very near.
Had a great time clearing out the trenches with shotguns, grenades and APC. Only had to repair it once or twice. The Browning equipped muties were tough though. Had to rely on voodoo and a good sniper.
How come my trapper can't even see/discover the mines on the approach to the mutie base? Rage has 87 percent in traps.
Had a great time clearing out the trenches with shotguns, grenades and APC. Only had to repair it once or twice. The Browning equipped muties were tough though. Had to rely on voodoo and a good sniper.
How come my trapper can't even see/discover the mines on the approach to the mutie base? Rage has 87 percent in traps.
Have a nice day.
You can't see 'em even if your sapper has 125% Traps skill. Just the way the map was made, I guess. Remember the mission briefing tells you NOT to assault the mutant base!Jeremiah wrote: How come my trapper can't even see/discover the mines on the approach to the mutie base? Rage has 87 percent in traps.
- OnTheBounce
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Eighty-seven percent Traps skill is really nothing more than a ticket to seeing your sapper reduced to hunks of steaming meat by that point in the game. IIRC the difficulty modifier for those mines is 300%, so even w/a Traps skill of 300% your sapper won't be detecting them, let alone disarming them.Jeremiah wrote:How come my trapper can't even see/discover the mines on the approach to the mutie base? Rage has 87 percent in traps.
The "secret" entrace in the NE corner is the only way to go.
OTB
"On the bounce, you apes! Do you wanna live forever?!"
- OnTheBounce
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Yes, it should. It should also award XP for picking locks.Nutter wrote:the game should really give the trapper XP for disarming traps, like the medic, the repair dude and the science person
You can rig up work-arounds for these, but they are a major pain in the arse and it isn't really a viable course of action for a campaign, only SP maps.
OTB
"On the bounce, you apes! Do you wanna live forever?!"
Nelly -'St Louis' ... Great song
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Well after some firefight at the entrance of the Mutie Base I first thought all mines was triggered because 3 dumb Muties run into them, I was really surprised to run into them by myselft but with grenades (That you find more than you can handle in this mission) and force fire I Just cleared the path. Beside you still can use the APC to do some Amphbious landing on the far southerneast corner.
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Well, shit happens.
I am a hoser.
PLEASE SIGN ME UP FOR PORN
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PLEASE HARASS ME ON AIM
mshsnw
AND FLOOD MY ICQ
6031769
PLEASE SIGN ME UP FOR PORN
hunter_unreal@yahoo.com
PLEASE HARASS ME ON AIM
mshsnw
AND FLOOD MY ICQ
6031769