Thanks for the updated change log. Could you explain what the dynamic repair lists and dynamic needs options do?
While looking around your google code page I found https://docs.google.com/drawings/edit?id=1eiF778XlNvrnEeXUVJKAx_C3G-GxLxMzWMHo81VZTtU&hl=en&authkey=COS_nfgK document outlining some features. Are you still planning on adding the AI improvements and if so do you have a estimation of completion?
Edit: I noticed a bug where interactive objects (radio, work benches) will glow blue for about 5 seconds after turning off EM vision.
The dynamic repair lists are explained in an earlier posting (previous page or so), same for the dynamic needs.
As for this document, it wasn't updated for quite some time. The AI improvements are not planned, it was just an idea.
And how exactly does one use Explosive Entry? I do have http://newvegasnexus.com/downloads/file.php?id=40741 mod that allows the same, but as a tester i should test PN's version too :hehe:
You just have to detonate an explosive next to a lock. It has to be very close though (min distance is ~150, for maximum power it has to be <75). Its more challenging to break locks with grenades because of that.
A small icon is displayed in your HUD (looks like the DT icons) to indicate success or failure. It's a hardened lock if the explosion was too weak (or too far away). This means there was no chance of success. Otherwise, there's a probability check based on your explosives skill (and luck I think). If its successful, the lock is broken and an opened lock icon is displayed. Otherwise it's a closed lock. And finally, if the explosion was much stronger than the lock, a bursted lock icon is shown. If you opened a container like that, it's contents might be destroyed as well (quest items are safe). For door locks it doesn't really make a difference.
Ooh, thanks. What's it called?
Wired Synapses