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So I accidentally shot a few of my team members. And now they won't stop attacking me...its not my fault they keep getting in the way of my fire

So is there a way to offer a truce? or will the AI keep attacking until you are dead or out of sight?
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dukenuke88: So I accidentally shot a few of my team members. And now they won't stop attacking me...its not my fault they keep getting in the way of my fire

So is there a way to offer a truce? or will the AI keep attacking until you are dead or out of sight?
You are doomed to kill them, they will not back down.
Or you could reload the game, hoping you saved not too long ago.
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dukenuke88: So I accidentally shot a few of my team members. And now they won't stop attacking me...its not my fault they keep getting in the way of my fire

So is there a way to offer a truce? or will the AI keep attacking until you are dead or out of sight?
It mite be better to reload your save and move out of you're companions field of fire. You could also take 3-4 steps away from you're companions so you don't damage them. I've been killed by Ian when he used burst fire on a raider, so yeah it's over all better to stay a good distance away from your companions in battle.

Edit: There is no truce like Matchstickman said, they won't stop en-tell you are dead. Oh and there is only 4 companions you can get on Fallout 1.
Ian (Shadysands)
Tycho (Junktown) - Save killian
Dogmeant (Junktown)
Katja (Boneyard) - Ask her to join you.
Post edited July 23, 2011 by Unholyfurball
A mod to make party NPCs act like in FO2 would be a bless. They aren't turncoat just because you accidentaly hit them. They become angry for a good reason, like when you kill Vic's daughter, or when you start a massacre in Klamath (Sulik's reaction is to be expected).

You'll have to load a older save game, that is, if you have one. :(
I have to warn you about another fault of the devs, they haven't added any option to push a NPC, so don't enter in small rooms/corridors with your NPCs!
They supposedly move after a loooong time waiting, but depending of the room/corridor you enter, and at what distance they are following you, you'll get completely stuck. I remember one time I got stuck at a room in Necropolis, I was blocked by Ian, and Ian was blocked by Dogmeat. Had to kill them, since it was my only save. :(
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Drelmanes: A mod to make party NPCs act like in FO2 would be a bless. They aren't turncoat just because you accidentaly hit them. They become angry for a good reason, like when you kill Vic's daughter, or when you start a massacre in Klamath (Sulik's reaction is to be expected).

You'll have to load a older save game, that is, if you have one. :(
I have to warn you about another fault of the devs, they haven't added any option to push a NPC, so don't enter in small rooms/corridors with your NPCs!
They supposedly move after a loooong time waiting, but depending of the room/corridor you enter, and at what distance they are following you, you'll get completely stuck. I remember one time I got stuck at a room in Necropolis, I was blocked by Ian, and Ian was blocked by Dogmeat. Had to kill them, since it was my only save. :(
Multiple Saves are a MUST! I had so many similar instances with NPC's leaving me stuck somewhere! You occasionally have to be careful in FO1 about where you Save & Reload as well...
I don't want to spoil anything in the Game, but if there is a small single person wide way to pass being guarded by an NPC if you save and reload in the wrong place you could end up stuck.
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dukenuke88: Tycho (Junktown) - Save killian
Katja (Boneyard) - Ask her to join you.
Uuh.. I didn't know these two and I've played this through a bunch of times. X____x
Oh well, I'd need to replay anyway, as I suddenly found out mid-FO2
that there's background music to be had just by fixing an installer path.
Post edited July 25, 2011 by Jarmo
You know, getting stuck because of NPCs or having to murder them because you accidentally shot them isn't what made me mad on F1. It was the fact that the jerkasses would constantly shoot you in the back, and yet, the first time you 'missed' they would lust for your blood with a wrath that would make a Deathclaw proud.
lol, yes wolfman, i agree

i guess i was expecting the developers to add an "ask for truce" option....since F1 and F2 are both so in depth
I screwed up in Megaton and had the whole town after me. I left then returned and things had settled down. Now that having been said, The Brotherhood Outcasts ahve some really good stuff, but if you choose to help yourself to it ( Steal it ), they will not be happy and you have made another enemy to deal with. They do have a Unique weapon, not to mention ammo for the Alien Blaster.
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coastie65: I screwed up in Megaton and had the whole town after me. I left then returned and things had settled down. Now that having been said, The Brotherhood Outcasts ahve some really good stuff, but if you choose to help yourself to it ( Steal it ), they will not be happy and you have made another enemy to deal with. They do have a Unique weapon, not to mention ammo for the Alien Blaster.
And that's just one difference between Fallout 1 and Fallout 3
I learned my lesson about friendly fire when I attacked Mariposa with the paladins and stood in front of one who had a minigun...
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coastie65: I screwed up in Megaton and had the whole town after me. I left then returned and things had settled down. Now that having been said, The Brotherhood Outcasts ahve some really good stuff, but if you choose to help yourself to it ( Steal it ), they will not be happy and you have made another enemy to deal with. They do have a Unique weapon, not to mention ammo for the Alien Blaster.
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Matchstickman: And that's just one difference between Fallout 1 and Fallout 3
Haven't played 1 but have 2 installed and have messed with it some.
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Ballistic_Peanut: I learned my lesson about friendly fire when I attacked Mariposa with the paladins and stood in front of one who had a minigun...
: D OUCH!!! I don't recall any stats for collateral damage. : )
Post edited August 05, 2011 by coastie65
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Drelmanes: A mod to make party NPCs act like in FO2 would be a bless. They aren't turncoat just because you accidentaly hit them. They become angry for a good reason, like when you kill Vic's daughter, or when you start a massacre in Klamath (Sulik's reaction is to be expected).

You'll have to load a older save game, that is, if you have one. :(
I have to warn you about another fault of the devs, they haven't added any option to push a NPC, so don't enter in small rooms/corridors with your NPCs!
They supposedly move after a loooong time waiting, but depending of the room/corridor you enter, and at what distance they are following you, you'll get completely stuck. I remember one time I got stuck at a room in Necropolis, I was blocked by Ian, and Ian was blocked by Dogmeat. Had to kill them, since it was my only save. :(
There's a companion patch for FO1 that fixes this, you get a dialogue option when talking to companions to move them out of the way.