Salmo has two AI packages commanding him to take five loaves of bread to the Two Sisters Lodge at 10am and to the West Weald Inn at midday, but the packages never execute as he has no bread in his inventory and the packages are of “escort” type, meaning he doesn’t actively seek any out. It’s possible this bug was introduced to avoid another, more serious one: if bread is given to Salmo using the console or CS, he will walk to one of the inns as commanded, take a bite of bread, and the game will crash. (UESP)
This is what’s happening in highly complex software over time. Every larger system has corners like this.
I’ve worked on a system that required that you send invalid XML, because some bloke 10 years ago didn’t know what he’s doing and hardcoded a certain structure.
Easy fix, but our clients relied in the old behavior, and nobody bothered fixing it.
Right, this is classic Bethesda stuff right here.
I can only imagine what horrors of a more serious bug this hides.
This is what’s happening in highly complex software over time. Every larger system has corners like this.
I’ve worked on a system that required that you send invalid XML, because some bloke 10 years ago didn’t know what he’s doing and hardcoded a certain structure.
Easy fix, but our clients relied in the old behavior, and nobody bothered fixing it.
As they said: “Classic Bethesda behavior”
The real solution is to make Salmo not have a need to eat.
Bethesda implemented a train in fallout 3 as a person wearing a train for a hat.
I don’t think they’re capable of solving things in normal straightforward ways.
TBF the train worked really well and they managed to avoid programming vehicles from scratch.
And the terrain that train is passing? Also a hat. The skybox the terrain is floating in? You guessed it. It’s hats all the way down.
Always has been.
Fuggin’ pointers