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Messages - Mousecat Queen

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Bugs / Re: Hoddurform Sprite with Tesla armour doesnt work
« on: June 07, 2026, 04:46:56 pm »
Tested it and it's not just a you problem, it happens in my game too. I didn't test all weapons that were given a unique sprite but when you have Tesla Armor equipped the game uses the base/default sprite for each weapon type instead of their unique weapon models, though Høddurform is definitely the one that stands out the most for this.

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I was doing the Gorsky shield emitter theft quest. I happened to enter stealth to try and go for the crate near the dock but this Worker, who had also seen me enter stealth and thus had the red eye indicator, got too close to me and saw me. Once the dialog was engaged however I was unable to press on the option to End Dialog and was stuck here. The music still played and I could move the mouse icon just fine and the hover highlighting for the dialog option still worked, I just couldn't actually click on it (or press 1) to actually select it. No other buttons worked either.
After closing and re-opening the game I tried a few times to recreate the glitch and, fortunately or unfortunately, my game continued to work as normal. You can see the hourglass mouse icon in the screenshot below.

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Bugs / Cannot use Bandage on Wounded Man random event
« on: May 31, 2026, 12:09:36 pm »
I do not have the Doctor feat but the wiki claims that that the feat is not required.
Playthrough is on Beginner difficulty, perhaps that has changed his HP values in some way so that the calculation for being able to use bandages no longer works?
Bandages say that your health must be over 40% to use them so technically that could mean the code is ">40%". His health is listed as "44 / 110 (40%)" which is exactly 40% so if it is >40% and not >=40% then it would make sense that you can't heal him. Unless this is just a joke encounter, where the game is supposed to taunt you by having him have just enough health to not be able to bandage him (unless you have the Doctor feat), then there appears to be a bug here. Or maybe this is a taunt in which case it has worked I suppose??? Or maybe the wiki is just wrong and you do in-fact need the Doctor feat to actually heal him.
Proof is in screenshots below.

As a side note, the wiki lists them as "Bandages" when they're called "Bandage" in-game even when there are multiple of them.

Quick testing with the console to givexp and grab the Doctor feat does allow me to heal him.

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Same as before with the whole "unique weapon model" stuff, but the glitch also occurs when peeking through curtains. Zone is Upper Underrail 3x.
Off the top of my head the only other things that display a little pop-up window that gives you vision of an area are ventilation shafts and the "peek through"/"look down" in places like both the outside and inside of the Water Treatment Facility. However, at least for ventilation shafts, I don't think you're ever in the same layer ("mini-zone"?) as your vision, so your player model that's holding a unique weapon model will not be in the pop-up window.

And I thought I might quickly go and check instead of making two separate replies: The same glitch occurs for the "Peek inside" action outside the Water Treatment Facility too. With the peeking-through-curtains also causing this glitch it was already safe to say that the extra rendering window alongside unique weapon models (that is, instead of it being a problem unique to Surveillance Monitors) was causing it, but I think this cements it.

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*almost all uncraftable weapons.

NOTE: After I finished writing all this I remembered unique weapon models exist, this is probably caused by those but I'll keep what I wrote below still here.

When you are looking at the left/western Surveillance Monitor in the area the wiki calls Lower Passages A7 while holding certain weapons, the area of the map that you can see through the Security Camera extends beyond the pop-up window.

Armour, your non-selected hand, and other equipment seem to have no effect, only your currently selected weapon does. Where you are standing does change some of what you can see but only your currently held weapon seems to change whether the glitch occurs or not.

I don't know what exact criteria causes the glitch but here are some observations after some testing with most (maybe all?) notable weapons using the console, I'll write them here instead of attaching a million screenshots to the post:
1) Every Unique/purple quality weapon I've tested causes it.
2) Every craftable weapon that I've tested (with different component qualities between different tests) does not cause it. One exception, the Shiv, does cause it though (of note, the Shiv's stats don't change with different component qualities).
3) Almost all uncraftable weapons do cause the glitch, such as Uniques and all Sørmirbæren weapons, but there are some exceptions for the uncraftables (listed in the next observations) that don't cause it.
4) Aside from the Unique/purple quality, no other reliable pattern seems to exist across the colour qualities except for a general trend towards causing the glitch the higher in colour quality you go:
  • Low quality: Shoddy Shotgun does not cause it.
  • Normal quality: 84mm DRL, Shivs, and the Rolling Pin cause the glitch. Brass Knuckles and Steel Crowbars do not cause it.
  • High: Tungsten Crowbars, TiChrome Crowbars, and High-quality Sørmirbæren weapons cause it. Knife Thrower's Gloves do not cause it.
  • Rare: Super Steel Crowbar, Lemurian Blaster, Boning Knife, Boxing Gloves, and Rare-quality Sørmirbæren weapons cause it.
  • Unique: All cause it.
With this information I would like to simply say all uncraftable weapons cause it but (at the very least) Shoddy Shotguns, Brass Knuckles, Steel Crowbars, and Knife Thrower's Gloves do not cause it. For the last three, and possibly for all four of them, I feel it's reasonable that maybe at some point in development they were craftable but then were not craftable at the time of release. If some little bit of code was left over that "technically" puts them in the craftables category then, well, I don't know why the uncraftables cause this visual glitch but that would at least explain why these specific weapons don't cause it. I thought maybe it was that they have component quality values even though you can't craft them, but the console says "Cannot set quality on non-component item" when I try to give a quality value to these four (unless they do have those values but the console we as players have access to is somehow not able to set these values??? This feels unlikely).

Whatever the actual reason is, if you do fix this bug then I would be very interested in knowing why uncraftables cause it, craftables don't, and why (at least) those four uncraftables do cause it. Maybe it has nothing to do with craftability?

Like I said earlier I don't want to send a different screenshot for every single weapon I tested. I've included the map image just in case there's any confusion about the exact location. The two images showcasing the glitch are of me standing next to the trim and me standing in the doorway, so that you can see how the visible area changes slightly. The image of holding no weapon is included as a baseline. I also have not tested this in other areas with other Surveillance Monitors so I am unsure if this is unique to this area of if this is a general bug with cameras.

AND AFTER WRITING ALL THAT it's only just occurred to me that some weapons now have their own unique models that they didn't have before, that's almost certainly what's causing it. I'll leave everything above this paragraph as is, just in case it's not the models (and because I spent a little while writing it out  :'( ), but if it's not the models then that would be very very weird.

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