Use the portals, when you left the shop then and re-entered, it opened up for me. Of course if you never did the portal mission...
Anyways, first bugreport from me. Let me start with saying TNM is pretty bugfree for such a big and versatile mod! Great job! I came in pretty late, so I started my first game after the release of 1.0.1, so no issues due to using to version incompatability. I am following the PDX storyline.
Day 1:
*
SymGeosis first convo spawns 2 hostile FireWalls to your position. However if you skip through this conversation, the firewalls haven't arrived on your current destination and could theoretically attack anywhere. About 80% of those cases it caused far more firewalls to become hostile on me, and fighting that bot sucks really bad this early in the game!
* Shawn goes into "combat VO" when making the cleaner droid hostile (by stepping on it).
* Cynic: "Helios was considered all-seeing, so that was probably why the name was chosen" (or something like that) is omitted from the subtitles, as does "Morpheus distinguishes between live organisms, which he calls... (etc.)"
* Goat Hostage-takers go crazy and hostile over their own Llama Hostage being unconscious.
* Corperate District businesswoman near sign/cop cars flies in the air over the bench. Wrong spawnlocation?
* PDX HQ Vending Machine gives a blank list. So it only sells 0c "". Probably it should sell normally or have a broken text?
* When told to visit Jonas and Winquman for stuff if you visit Winquman an empty quest completion is added to the log " [completed]". Then when you visit Jonas afterwards, the mission is completed, while still saying "You visited Jonas, now visit Winquman [Completed]" (parafrased).
* WC Hidden Lab MIBs don't drop weapons you cannot carry like all other foes.
* If you drop multiple PS20's, the ammo counter says you have 0. However the Spork/Foon ammo counters stay on drop. So if you drop 25, pick up 5, you now have 25! Probably they should be altered to work just like throwing knifes, why is there seperate ammo anyway, they don't have multiple fire modes, do they?
* Old Server Complex first map: Stuck when under elevator? (no ladder nor crate).
* Old Server Complex: STEP mines can be triggered by going beneath them. Makes that area just that less annoying, which is probably not the intention
.
* KK gave me the "low collateral damage" bonus for Goat City, even if I killed all inhabitants (bar 1). I have to say I ignored the templae though, yet I still don't think I was very pacifistic.
* Kunio Ko still gives the sell-speech when sold out.
Day2:
* Cynic has some serious VO/ST mismatching when talking about Mary in the Priory of Zion convo.
* PHAT-Rifle Report: The "rather use this assault rifle" line probably should not run when you do not HAVE an assault rifle
.
* Phasmatis mentions you finding the DXO headquarters before you do.
* (already mentioned though) Slums: If you re-activate the power before meeting the DXO people the goal is stuck in your mission log.
* After killing the 4 guys that bombed Sol's, mission log tells me to tell Alpha. However; Alpha isn't present (I am pretty sure it is mentioned he was killed during the night). How to finish that quest?
* Melk fountains (Goat City) still have flowing sound even with no melk if you did the Llama mission on day 1.
* Didn't found typo's noteworthy, but since you want them I remember the DXO Computu-something mentioning about (parafrasing again) "more reasonable
that we thought". VO says correctly than.
Day 3:
* (already mentioned) ABI Tech: Weapons R&D computer passcode from Datapad does not get added to notes.
* Agent Smith doesn't drop weapons you cannot carry like all other foes, also when unconscious his name doesn't display besides it in ().