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hotfix is up
Well, that is the goal.
Of course it is. I had it fixed at some point, but as the last cheat messed with that detail, I might've broken it when I undid that piece.Thanks for the new update! One unsquashed bug that seems to be Recruiter/SRA not getting handled correctly with an exported character.
(unless I'm doing something stupid somewhere)
Biomancy rigging (still? again?) doesn't work properly, or I still don't understand how it's supposed to work.
I select "Rig Biomancy to always succeed -> Yes", then "Who to target -> Victim" (I want to use it on slaves) and then "Exceptional result -> no" since I don't want to overdo it at the beginning.
It still backfired and expanded my own ass instead of the targeted slave. :|
Idk what I'm doing wrong here.
You're doing nothing wrong. This is an inconsistent bug that I'm having a hell of a time fixing. As noted by this fellow having never encountered it.Just to clarify, I never have Biomancy backlash unless I tell it to.
The fail.That's weird because I've never had that problem. Occasionally corruption will just fail, but I take that as a "Bedlam has a hidden flag" thing. That being said, sometimes when I reset the day I feel like it might reset the rigging. Biomancy included, sometimes things don't work
Just to clarify, I never have Biomancy backlash unless I tell it to. When I say it doesn't work, I mean it just doesn't change anything
I've noticed that when you change someone's race the day-end sex scenes still refer to the character as whatever their starting race was.
I'll run the tests myself regardless, but is it with all races or just a few? At the moment, the race change uses code straight from Bedlam's player-race change (yes, he has coded that into an event but still won't implement it for biomancy). Meaning there's no "my code isn't talking to his code"; it's his code talking to his code.this bugs still there btw
Thank you! I would wait for the next one, but who knows? Maybe he properly tested the hotfix this time and there won't be another.You must be registered to see the links
hotfix is up
I can look into that, but can't promise it. The levelling system is easy to trigger, but other than that it's a bit terrifying to meddle with it.I don't know if this has already been suggested, but I'd like to see the max level increased, both for the main character and for the slavers.
Sorry I should have been more specific; here's a screenie..I'll run the tests myself regardless, but is it with all races or just a few? At the moment, the race change uses code straight from Bedlam's player-race change (yes, he has coded that into an event but still won't implement it for biomancy). Meaning there's no "my code isn't talking to his code"; it's his code talking to his code.
I even adjusted it so it blanks all that slavers physical attributes before applying the new ones, so this time there really shouldn't be anything left over.
Just checked and you're right. Oddly enough Recruiter works perfectly fine.I've noticed a bit of a nasty bug during character creation: you can't pick any of the unique slavers through Strong Right Arm. It will always respond with, "Unique slaver already selected. Strong Right Arm trait removed". This is even if it's the first trait you decide to pick. I'm not sure if that's a bug from this mod or a bug from the base game, but it sure is a nasty one.
Alas,You must be registered to see the linksthere will be - and it sounds like a biggie too.
View attachment 392368
I've noticed a bit of a nasty bug during character creation: you can't pick any of the unique slavers through Strong Right Arm. It will always respond with, "Unique slaver already selected. Strong Right Arm trait removed". This is even if it's the first trait you decide to pick. I'm not sure if that's a bug from this mod or a bug from the base game, but it sure is a nasty one.
Which is the fuck-y thing, because Recruiter, not SRA flags(because SRA flags lock out a few of the options), were the ones I manhandled while trying to get people the power of all the uniques.Just checked and you're right. Oddly enough Recruiter works perfectly fine.
I don't remember having issues with Strong Right Arm in previous versions.
Then again the new 0.871 was uploaded here yesterday, so maybe that'll be fixed with the update.
Heh, jinxed yourself.Regardless, judging by the changelog, nothing that seriously interferes with my mod was changed, so it should be a quick "make sure I personally didn't break the universe" round of testing.
I hope not, but I also hope so. My computer is worth more to me in event of critical hardware failure than fully functional.and your hard drive will catch fire
Heh, jinxed yourself.
Now it's basically guaranteed that it will break, repeatedly, and that neither the bug nor the fix will have any correlation with your changes.
I think that must have happened
thank you! you're making one of my fav games playable, doing gods work!tonight's the night.
Shame it's running on the worst possible engine though. I've never actually finished a playthrough, hell I've never even gotten past the mid game, because it's such a pain to manage once things get a tad more complex.thank you! you're making one of my fav games playable, doing gods work!
Yes, but depending on how they're triggered and handled, it might be difficult to implement.Would it be at all possible to force events like nighttime ambushes?