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There's something I'm not able to do in there! If the player meets Nikki, fetches the quest item and goes back, then it's all right with the triggers: they would check that he went back to Deck 6 and returned, that's it. But suppose that there's a savvy player who knows what's going to happen, however: doesn't meet Nikki, buys 2 resonators and goes back.. Nikki's death scene would play immediately after she's done with the questgiver scene.
Actually it should not play, because Nikki has never been activated (ie hacked to fix her). That's something that could be checked, no?It could get a little weird, if the player first fetches the resonator then comes back, hacks Nikki and she's waving him goodbye, asking to bring back a resonator which the player already has in his possession. Maybe it shouldn't be a resonator, but a quantum of unobtainium.
I can make the HUD around Nikki mention that her sympathetic resonator is damaged
The first event triggers off the hack of damaged Nikki. The second is a chain: complete the first event, hit Deck 6, go back. But since the stated objective is to possess an item, not backtrack, people might have the item in inventory already.
As soon as we know that there is a way to save her, it becomes a search for that hidden feature,
The system of certain enemies being resistant to certain weapons is really my only problem