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ok, the tool should start to deploy an updated NVscript osm soon, so unless you want to play around with the prison event, things should be ready to go as far as 3.2.4 is concerned, meaning nothing to add from my side (but would recommend adding the newest NVscript to the package before attaching it to the first post).
was just a very quick run, mostly focused on quests (art code bits now getting logged properly yaay), but will check the os upgrades if nothing else. that reminds me, did you consider moving the last os upgrade unit to the first part of rick1 (right above light 1604), SCP style? in vanilla, it's available so late it basically doesn't matter.
invisibility not going away after firing a weapon; https://youtu.be/PmPqu4XKz3Q?t=99//ok, dafuq did I just see; https://youtu.be/PmPqu4XKz3Q?t=2026 //alright, intentional.
I've got no idea how invisibility works, vanilla or otherwise. maybe it's the super-psi amp?https://youtu.be/PmPqu4XKz3Q?t=2683 intentional?
it's not something I can help out with either way. so as far as I'm concerned, one tiny tiny rick3 dml tweak (one tripwire made into a oncetripwire, unnecessary, but I like to keep things neat sometimes) and it's done.
the reasoning behind that is there is no way for the rumblers to get into the tiny rick3 area, making it very obvious they are spawns which breaks immersion, but feel free to change it in any way you see fit.it's trivial to edit the dml and pop different AIs into the spawn slots.
ok, I am supposed to pop the dml into the rtm2 package, and attach it as 3.2.4 full to the first post, I take it?//oops, the slot3 fix got deleted - that actually fixes a vanilla typo where the generator is set to spawn Invisible Arachnightmare, which does not exist, the correct creature is Invisibile Arachnid. restored that, so it's Arachnightmare, Rumbler and Invisibile Arachnid now.
unless you want to run through the latest package/entire campaign or add some fixes, we should be good to go.