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30 comments

  1. WinderTP
    WinderTP
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    Just so everyone know, an NMS update on 15/06/2023 fixed this issue in vanilla, deprecating this mod:

    • Fixed an issue that caused eyeballs to be positioned incorrectly within a specific Traveller-style head in the Appearance Modifier.
    1. InfiniteSource
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      I couldn't believe my eyes when I read that. It's been so long...
      Perhaps there's hope after all.
  2. stephanem37
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    Thank you very much for the last update, it's work well with all capes, one ticket (with picture) by week to HG and no response about this 😅
  3. mheppeard
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    Works on Endurance, however, removes the new Fleet Commander's Cape from the latest expedition. All other capes unaffected. Patch 3.98
    1. stephanem37
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      Hi ! mod installed a few months ago and just realised the comment. it's my preferred head, and mod work but cape not present yes just notice now. 😅
      really annoying, I didn't understand why I couldn't see the whaling cape or the new one.
      we can only hope that one day he fixes this bug.
  4. Thexare
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    Cannot friggin believe this still hasn't been officially fixed. Thanks for maintaining it!
    1. InfiniteSource
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      I was a little shocked when I realized I've been updating this for 4 years. You'd think at least one bloke at HG would've had a peek at this bug in all that time.
  5. stephanem37
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    tested in V4 and it's work thank.
  6. lizardsoul
    lizardsoul
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    Very glad to see this mod still being updated. I wonder how much long till HG notice this bug..
    1. Waiting4The3nd
      Waiting4The3nd
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      I, personally, filed 11 separate bug reports on this. I finally gave up after Origins (I came in at Pathfinder, and it was broken then).
      There's no way in hell HG isn't aware this is a problem, even if I was the only one filing bug reports on it, I filed 11 of them. One with every major (named) update after I came in, and my initial one, all the way up to the release of Origins.

      And I still can't figure out why this one isn't fixed because as far as bugs go this should have been a fairly simple fix, and one unlikely to break anything else when fixed.
    2. lizardsoul
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      I am convinced HG hasn't bothered with a dedicated quality control team. People bring up how it's a small team, and we should be grateful for what they manage already with so few people, but quality control can be outsourced. So either HG doesn't care enough to invest on it, or simply thinks that whoever filters the bug reports is doing a good enough job.
      The game is riddled with tiny, extremely simple and inconsequential to fix, issues. Broken 3D models with ship parts, textures flickering, multitool upgrades that use obsolete properties from previous game versions, and so on. But for some reasons it takes them years to either notice or finally bothering fixing one or two of them.. nor do I understand how bug reports are triaged either, as I have sent plenty of them as well.
      It could be they ignore bug reports from users that use mods though, as the form does require the steam id, and they can potentially check if that user has the game tagged as "modded". But if that's the case, is doubly annoying, as many mods I use are bug fixing ones to begin with.
    3. InfiniteSource
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      HG has shown time and again that they have zero interest in fixing bugs that aren't connected to the shiniest new toy of the month. I made this mod after weeks (or months, i don't remember anymore) of waiting for what looked like a trivial fix to a glaring, if minor, issue. They neglect anything that isn't the active focus of development.

      Let's add a few things to your list:
      - ship crash site distress beacons haven't opened since 2.0 but still play the opening noise when you activate them
      - ships clip through or hover above landing pads since 1.5
      - they removed first person ship exit animations in 1.53
      - they removed the planet/system discovery popup on load, which was both a reminder of where you left off and a smooth transition from the loading screen, in 1.5
      - the multitool hasn't animated properly when switching between anything other than mining beam and boltcaster since 1.3 at least, and guess what, those two were the only modes that existed before Atlas Rises
      - there used to be dialogue for every traveller grave you discovered outside of missions, if you didn't have all the portal glyphs yet
      - the atlas orb in your starter ship's distress beacon vanishes immediately instead of sticking around until you exhaust the dialogue like it used to

      See the pattern? All of these things are ancient features that haven't been touched for years, left to rot because they clearly don't bother to fully test their game. If a player can notice these things within the first hour of gameplay then so can the developers, but here we are.
  7. tawoorie2
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    I just noticed this too, bruhh
  8. Kathrynerius
    Kathrynerius
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    This still works with Outlaws. but it removes your ability to wear a cape.
    1. InfiniteSource
      InfiniteSource
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      Updated. You can be Capeman once again.
  9. WinderTP
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    Hi, I bring a lua to you all, use this with AMUMSS to get an updated version of the mod. Get the lua from my GDrive here
  10. Docjackal2
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    With the latest update (Dec 1) I could only select the race I currently had set myself as, with all the other alien races not even on the menu.
    1. InfiniteSource
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      Updated. Please try again.
    2. Docjackal2
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      It works now! Thank you so much for updating it. I'll let you know if any future updates break it.
  11. nms808
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    Thanks for the update!