Heyya guys, DailyRIP/Ashram here. I've finally gotten off my ass and uploaded fixed versions of Act 2 that are v1.2.5 compliant (and earlier versions). You should all find it much easier with 22 actually having the HP he used to have, which is to say, any HP at all Working hard on Act 3 as we speak! Speaking of, Act 3 will require the Dragonfall DLC installed, as it pulls from some of those tile sets. Thanks for the patience, and enjoy!
Okay, great game, however i summoned an earth spirit in the first part and a black man in his underwear appeared !? Is that a bug or is it intentional ? (i particularly found it hilarious)
Have to ask, will you be posting this on Steam Workshop? For some reason I can't get this to show ingame. It's the only module I've manually installed that doesn't show up.
Never mind. Got it working by placing the files in the folder workshop created for act I. Great continuation of the module, by the way.
I'm not sure I'm following the story here: so this corporation put some kind of chip into our PC and the others, I get that much. But how does the crazy priest and the cult from Act I fit into this?
Inventory management from one scene to the next got all screwy. My mistake there. I left a bunch of stashes around, but overall, it's not my best work from a technical standpoint. Yeah, hit me up =)
Because money does not carry over from UGC to the next. It always resets to zero at the start of a new UGC. That's why I added 2500 yen at the start. The whole bit was initially one piece, but the editor didn't like that, and I got tired of fighting it. I could have spend another month keeping it at one piece and re-writing stuff, or I could just split it into two parts and throw some money at the player. Option 2.
ah, I suspected as much when I tried to use the editor myself.
you can, however, I think do a better job of flagging the companions stats and equipment, and keeping that consistent when you respawn them in a new area. I understand they actually rarely have much value in combat, since there is typically something else going on, but I think you should maintain consistency nonetheless. Here was me shocked to find 22 had dropped his machete in favor of a crowbar when fighting the troll demon on the roof, for example.
22 comments
I start Act II: Part 2 and import my character from my quicksave just before 39 dies?
Part 2 starts with 2 39s instead overwriting my original character.
Never mind. Got it working by placing the files in the folder workshop created for act I. Great continuation of the module, by the way.
Anyways, I wanted to ask something
1. Are you supposed to be able to get rid of the gas towards the end of part 1? Because 39 does say the button she presses should shut off the gas.
2. Why is it that none of your party members have any items in their inventory? (IE medpacs)
I wanna ask more, but it goes into spoiler territory for these 2 mods, so can we have another im convo please?
you can, however, I think do a better job of flagging the companions stats and equipment, and keeping that consistent when you respawn them in a new area. I understand they actually rarely have much value in combat, since there is typically something else going on, but I think you should maintain consistency nonetheless. Here was me shocked to find 22 had dropped his machete in favor of a crowbar when fighting the troll demon on the roof, for example.