One important thing about using this. After you finish the whole quest line, companions will speak to you about your decisions and stuff as usual, but Sarah dialogue breaks if you have chosen the third option, making asking to follow/dismiss, and other dialogue pretty much impossible. After doing some digging myself into the game variables and stuff, you can fix her dialogue by using "set 24377d to 2" in the console before speaking to her, then you can set it back to 3 if you want to. To explain why it happens, it's because her dialogue topics doesn't seem to register the UC09_Result = 3, which is this third option.
I wonder if we'll ever be able to activate this questline without signing onto the Vanguard just by stumbling across the facility where we find Hadrian in Tau Ceti. That's how I first came across it, just found a creepy facility with clawmarks and dead bodies all over the place with no explanations of what happened. Wasn't until I started the UC Vanguard questline and was sent right back there that Hadrian showed up.
The worst thing is that visiting quest-related locations can bug some of them out, leading to pieces of terrain or furniture missing or floating and some doors not opening. @JaeDL There might be a couple of instances of that. Like the crate of alcohol you can find for the Gagarin bartender. She even gives you a bonus for "quick delivery."
I had a freaky experience like that. I had no idea about Xenomorphs and had forgotten about the whole Londinion incident when I stumbled across it. All I saw was high level guards and a deserted snowed in city. I decided to explore. I think I was level 25 or something low like that. Out of nowhere this invisible monster appeared and I started hearing voices crying out in despair. It was seriously freaky for someone who had only run into the odd pirate in space and a few hostile low level native creatures. It was only much later that I found out what the place was when I got to that stage of the questline.
I had a similar experiance on some random planet, the terrormorph was making those voices at me but I didn't know Terrormorphs could do that so it was really freaky.
I understand why they removed it. It seems to easy, too perfect, no dilemna.
You don't have to think about the mutation of the virus, you don't have to think about the aceles efficiency... My guess is that they saw tester chose this option everytime and that ruined the quest.
Doesn't really matter, since the virus is supposedly the "right" choice, because if you chose the Aceles you get beaten over the head that you made the wrong decision by everyone.
This was one of the more dumb quests in the game, they give you a choice between two, each with their own risks and rewards, and if you pick the one the devs don't like, each and every character in the game will beat you over the head that it was the "wrong" choice. So utterly ridiculous.
Well, from my own experiences with several universes, this imo would have been the 'safest' of all the options at the conclusion. Why? I finished the UC questline fairly early on in my initial character's life, maybe 30-35 near the end.
Now, running around at lvl 70-80 and doing the Fleet, I had noticed there *was* a heatleech aboard. And pirates talking about "What if we keep these things as pets, since we know what they turn into?" essentially wanting to take xenowarfare to a whole new level of crazy. And besides, do you think the UC and Freestar Collective can drop Aceles on *every* world?
What about those in the vacuum of space? Have seen leeches in quite a few of those randomly generated abandoned outposts, just chilling.
For a microbial delivery system, that's in theory quite a lot easier for dispersal, especially given using known trade/travel routes and maybe even giving freight movers incentives to let these dispersal 'tanks' or whatever are used to be bolted to the rear of their craft that is set to release some of the agent upon engaging of landing gear. Might be going full autistic analysis, but to be personally? It is safer to remove the leeches ability to mature *entirely*. No experimental microbial implanting on worlds where you have no idea for sure it won't destabilize the entire ecosystem, same for the re-introduction of the Aceles.
This option would be the "Nuclear Option" essentially. Go full Order 66 on the leeches, and wipe them out. ALLLL of them.
Considering this is cut content, I would assume that also means it wasn't finished. How much testing has been done to see the consequences of activating this mod? For example, what about the dialogue during the Cabinet meeting? Vanilla game only provided conversation mentioning the original 2 options, is there additional dialogue that's also been restored to mention the third (cut) option?
I can understand why this would have been cut. Heat leeches are an annoyance, they get into ship systems and damage/destroy components. What crackhead would actually prefer keeping that species alive when you have the option to outright make it extinct?
Even if you were to remove the whole terrormorph aspect in the storyline, and just leave in the part about heat leeches being a nasty critter that jacks up your ship, people would not hesitate to use a microbe to kill all of them if that tech was available.
Very interesting. With most recent BGS games, cut content can be due to a few reasons. Most common are the final version was trimmed down to fit better on consoles, or simply because they ran out of time to finish a particular quest/feature. But there are some instances when content is cut because it was determined during the QA/beta feedback that it just wasn't good enough or may conflict with future content.
And based on what you said, that all of the content is apparently there and working, I'm going to guess that it was cut due to feedback. For me personally, the option to let those little turds live when you could simply wipe them out, it's a no-brainer. I honestly can't see a reason why someone would vote to let the leeches live and continue to wreak havoc on ships.
So while this isn't a mod that I personally have any interest in using, I still have to give you credit for finding it and getting it working again. That's pretty cool to see authors like yourself doing some impressive stuff long before the CK is available.
Actually, I might install this mod for my next NG+ run, just out of curiosity. Or maybe (to save me some time), someone could instead upload a vid on YT that shows all of the dialogue?
It legit stats on the screen shot..... It enables an option that sterilizes rather than kills them to near extinction..... seems pretty self explanatory
23 comments
To explain why it happens, it's because her dialogue topics doesn't seem to register the UC09_Result = 3, which is this third option.
I always loved how in Skyrim you could say, "Oh, this old stone?" and skip whole sections of quests because you explored.
@JaeDL
There might be a couple of instances of that. Like the crate of alcohol you can find for the Gagarin bartender. She even gives you a bonus for "quick delivery."
You don't have to think about the mutation of the virus, you don't have to think about the aceles efficiency... My guess is that they saw tester chose this option everytime and that ruined the quest.
Now, running around at lvl 70-80 and doing the Fleet, I had noticed there *was* a heatleech aboard. And pirates talking about "What if we keep these things as pets, since we know what they turn into?" essentially wanting to take xenowarfare to a whole new level of crazy. And besides, do you think the UC and Freestar Collective can drop Aceles on *every* world?
What about those in the vacuum of space? Have seen leeches in quite a few of those randomly generated abandoned outposts, just chilling.
For a microbial delivery system, that's in theory quite a lot easier for dispersal, especially given using known trade/travel routes and maybe even giving freight movers incentives to let these dispersal 'tanks' or whatever are used to be bolted to the rear of their craft that is set to release some of the agent upon engaging of landing gear. Might be going full autistic analysis, but to be personally? It is safer to remove the leeches ability to mature *entirely*. No experimental microbial implanting on worlds where you have no idea for sure it won't destabilize the entire ecosystem, same for the re-introduction of the Aceles.
This option would be the "Nuclear Option" essentially. Go full Order 66 on the leeches, and wipe them out. ALLLL of them.
I can understand why this would have been cut. Heat leeches are an annoyance, they get into ship systems and damage/destroy components. What crackhead would actually prefer keeping that species alive when you have the option to outright make it extinct?
Even if you were to remove the whole terrormorph aspect in the storyline, and just leave in the part about heat leeches being a nasty critter that jacks up your ship, people would not hesitate to use a microbe to kill all of them if that tech was available.
Cabinet meeting works.
The quest shows this being an option at the end.
It works in the unity.
There are at least 30-ish lines of dialogue that all seem to be voiced about this.
It feels less like cut content, and more like a bug to me.
And based on what you said, that all of the content is apparently there and working, I'm going to guess that it was cut due to feedback. For me personally, the option to let those little turds live when you could simply wipe them out, it's a no-brainer. I honestly can't see a reason why someone would vote to let the leeches live and continue to wreak havoc on ships.
So while this isn't a mod that I personally have any interest in using, I still have to give you credit for finding it and getting it working again. That's pretty cool to see authors like yourself doing some impressive stuff long before the CK is available.
Actually, I might install this mod for my next NG+ run, just out of curiosity. Or maybe (to save me some time), someone could instead upload a vid on YT that shows all of the dialogue?
Edit: Wish I could say why here, but I can't get spoiler tags to work. lol
Nevermind