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Posts
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Everything posted by Wellingtoncrab
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Placing two pk4s in the same directory with different names does not work like that. You can however download v2 from google drive into a a different directory in your fms folder and you will be able to select either from the mission selection screen. Prior revisions of the pk4s are stored on google drive.
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"You cannot bear all guilt or sorrow as if a ship left dragging anchor... We are meant to carry it together." -Correspondence w/ Lady Blackbriar DISPLACEMENT has been updated to Version 2* = DOWNLOAD = -The mission archive size has been reduced by approximately 100mb -An issue with the loot total being over represented by 120 has been fixed -A rare interaction with Curio which could cause the horn to disappear has been fixed -Various minor polish and bug fixes have been addressed 2.14 Beta 3 is expected to be out within the next couple of days or sooner and should address: -frob handling issues with doors and items bound to movers (such as the books in the drawer) -issues with mission.cfg cvars not resetting correctly on mission quit/end *This is a minor patch, but in an effort to match the versioning in the download manager subsequent releases will increase in integer increments. Download link in the main post will always be current.*
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I am not really going to argue bout that. Your patch overwrites a substantial proportion of core definition files and scripts and its not going to be practical to account for conflicts which arise in it vs the local changes made in this the mission. If you modify the game you just have to accept doing that on your own. It sounds like it's mostly worked out for you at least. It is the intention of the design. Doesn't mean it's good, but it is the intention. Players should be allowed to complete the mission without getting mired in secrets which are not realistic or necessary for every player to be able to solve. It also means we are not going to be as liberal with hints as we might otherwise be, because you do not need to "solve" the mission to complete it. There is a lot of discussion on Darkfate for example about the how the mission would "better" if there were a bunch of pop ups and optional objectives, as some players seem to get mired in these things regardless. It's valid to feel that way, but imo optional objectives have a tendency to not feel that optional - the game heavily implies you should engage in them and we don't have any interest in implying the player needs to focus on anything they don't really want to in this mission beyond the minimum. It's just not what the mission is about, and it's ok if that is not ok with everyone. If you give me a list of the items you already found on Curio's shelf in a spoiler tag I can try and nudge you in the right direction.
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The things you are asking about have meanings within the story. Whether that ultimately culminates in something meaningful seems like it going to vary a lot with people different experiences playing. So I can only really answer that personally - it means something to me. Imo you are picking up on some of the right stuff.
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Yeah it looks really great imo - combining and balancing the effect of the highlight and the outline as you have also removes some of the edge cases where the outline didn’t read as well. I was always thought it was a huge shame the outline got kind of killed by the committee here instead of just getting refined.
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@chakkmanIris and Displacement take (the admittedly sparse) consideration from the wiki on the subject of the background pretty closely. Honestly I think more so than most authors bother to. It is absolutely of "the universe" as much as that is possible when the entire point is for FM authors to offer their own interpretations of it.
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I believe mission.cfg was conceived in part to remove the potential for cvar overrides done via scripts and def files from superseding a users autoexec file. It's not important to me personally and seems like a mixed bag, as there is probably an accessibility angle to some user’s overrides, but if a mission is designed around a certain setting loading it seems like you'd want to be certain it would load.
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@joebarninyeah we have been looking at this today and it seem like this is also causing some of the issues that have been encountered with not being able to frob objects that are bound to movers - such as items in dresser drawers or that bread/potion on a swinging crate. These currently seem to only work quite as expected when Hold/Frob is disabled. We are still working out the why though, but @STiFUis looking into it. Good catch and thank you for your persistence!