NPC Shield wont go under 10%
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In equipment/st_equip.ini
NPC shield
[ShieldGenerator]
nickname = npc_shield01_mark03
regeneration_rate = 1
max_capacity = 1124Player shield
[ShieldGenerator]
nickname = shield01_mark03_lf
regeneration_rate = 25
max_capacity = 1124Cosmo is not supposed to die is he from memory, It’s messing up the triggers and fuses somehow, it’s supposed to light a burning fuse, and he whines a lot. If you kill him it fails.
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Yes. And I am 100% sure it’s not about load-outs or shields. As I stated, only Cosmo is bugged, every other NPC that has the same shield is running fine + even when I gave him a custom cosmo_shield, just for him, with 1000 capacity and 0 regen, 0 threshold etc, the bug was still there. My friend and I tried 20 combinations of load-outs and nothing changed the outcome. I even copypasted the original M02 folder to my mod, hoping that maybe some bit got lost somewhere but still nothing, that stupid smuggler just doesnt want to lose his shield.
And you are right Cosmo is not supposed to die, you are supposed to take his HP below 50%, and then the animation plays. Unfortunately there is nothing related to shield within triggers which is even worse because there is no logic reason why this bug is happening
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But you said his shield regenerates…
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Okay, so the npc shield does regen very slowly anyway, even though it only has a value of 1. When I try it his shield goes to 0, hull takes damage, he gives up and it restores a very small amount of shield which then regens slowly.
Have you tried starting a new game with a new save file in case the save is broken?
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First, he had a normal shield (there are no NPC or player shields, there are just shields at my mod) - it didn’t work. Then I changed the values of that shield to have 0 regen, but he was still bugged. So I created a completely new shield just for him, and it didn’t help either.
Yes, We tried (on 2 different PCs) completely new fresh installs, new save, everything - absolutely nothing helped. I would bet 100 bucks that nobody on Starport would be able to figure it out
That’s how much I am sure I did nothing wrong.
In the end, I created a new shield for him and put there some lore-friendly explanation that the shield burned out so it’s not working. Its cheesy but I don’t have a year to fix random bug)
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Upload the file somewhere and I’ll have a look at it if you like. You broke something, you’ve just given up looking for what it is. I personally think it’s always best to bury dead bodies rather than leave them rotting in the street, causes disease later on and more dead bodies.
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I’m also curious as to what causes this bug. This happens in vanilla too?
What happens if you remove the line Act_Invulnerable = PEscort1, true, false, 0.9 from the [Trigger] convoyapproach_init in m02.ini? -
@Gold_Sear Ok I did what you told me and… OH MAN
It actually helped. I could damage his shield as usual.
I put the line back, load the save - bug was back.
I deleted the line again, load the save - bug was gone.
I will keep it like this as I dont think its important to have Cosmo invulnerbale before he meets the player.Anyway, I am glad that finally something works!
Thank you!!!
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Which offsets from the 101 list are changed in your mod?
Since Act_Invulnerable is used in other places durring the story as well, you might encounter the bug further down the story, while this effect definitely isn’t there in Vanilla, so you may have caught an unforseen side-effect of some offset from the 101 list, or a plugin.
Do you use any plugins in your mod?
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Yeah, it would be nice to clear this up. I know he’s made changes to shields, but placing the equivalent player shield on cosmo doesn’t cause any problems. He does return to a fully charged shield state after he gives up as opposed to about 5% with an npc shield, I don’t know why that is though seeing as there’s no time for the recharge rate to take effect.
He’s told me he’s using the HD mod as his base, so assume that any changes made in the HD mod are present.
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Ive changed quite a lot of them. I would have to go one by one to remember what were all those changes from 101 Offsets
I am planning to play this weekend, I hope I will get to the final mission to see if there are any problems
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HERE are offset I am currently using (should be all)
00 -> 80 soundmanager.dll 00A021 adoxa Continue playing Freelancer’s audio when Alt-Tabbed (Part 1).
00 -> 80 soundstreamer.dll 0018A9 adoxa Continue playing Freelancer’s audio when Alt-Tabbed (Part 2).9999999f freelancer.exe 1CAEE8 Dev Maximum value of any single good.
D9 44 24
->
C2 08 00 server.dll 00AFC0 adoxa Energy weapons don’t damage power.0F 87 -> 90 E9 freelancer.exe 07C943 adoxa Remove class info from equipment.
0F 85 8A 01 00 00 -> E9 8B 01 00 00 90 freelancer.exe 08053E BC46 Allows the purchase of equipment for which no free hardpoint is available on the player’s ship.
74 -> EB freelancer.exe 1B2665 adoxa Keep Freelancer running in the background when Alt-Tabbed, but not the window.
1D -> 00 freelancer.exe 11D281 adoxa Missiles continuously fire when holding button.
0F -> 2F freelancer.exe 00014E BC46 Allows Freelancer to use 4GB of virtual memory instead of 2GB.
8A 50 -> EB 0C freelancer.exe 05685F BC46 Skip story cinematics (excluding space cutscenes) with the Esc key, like in the FL Beta.
2500f content.dll 11C2C4 Vital Distance at which NPC mission target ships in randommissions are created.
2625f content.dll 0F17D9 Vital Distance at which NPC wave ships in randommissions are created.
3500f content.dll 11C2C8 Vital Core retreat distance from randommission waypoint, modified by below offset.
2000f content.dll 11C2CC Vital Max range at which randommission NPCs will engage enemies; outside of this range, their behavior will be strange (fly around in circles, ignore fire, etc).
1775d content.dll 11BC80 Dev Initial NPC max spawn distance in SP and MP (such as after respawn).
2500d content.dll 11BC68 Dev NPC max spawn distance in SP and MP.
2500f content.dll 0D3C36 fox Maximum distance that NPCs will persist in SP.
2500f content.dll 0C4974 fox Patrol_path NPC min spawn distance check, patrol_path spawns below this distance will be rejected; use this in tandem with above to raise patrol_path spawn ranges.
7C -> EB common.dll 0E698E adoxa Some planets keep on spinning.
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Thanks for sharing, will test it out later.
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So I applied all of the above patches (and even increased some of the ranges) but none of them reproduced the error.
So, @CommanderArgelo are you using any plugins in your mod? -
@Gold_Sear Thats ok, but thanks for trying. I am still using that trick with turning off Cosmos’s invincibility and it works, no issues in campaign so far.
Only plugins I use are Adoxa Ammo Limit and his storylvl plugin. That’s all
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Thanks, will test it out tomorrow.