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Blood Speaker

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Posts posted by Blood Speaker

  1. The Brute version of the Radiation Melee power Irradiated Ground mentions an incorrect damage type in it's description: Toxic, rather than the Fire damage it actually inflicts. While it seems to me that it actually SHOULD be inflicting Toxic damage, that's a topic for a different discussion.image.thumb.png.0a30f7c9bc29fc923efee7ef0f958dd9.png

  2. I searched the entire area repeatedly, over the course of several day/night cycles. There were none to be found, even on the peak in the Western part of the region, where they used to spawn in moderate numbers (and incidentally, mentioned by the contact themselves, as a source for these particular enemies). The one actual Archon I managed to find and pull from the Bog counted, but not the two I coaxed out of the Wolf's Throat, possibly because they were in the tunnel that passes under both regions.

     

    Dropped this mission as needlessly annoying., especially for a repeatable, non-story mission.

  3. For the Orpheus (4th villain contact) mission "Hunt vampyri in the Bonny Morass" (objective: Defeat 3 Equinox Archon) - vampyri do not spawn AT ALL in the Bonny Morass. They spawn in the adjacent Wolf's Throat. These mobs do not count toward the objective. Objective should probably have specific location removed.

  4. On 2/24/2024 at 10:47 PM, mohanimus said:

    Just in case anyone finds this thread looking for a solution to the blood  coral crystal, it can be entered from the rear.... 

     

    On 3/19/2024 at 1:59 AM, MothTwiceborn said:

    ...

     

    Seriously though, I had this problem yesterday and GM_Justice helped me out with it. The 'hand' appears at many places on the Blood Crystal, but the only allowed entry point is right at the pointy tip of it. I didn't check from the rear 🙂

     Excellent. Stupid issue still needs to be fixed. A workaround doesn't qualify, as handy as it may be.

  5. 5 hours ago, Michiyo said:

    Verifying files will only work for files that the launcher installs.  Usually this is caused by something blocking the mod installer from fully downloading the file.  Uninstall the mod via the Mod Installer, verify the game launches, if not remove the .pigg file from assets/mods, and try installing it again.  The .pigg should be 54,093 KB, if it is any other size check for any security software that might be interfering.

    Will have a look when I'm... more conscious... 

     

    Chronic insomnia makes trouble-shooting hard. 😛

  6. Latest iteration of Vidiotmaps for Homecoming crashes the game on startup.

     

    c:/Games/Homecoming/assets/mods/hc_vidiotmaps.pigg: Fileheader extends past end of .pigg, probably corrupt .pigg file!  #106

    Your data might be corrupt, please run the patcher and try again.

     

    Verifying files or completely reinstalling the game do not resolve the issue.

  7. On 10/16/2022 at 7:27 PM, Blood Speaker said:

    Not an external mission entry, but an in-mission door/teleport issue (I don't know how closely this might be related to the requested bug).

     

    In the Vincent Ross (Sharkhead Island) mission "Learn the Source of True Power", at the stage "Enter the Blood Coral Crystal", the blood crystal "door" is frequently not functionally active. I get the "hand" cursor when mousing over the correct region of the crystal, but clicking it does nothing. It's started happening enough that even resetting the mission is often fruitless.

     

     

     

    This is STILL a problem. Ever going to get addressed, or is this just a "perma-skip" mission, going forward?

  8. On 3/9/2023 at 12:23 PM, Captain Fabulous said:

    While annoying for sure (Singularity seems to have the same issue, so I wonder if flying pets have a harder time pathing for some reason, although I don't recall Phantasm having this problem), in the case of Voltaic Sentinel it's easy enough to just retoggle it when it gets stuck.

    I've also found that pathing breaks down when it can no longer see you. So if you stay in line-of-sight as you go thru doorways it will follow you thru. But move to the side and it won't. I have many times gone looking for my Singularity only to find it on the opposite side of the map, or even a different floor. I know Mastermind pets will get transported to you automatically if they get too far away, perhaps this code needs to be worked into VS, Sing, and presumably Galvanic Sentinel too (and if it's already there, figure out why it's not functioning properly). Sentinel is a odd one because it's completely untargetable, and it won't even show up in your pet window, so it can be difficult to figure out where it is.

     

     If the workaround is just going to be "retoggle VS", then the recharge needs to be set to zero. 10 seconds doesn't seem like a lot til you're forced to do this multiple times on a single map.

     

    Also, VS needing to "see" me doesn't seem completely accurate, though I've noticed this behavior. However, I've also had it get stuck on a door on a looped map, and had it come find me by backtracking through the ENTIRE map (and aggroing things along the way...) just to get back to me from the "front". It's only ever done this 2-3 times (and not every map would even accommodate this behavior), but it's definitely happened.

  9. A trio I've used in the past, and a couple I thought of on the spot (checked availability today):

    Dirty Hairy (former Dual Pistols caveman)

    Bury Manilow (former Symphonic zombie)

    Marshal Sin (former Dual Pistols zombie cowboy)

    Thug's Life

    Smoking Gunn

  10. So, typical response, then. I'd already noticed an extreme lack of response to anything that doesn't affect dozens of vocal players, or more. As with literally a game-breaking bug I've been wrestling with since Oct '22, and finally found a workaround for recently... and NOW other folks are starting to report the same problem. I should have just stopped playing, then, and waited for the inevitable.

     

    I get that the current devs have limited time, but this will cumulatively drive people away; that's a major "bug".

  11. Windows: The pet [Sentinel_Ranged.Electrical Blast.Voltaic Sentinel] needs to have pathing fixed. It gets stuck on narrow doorways, elevators and random terrain objects. The power is nearly useless on tight maps, busy maps, or any maps with elevators.

     

    (I've utilized every pet power in the game. This is by far the "dumbest" pet, with regard to pathing.)

    • Thumbs Up 1
  12. On 10/25/2022 at 9:51 PM, Michiyo said:

    "System.IndexOutOfRangeException: Index was outside the bounds of the array." Means that the program is open, and trying to open it again is passing an invalid command to the command handler, the exception is an issue and I will poke it to see why, but it really sounds like the process is still running.  Id suggest a reboot, and try running it again, and see if that resolves it.

     

    Got it sorted finally, after doing a clean install. Would def help to have an alert if the program is still running... though nothing I saw at the time indicated it was still active: nothing on task bar or app tray, at the time. Will dig into it if issue occurs again.

    • Thumbs Up 1
  13. Okay, this WAS working. Then today I open it and it tells me there are no mods installed, and that the C:\Games\Homecoming\Data directory is empty. This is accurate; no idea why. I closed out of both CoH and the modder, and attempted to re-open the latter on it's own. Am now getting an Unhandled Exception.

     

    Details:

     

    ************* Exception Text **************
    System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at CoHModdingTool.CoHModderMainForm.NewArgumentsReceived(String[] pArguments)
       at CoHModdingTool.My.MyApplication.MyApplication_StartupNextInstance(Object sender, StartupNextInstanceEventArgs e)
       at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnStartupNextInstance(StartupNextInstanceEventArgs eventArgs)
       at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnStartupNextInstanceMarshallingAdaptor(Object args)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    CoHModdingTool
        Assembly Version: 1.1.8333.34817
        Win32 Version: 1.1.8333.34817
        CodeBase: file:///C:/Games/Homecoming/CoHModdingTool.exe
    ----------------------------------------
    Microsoft.VisualBasic
        Assembly Version: 10.0.0.0
        Win32 Version: 14.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4536.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4566.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4550.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System.Configuration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Runtime.Remoting
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
    ----------------------------------------
    System.Data.SQLite
        Assembly Version: 1.0.116.0
        Win32 Version: 1.1.8333.34817
        CodeBase: file:///C:/Games/Homecoming/CoHModdingTool.exe
    ----------------------------------------
    System.Data
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4536.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
    ----------------------------------------
    System.Transactions
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
    ----------------------------------------
    AutoUpdater.NET
        Assembly Version: 1.6.0.0
        Win32 Version: 1.1.8333.34817
        CodeBase: file:///C:/Games/Homecoming/CoHModdingTool.exe
    ----------------------------------------
    System.EnterpriseServices
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll
    ----------------------------------------
    Microsoft.GeneratedCode
        Assembly Version: 1.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    Accessibility
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
    ----------------------------------------
    Newtonsoft.Json
        Assembly Version: 13.0.0.0
        Win32 Version: 1.1.8333.34817
        CodeBase: file:///C:/Games/Homecoming/CoHModdingTool.exe
    ----------------------------------------
    System.Numerics
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
    ----------------------------------------
    System.Runtime.Serialization
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4536.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.


     

  14. 23 minutes ago, Wavicle said:

    Pros and Cons:

     

    If you make the forms share slots with the human powers then when you switch forms your attacks will still be recharging if you just used them in the other form.

     

    Unless changing forms immediately recharges the common powers, and the ability to change form is given a worthwhile cd, to limit abuse.

     

    Like I mentioned above, I thought about this (a fair bit) back in the day.

  15. Interestingly, I got so tired of playing the "Kheldian Slot Game" that I permanently went human-only. I've gotten so comfortable with it, at this point, that I'm unlikely to change, without an extremely strong rationale. That said, I certainly think this is a good idea, and one that I'd more-or-less put forward myself, back on live. At the time, the Paragon response (iirc...) boiled down to "our way makes the ATs unique", to which my admittedly undiplomatic response was something along the lines of "you misspelled 'clunky'..."

     

    Good times, all 'round.

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