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Jacke

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Everything posted by Jacke

  1. My approach to ineffablebob's Classic Hero Challenge: I'm going with a Claws/Dark Armor Scrapper Hero, Jacke Shadowclaw. Most of this costume is from a design of mine from early City, with the head features more recent. Side note: I've almost always used Outbreak and always gone after the Isolator Badge. But without P2W powers... How I'm going to approach Issue 0. I have two major departures from what was the game in Issue 0 and what others are doing for this challenge. I'm not leaving power pick spaces in the build approximating old Pool Fitness. I really hate that Builds are so tight and it's too much for me to go back to effectively losing 3 or 4 power picks. Assumes the original devs suddenly realised that Fitness should be Inherent and made it so for Issue 0 launch, but not all at Level 2 but through Levels 12 to 20. Not as hardcore as the rest of you, but it's my way to approach Issue 0. What I'll do in compensation: I won't enhance Swift or Hurdle before Level 12, Health before Level 16, and Stamina before level 20. I'm not using Hurdle to avoid taking a Travel power (pioneered by @Luminara) as I'm planning for Combat Jumping at Level 12 and Super Jump at Level 14. I'm taking Dark Armor, AKA no Knockback Protection, and won't be taking Acrobatics to change that nor Hover (although after its bug was fixed, it doesn't stop the time loss of knockback). Hilarity will ensue. Dark Armor may be the most survivable of the original Scrapper protection powersets, but but a big part of that is using Dark Regeneration on enemy mobs. It is also the most Endurance hunger. In a toon without IOs or other Endurance management beyond power usage, Endurance Reduction Enhancements, and Stamina. Leave Sprint running and not slot nor enhance it. I will use my usual UI, with extra icon trays, my WERD Binds, Toggle Turn-on Macros, and Tab Targetting Macros. Most of it could have been done in Issue 0. Now the stuff more in line with the rest of you. No Epic Powers (i3, i21 available Level 35), no Respecs (i2), no Tailors (i1). Notoriety at default +0x1 (adjustment i3). Ignore single-armour-at-a-time, despite it being present until i3. What were the original devs thinking?!? That thinking still has its marks on Stone Armor. Don't use Origin powers (i6, i7 permanent) or P2W powers (i25). Not even Prestige Sprints (which were pre-order specials and equivalent to Sprint). And fortunately the Inspiration Drops by default have Dual and Team Inspirations turned off. Accept that Sprint was later buffed with a extra unenhanceable +Running Speed buff equivalent to a 75% enhancement of the previous base +Running Speed buff. Leave the power unenhanced. Accept other unavoidable changes, examples current Super-Sidekicking (i16) and Beginner's Luck (i12, boosts base ToHit from Levels 1 to 20). Ignore Pocket D (i6), The Hollows (i2), Faultine (i8), Striga Island (i3), Croatoa (i5), Shadow Shard (i2), Peregrine Island (i1), Kallisti Wharf (i25), Incarnate Dark Astoria (i22), TUNNEL (i23), PvP Zones (i6), The Rogue Isles (i6), and Praetoria (i18 on). Not planning to go to higher Level Zones early, but not sweating where Hazard Zones lost minimum Levels to enter. https://hcwiki.cityofheroes.dev/wiki/Zone_Overview Use the Paragon City Monorail as in Issue 0: Yellow Line and Green Line (i19 linked), transfer on foot in Steel Canyon, no Skyway City South or Founders' Falls stops (i9). https://hcwiki.cityofheroes.dev/wiki/Paragon_City_Monorail Don't pursue Exploration Badges (i2) primarily to avoid the extra Influence as much as possible. Only street sweep, run the classic contacts for Missions, and Task Forces with the Launch Re-enactors. No other contacts including for Respec Trials (i2) or the Abandoned Sewer Trial (i1, available Level 38+, and likely a lost cause for non-IOed non-50 toons). Inspirations: don't combine (i12) nor use Breakfree while mezzed (i4) except Immobilized. Enhancements: sell drops at vendors, only use and buy TOs from SG Base Quartermasters, DOs from Level 12 up, and SOs from Level 22 up. Salvage drops: store Rares and some Recipes for the future, else sell for 1 Inf on the AH or dispose via email. Don't take items from email (Global email i17); only use email to dispose can't-use items. Only enter my SG Base at Zone SG Portals, only to buy TOs, to run the Original Positron Task Force from the Pillar of Ice and Flame, or to drop off Salvage or Enhancements, no pickups. Avoid Day Job (i13) locations on logout due to the buffs they provide. Temporarily break these rules to get the Ouroboros Portal Power (SG Base to Night Ward to Midnight Mansion to SG Base to Croatoa to Midnighter Club to Cimerora then back to Atlas Park). Only use Ouroboros to possibily access and streep sweep Echo Zones for Atlas Park, Galaxy City, Faultline, and Dark Astoria more like they were in Issue 0, but not the Rikti Crash Site (i1). Ignore Zone Events including Giant Monsters (i3 on). Everything not Issue 0 or unavoidable or mentioned here or explicitly later, ignore.
  2. @Bopper, I'm getting the same thing, Shadow Recall showing up on non-Warshades. By hovering the mouse pointer over "Shadow Recall", it's actually Sprint (3-column) or Rest (2-column) but displaying wrong. Changing the number of visible columns just changes how the display is mangled. 4-column seems okay, but it's also kind of awkwardly wide. Loading old builds tend to be stuck showing Shadow Recall. New builds seem to have the power pop back to Sprint or Rest when the mouse moves over the power. EDIT: Finished a new build and found that "Shadow Recall" is now stuck and won't show Sprint. Work-around is to switch to 4-column mode temporarily to slot Sprint and put it either stopped or running, then switch back to preferred column display.
  3. Some other things I'd thought you'd like to know. Right now all the 5 original origin contacts (the ones in the basement of Atlas Park City Hall) are unlocked for all origins. Traditionally, from a toon's starting zone (Atlas Park, Galaxy City) you only interacted with a toon's own origin contact for levels 1 to 5, then you got introduced to one of the next tier at level 5. On every successful mission completion after the first tier contacts, you got introduced to another origin contact in the current tier until you had 5, one for each origin. After the inital tier of contacts, there were more than 1 for each origin, but a toon would only unlock 1 of them and all would offer the same slate of missions. Come level 20, you really wished for Talos Island contacts, not Independence Port ones. 😄 https://hcwiki.cityofheroes.dev/wiki/Contacts https://hcwiki.cityofheroes.dev/wiki/Category:Hero_Contacts_Level_1-4 https://hcwiki.cityofheroes.dev/wiki/Category:Contacts_By_Level A long time back, I'd read in a few places that the best thing to do up to level 12 with TO enhancements was to use drops for Accuracy and maybe a bit of Endurance Reduction, sell everything else and bank the Influence. With no TO drops, the Influence revenue isn't that great (though selling low level DOs and SOs may improve it) and you might just want to skip TOs completely and save for DOs at level 12. TOs can still be bought from Base Quartermasters. I have 5 NPCs at the entrance to my bases, one of them being a Midnighter Quartermaster. Here's a macro to enter my SG Bases (1 on every Shard) if the toon is within 45ft of a Base Portal (gets 4 error messages and one works to enter the Base): /macro "JACKE" "enterbasefrompasscode JACKE-459$$enterbasefrompasscode JACKE-83$$enterbasefrompasscode JACKE-439$$enterbasefrompasscode JACKE-673$$enterbasefrompasscode JACKE-53" For Salvage drops, to carry things over while doing the Classic Run to level 40, I'd suggest selling all Common and Uncommon Salvage and keeping the Rare for level 40+. For minimum revenue, could just post it for 1 Inf each on the Auction House. For Recipe drops, either sell them for 1 Inf each on the Auction House or just carry them or put them in email.
  4. I've been follow this topic with interest. I started with City in Issue 5 in 2005 (joined Repeat Offenders in 2006), so I saw a lot of these changes. Thought about doing an Issue 0 toon meself.... Then reality dawned. Here's my current standard binds and trays, part of my UI setup. On top of that, Toggle-Turn-On Macros for Stealth cloaks (+S) and Fighting shields (+F) bound with powexecslot to the S and F keys. 'Cause I use WERD for movement, giving me more keys around my movement keys. G is a GO bind and B is BREAK and U is ULTIMATE BREAK. H, J, and K bound to Tray 6 Slots 8 through 10. Tab-Targetting Macros in Tray 9 too, although that I could revert by using a macro with just "targetenemynext". Which begs the question, when did key remapping, Binds, Macros, powexecname, powexecslot, powexectoggleon, powexectoggleoff, targetenemynear, etc. show up in City? This topic says a lot, but not them. Issues here. https://hcwiki.cityofheroes.dev/wiki/Issues Oh, important note. Can only run one Armor toggle at a time. Before I found that armor limitation, I was wondering what to play. How could I approach what an Issue 0 toon would be like, because I ain't going back to WASD. I'd figure out something. So, what AT, what powersets, what build? I remember what were the original 4 Scrapper Secondaries, Dark Armor, Invulnerability, Regeneration, and Super Reflexes, because I read an analysis article back in the day on the relative survival strengths of the 4 protection powersets. Dark Armor was best because it had thick chunks of Defense, Resistance, and Healing. Just tried to find that article last week and failed. That was likely around Issue 6 or 7. Then I decided to make a Claws Scrapper, probably Dark Armor. Obviously I wasn't thinking about just running one Armor, nor that Dark Armor doesn't have knockback protection unless you go deep into the Leaping Pool for Arcobatics (what we did for builds back then) or used Hover (which worked because of a bug that was fixed). Took a try at a build (and yup, I had a Hero Builder back around starting in City, made things a bit better) and then I came up against the thing that made me turn this down. Power Pool Fitness. Oh, Lord, do I remember the pain of that. Even unslotted, it was 3 power picks out of 24 that were almost unavoidable. I went without Stamina on my Rad/Rad Defender Jack Rad and used Accelerate Metabolism instead. I remember when IOs came out. I did a respec on my AR/Dev Blaster Jack Dark and got him so many +Rec buffs that I could cut down Fitness to just Swift (to speed up Hover 🙂 ). Final story, no where near Issue 0, but it was about the Original Positron Task Force. https://hcwiki.cityofheroes.dev/wiki/Old_Positron_Task_Force After IOs released (Issue 9), when Jack Dark was level 15 or maybe 14, I'd joined a PUG team on the old Positron Task Force (so before Issue 17, probably 10?). I think we had 5 to start, but 2 dropped out soon. Then just after starting the last mission, there was a team wipe and the last 2 players gave up. There I was, alone, on a mission to clear a map (Protect the Substation). Sure, no AV. But I was on a mission set for 3 players with just my AR/Dev Blaster. Give up and quit the Task Force...no way! I remember a corridor on that map with two bays left and right with a pile of mobs in each. Couldn't attack one without aggroing the other. I died so many times. But I was determined. I kept going back to that damn mission and whittling down the mobs. 'Til I won. And got a level 15 Celerity: Stealth recipe as the reward. And I've gone the stealth route on all my toons since. 🙂
  5. Good memory, @Wavicle. I had to dig around the Focused Feedback topics. According to the progressive patch notes (quoted below in Spoiler), for stacking Shinobi should still stack for Jumping with Combat Jumping and Ninja Run (and Beast Run and Athletic Run). If it tests as not stacking, that should be reported as a bug.
  6. Make sure to get the heavy duty scenery, 'cause it's going to get chewed. 🙂
  7. Thinking about it, I'd be very careful with large or numerous files under "<root>/data/", like Vidiot Maps. They may not all be loaded at the launch of the City client, though the files at that moment may be enumerated. That means if they change, the City client could have a problem and crash. At least in my experience, smaller files (under 1MB or so) fewer in number like Popmenus only crash a City client if they have certain syntax errors and the parts of the Popmenu with the errors is accessed. Rule of thumb: just avoid changing the files under "<root>/data/" while a City client program is running.
  8. Thanks, @Kismette and @FrauleinMental for posting. @GM Impervium, I've found out what's interfering at least for my Dark Miasma/Radiation Blaster Defender: Shadow Fall, and only when trying to apply Flypose Emote while Shadow Fall is running. I can run Prestige Power Surge, Dark Embrace (Darkness Mastery), Tough, and Weave. Then (screenshots below): While on Autorun 1, I can add in Flypose Emotes. I can start Shadow Fall by clicking on the icon while in the Flypose and keep it. But if the toon has Shadow Fall running already, Flypose Emotes are ignored.
  9. AFAIK, when you start a City client program, it reads the files of any mods, which are all in the "<root>/data/" tree, and if they pass whatever checking it does, they are included in the running memory of that City client until it exits. The City client doesn't write to those files. So if you change any files by any method in the "data" tree, you will only see the results of those changes on City clients started after those changes. It's why it's normal to exit all City clients before changing any of those files, either manually or with a program like Modder.
  10. Besides the limitations @GM Impervium mentioned, while doing some testing I found the flypose# emotes also don't work with alternate fly powers, like the temp jetpacks, Mystic Flight, etc.
  11. Silly Windows, misidentifying itself in one place. Elsewhere it firmly states it's Window 10 Home 2004. Editted to correct. Made the original post for information purposes. Sorry, should have made that clear.
  12. I am very well aware of that. I read many of the Focused Feedback topics, including the ones on the Travel changes. I really disagreed with the direction of some of the Blaster Secondary Changes, especially to Tactical Arrow. But I also understand why the changes were done the way they were done, even ones I disagree with. All games that have any life will have change, sometimes serious change. You find a way to adapt because the game is worth it. Or you don't want to or it's not worth it and you move on. Or your friends make that choice. That happens anyway even without any change. I've seen many a friend move on from City and never return. Some I've remained in contact with outside of City. Others are gone. And many left when there was no change. Some of them died. Change is part of life. Would you still want to play City as it was at release, Issue 0? A bunch of people are trying that out as best they can. I find it amusing and may try some of it from time to time. But I'm also glad City had those changes. I look forward to the changes in the future.
  13. Cool idea, @ineffablebob! I've made my first toons on Homecoming mostly those that I created in the early years on City, where I started in 2005 in Issue 5. Don't know if I'm up to fully run hardcore Issue 0, though. I am testing out self-financed toons to see how hard it is for new players. Not much to do about this. Imagine the original devs actually understood numbers and realised if you could change values to near three times the base values, things usually begin to depart a bit from what was intended. 🙂 There's also the extra unenhanceable buff in Sprint added...well, sometime well after launch. Right out of the box, Sprint will be as if there were 75% enhancement to Run Speed. 🙂
  14. The trick to fixing this is: Move the actual initial starting room to a side location. Set up a teleporter in the starting room to the Aleph Point. Set up a room to take the entrance portal. Put the Aleph Point in the new room. Move the entrance portal to the new room. Wall off the starting room. Exit editbase mode. You'll be in the starting room. Take the teleporter to the Aleph Point to get out. When you want to edit the base, use the slash command "/editbase 1". Edit the base. Jump to 7. Here's my current simple base. I've made several of these for myself and friends. Takes me well under an hour. (Still some details that only make sense under the pre-2012 Base rules.) The true initial starting room is the one lowest in the centre. The room immediately above it contains the entrance portal on the big floor feature lower right. The Aleph Point is in the centre of the lower left square that's hitlighted in blue.
  15. Welcome back, @ashzilla666! I suggest getting involved with a good Supergroup with a good group of people behind them. I got into City in 2005, but more important I joined Repeat Offenders in 2006. That kept me in City until 2012 November and even after City was shutdown, I stayed active with RO. And now that City is back, RO is back in Homecoming! And this is very important. As well, the other source of Inf is from Reward Merits. When you get all the badges in a zone, finish a mission arc, or finish a Task Force, you'll get Reward Merits. There are many ways to use the Reward Merits. However, the best use of Merits is almost always go to a Merit Vendor or Machine and exchange at least some of them for the Special Salvage selling for the best price on the Auction House. The Special Salvage giving you the best return are usually a toss-up between Enhancement Converters, Enhancement Unslotters, and Enhancement Boosters. This can be a bit complex to compare, but if you look at the selling prices for the last five: For Boosters divide by 5 (they cost 5 Merits each). For Unslotters multiply by 2 (they cost 1 Merit for 2). For Converters multiply by 3 (they cost 1 Merit for 3). There's always a lot of demand for Enhancement Converters, so they will always sell.
  16. Two days ago, I upgraded my computer to Windows 10 Home 2004 2020.10, the latest standard Windows release. EDIT: Silly Windows, misidentifying itself in one place. Elsewhere it firmly states it's Window 10 Home 2004. Editted to correct. Afterwards, I tested the HC Launcher, the 64-bit City client, and Mids Reborn. They all appear to be working okay. I've yet to notice any issue with any program, but YMMV.
  17. You can get all the Anniversary Event Badges a toon doesn't have for 100 Reward Merits each every May from Luna in Ouroboros. Interesting idea. Would be very demanding to code to take part of one character and add that to another. And as others said, there are likely other stumbling blocks based upon the database details of characters we just don't know about.
  18. Yeah. The impact of the i27 changes is a lot less that a lot of people make it out to be. They were needed changes (and some not so needed that may still yet change back at least somewhat). Some of the departed players may return. @Excraft, you have (or will) ended up Fearless Leader of some Supergroups due to the "Inactive Leaders Demotion" setting. The existing leadership above you didn't log in and hit that day limit. Then you log in your toon in the Supergroup. And the City server code for Supergroups promotes you to the Big Red Star, which is a feature to prevent Supergroups getting locked up due to the leaders no longer playing the game (as does happen in other MMOs like SWTOR) and thus making all the effort in the Supergroup, especially in its Base, all for naught as no one active can do anything with it. You have had the mantel of Leadership--real Leadership, not some fiddly Power Pool--thrust upon you. A battlefield promotion, as it were, as those above you have fallen. I had this happen to me in a Supergroup I was in on the old Freedom Shard in City pre-2012. Here is my advice to you Secure control ethically. On your game interface, the Chat window has a Super popup. Click that then Click on Settings to adjust Supergroup Settings. On the Supergroup Settings UI that's take over your screen: Turn up "Inactive Leaders Demotion" day count. Keep logging in the Big Red Star Character to keep that Big Red Star. Click on Permissions to get the Permission screen. Under Permissions right-most column for the lowest grade SG rank (default name "Member"), turn all Permissions off except "Use Coalition Chat". Click "Accept". On the main Settings UI, click "Accept" to save those changes. That puts you on the Choose Super Group Colors screen. Click "Cancel" to exit from that, then click "Cancel" to exit from the Settings UI. On the Super popup, you have a listing for the current Supergroup membership. For all members you don't know or are now inactive, click on them, then click on "Demote" until they are the lowest Rank (default name "Member"). There will now be no gold marker to the left of their name. The storage items in the Base for Salvage, Enhancements, and Inspirations, by default, only give access to the top two ranks in the Supergroup. The permissions may have been changed to give access to lower ranks, but checking that is complex. Figure out what you're going to do with the Supergroup. It's a resource that shouldn't be wasted. Some players may come back. They'll PM you in-game or in the forums. Handle that as you think is right. Back in the past, I was the only player to use that Supergroup for years. I eventually turned it into my own SG. I learned to make a practical simple Supergroup Base. When Homecoming came back with more tools, I recreated my own Supergroup and my own SG Base. @Excraft, PM me if you'd like some simple Base upkeep done, like adapting the Base Teleporters to i27p1. I have a simple SG Base and toons on all Homecoming Shards. I can walk you through adding my toon temporarily as an SG member with enough permissions to fix a few things. The simple stuff for Bases isn't that hard. If you have the time and inclination, you can pick it up.
  19. It has nothing to do with i27 changes. Those methods used in Paragon Chat of "restoring saved bases" were "demorecords", which were sort of like filming going through a Base. I think they also recorded more information about the stuff in Bases. Right now, I think there's no way of using that to get what you want. But you should make this request for moving the Bases in the appropriate forum, Help and Support. https://forums.homecomingservers.com/forum/12-help-amp-support/ Do also read this post about how to make a support request to improve your post's impact. Expect the response to be that it can't be done now. I think the nature of Bases as they are stored in the Shards' databases is at this time, they can't be moved between Shards. However, your request will be seen as indicating a desire for a future Quality of Life change to have more options for Bases, including backing up and restoring them to different Shards. The dev staff is small and need to focus their time and skills on what they think needs to be done. That includes QoL changes for the community. New database tools for Bases would be a rather demanding change, especially as it is creating new tools to change a database. This is fraught with peril and needs to be done exactly correctly. Don't expect such a change to happen soon. And such a change will have other factors to consider, as Bases can have storage for Salvage, Enhancements, and Inspirations, so moving them between Shards also involves shifting that en mass between Shards. But do make the request to let them know there's players out there who want this.
  20. Which is the other way. I use Debian apt, which has been bashed out over decades to be the best package manager for an Operating System. @The Philotic Knight has provided a similar tool here for City mods. I don't use Modder at this time as I'm used to doing the mods to City manually, I don't have that many of them, and the ones I have don't change that often. But for Kerbal Space Program and XCOM 2, two programs which are often heavily modded and mods change often, I do use similar tools, CKAN for KSP and the Alternate Mod Launcher for XCOM 2, to do most of the modding heavy lifting while I do minimal manual modding on top of them in a safe manner. However, if you wish to switch to Modder, @The Philotic Knight would have to comment, but one thing you're going to have to do and that's be careful what you do under "<root>\data\" manually. At a minimum, I think you will need to remove the manual install of Vidiot Maps so it doesn't clash with Modder's install of it. To do that, follow Steps 4 and 5 from my post above. And as always, the City client program will only see the changes upon startup. Modder's topic is here, where you can find more about using it as well as the download links.
  21. The default Popmenu Fast Travel (in your Trays' Powers popup under Accolades on the right) has a cascading menu that shows which zones have been unlocked for Long Range Teleport.
  22. That's because as part of Issue 27 Page 1, the map for Siren's Call, which used to have West at the top, was rotated to have North at the top. Even with Vidiot Maps installed, the active widgets on the map are put there by the City client where it thinks they should be. The map rotation that @Juggy did to the Vidiot Map for Siren's Bay turned it to have North at the top to match what the City client has now. It's likely you replaced the correct map, because it got changed, but the file put in place appears to be wrong in its content. Because you're having issues on 2 maps, I'm going to suggest you download again and completely reinstall Vidiot Maps including the Siren's Call replacement map. I assume you're on PC. Follow the link for the installer for the i23 maps, "vm_mappack_i23.exe", from here (link copied from the first post of this topic then followed): https://sourceforge.net/projects/vidiotmaps/files/vm_mappack_i23.exe/download Download the map pack that brings the i23 maps up to i26, "More Maps 4 U", from here (link copied from the first post of this topic): https://www.dropbox.com/s/q56yb1wboqqsowx/moremaps4u.zip?dl=1 Download the archive with the single Siren's Call map for i27, from the post above, linked here: https://forums.homecomingservers.com/topic/3523-vidiotmaps-for-issue-24-and-beyond/page/11/?tab=comments#comment-299828 Find your City install root folder, which I refer to as <root>, using my guide. https://forums.homecomingservers.com/topic/24822-finding-your-city-install-root-on-windows/ Move the folders and files of the existing Vidiot Maps install to remove them. Under <root>, the folder "data" contains all the files that modify the defaults in the City client, including Vidiot maps 3 folders under "<root>\data\texture_library\" contain the maps that make up Vidiot Maps, "MAPS", "P_MAPS", and "V_MAPS". Move these 3 folders to a safe location to save them for now. Run the installer from Step 1 for the i23 maps, "vm_mappack_i23.exe". For "Destination Folder", give it the City Install Root <root> you determined in step 4, and install all maps. Open the zip from Step 2, "moremaps4u.zip". It contains a folder "data". Copy it from the zip to the City Install Root, <root>, to merge it with the existing "data" folder, overwriting all. Open the 7zip from Step 3, "map_V_PvP_03_01.8badge-i27.7z" and go into its only folder "map_V_PvP_03_01.8badge-i27". Take the file "map_V_PvP_03_01.texture" and copy it to this location in your City Install to overwrite the i26 file. "<root>\data\texture_library\V_MAPS\Static\" Start your City launcher and run the City client. It will load the modifications in "<root>\data\". Go to Bloody Bay and Siren's Call to check those maps specifically. Also see how the Vidiot maps are in the other zones too. Report back what happened. If it appears okay, you installed the latest Vidiot Maps okay and you can dispose of the 3 folders you removed in Step 5.
  23. Talking about modding City or the new Homecoming Installer, I keep referring to the City Install Root, often shortened to '<root>'. It's where all the files of your City install are located. For the new HC Installer, it's everything, as all programs, library, settings, etc live in the files under that location. So, how to find it if you can't remember where it is. For the new HC Installer, just click on the gear icon in the upper right of its main window to get its Settings window. Install Location is stated front and centre (here to the default path). Note you can install the HC Launcher many times in different locations, as all are independent and use different links to start their respective Launchers. But only one install is needed to access everything including the Beta Shards and Multiboxing. For the Tequila installer, find the shortcut you use to launch Tequila, right-click on it, and select Properties. The Install Location is the "Start in" folder. If you happened to use Island Rum, it's found via its shortcut, similar to Tequila. In my install, it always had its own folder under the City Install Root. Here <root> is "C:\Prog\PL". I never got Island Rum and Tequila to co-exist, so I had to use a separate install location.
  24. I wonder if the two Family Bosses were fighting each other, both went for the eye poke, and in the aftermath became inseparable. Now if my Scrapper Jacke Bruce was there, he'd say, "That's going to cause a little confusion. Mind if we call you Bruce to keep it clear?"
  25. @Shenanigunner, you can curse the darkness. Or you can find a way to light a candle. I still looked for a solution for you and found out a bit more what is happening. First the solution I found. BUTTON4 "emote flypose1$$autorun 1$$powexectoggleon Fly$$++up" Press and release BUTTON4 the first time to jump up and fly. Press and release BUTTON4 a second time to stop the rise. A third press-and-release starts rising again, a fourth stops rising, etc. More details in the spoiler.
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