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pixelBlitzer

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  1. That's super interesting. I wonder if I can trick the sequence into working by making an important NPC optional but tying them to a non-optional collection or something. Thanks for the tip! 🙂
  2. So, I've been working on an AE arc and I've been playing around with Escorts (IE Allied characters who you need to bring to a destination to complete them as an objective), and I've noticed what I believe to be a bug. Any escort who I place in a mission that doesn't have enemies surrounding them (either by setting the enemy group to None Selected or Empty) before you walk up to them will spawn and count as completed without needing to be escorted to their destination. I've tried this both on escorts who want to go to go to the mission entrance, and escorts who want to go to collectables-- in both instances they spawn and count as completed before I even approach them, breaking the sequence of my missions. When I change the escort to have enemies guarding them when they spawn, the game waits for them to get to their destination before counting the objective as completed and triggering whatever comes next, whether it be mission completion or another objective linked to it. I can handwave an in-plot excuse to have these escorts need to be freed from an enemy first, but it does limit what you can do with escorts a teeny bit. Has anyone else run into this issue and/or have a workaround other than putting baddies around my poor escorts?
  3. um, holy crap. HI!!!! I guess I'll re-introduce myself, I went by Mako (as in my main for a long time White Mage Mako, also Mako Avalar) on victory before CoV ever came out. 😛 Eventually I wandered off to Virtue and made a whole buncha new friends there too. I was @Mako on live and I'm @Mako now, mostly playing on Everlasting!
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