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Possible bug with Armillary (maybe because of "Each Star a Stitch" mission)

food4worms

New member
First of all: fantastic mod. I completely love it!

However, I am having a problem with my ship's armillary. I can't access it in any way. On my current ship, I do see the "Access Armillary" prompt, but nothing happens when I press the button to activate it.

I have all the artifacts, but 10 of them are in my inventory as I'm not ready to enter the Unity. If I change ships, my armillary is completed automatically (I don't think that particular problem is your mod, just Bethesda being greedy), however, I don't even see the activate armillary prompt when I look at my armillary screen, meaning I'm locked into the end game unless I restore an earlier save. It's making the Crimson Fleet missions a little tricky to complete! :)

I have tried uninstalling the McClarence mod and my access to the armillary is restored, which is why I'm bringing this up with you folks.

Also, even after completing "Each Star a Stitch", I can scan my armillary with my hand scanner to get the message from the mission.

Let me know if I can help in any way.

Thanks!
 
Solution
We're you able to load my save game? I still think there's a bug there. I'll see if I can reproduce the bug in my current life when I get to that point. I'll try and remember to keep before and after saves.
Hi there - I was able to replicate this on your save, and there will be a retroactive fix for this in our next patch. Thank you for reporting this!
I am on PC. And I can absolutely provide those things, assuming I can get a place to share my save file successfully (it's too big to attach to this post). Let's try Google Drive first:


(Let me know if and when you've got the save file. I'm not keen on leaving that link valid for a prolonged period of time.)

My plugins.txt looks like this:

*sfbgs019.esm
*sfbgs00c.esm
*sfta01.esm
*Richer Merchants - Ammo.esm
*Richer Merchants - Credits.esm
*Richer Merchants - Resources.esm
*MarkedLandmarkBooks.esm
*QPFB_VladNoTalk.esm
*TNOutpostStorage.esm
*ChameleonImproved-NoSCP.esm
*ChameleonImproved-NoSCP-ZeroGravity.esm
*kgcdoom.esm
*sfbgs021.esm
*kinggathcreations_legendary.esm

I downloaded kgcdoom some time after starting this save. I'm pretty sure I got it after I did the Each Star a Stitch mission, but I'm not 100%. The rest have been with me from the start of this life. I've played with Richer Merchants, Marked Landmark Books, Vlad No Talk, TN Outpust Storage, and Chameleon Improved for many many lives (more than 2,500 hours, Universe help me).

The Bethesda mods are:

Deimog
The Perfect Recipe
Trackers Alliance: The Vulture
Observatory

Though, bless them, I have no idea which of the "sf..." mods are which.

Let me know if you need anything else.

(Or if there's a console command I can run to turn off the scanner effect.)

Thanks very kindly!
 
I think a work around presented itself. I'm not sure what changed (maybe in an update for your mod?). Now when I change ships, and the armillary is completed automatically for me, my armillary screen is working again. That wasn't happening before, but I'm super happy it's happening now!

Let me know if there's anything else I can help with. I used to be a pretty good human debugger back in the day.
 
I think a work around presented itself. I'm not sure what changed (maybe in an update for your mod?). Now when I change ships, and the armillary is completed automatically for me, my armillary screen is working again. That wasn't happening before, but I'm super happy it's happening now!

Let me know if there's anything else I can help with. I used to be a pretty good human debugger back in the day.
Hi there - I did download your save just in case, but I am glad that things have resolved for you now. Thank you for the update!
 
We're you able to load my save game? I still think there's a bug there. I'll see if I can reproduce the bug in my current life when I get to that point. I'll try and remember to keep before and after saves.
 
We're you able to load my save game? I still think there's a bug there. I'll see if I can reproduce the bug in my current life when I get to that point. I'll try and remember to keep before and after saves.
Hi there - I was able to replicate this on your save, and there will be a retroactive fix for this in our next patch. Thank you for reporting this!
 
Solution
Awesome sauce! Thanks for the fix!

I was trying to replicate it in my current life, but got the "kids in clubhouse" alternate start which apparently doesn't let you build the armillary until after you get all the artifacts. And so, the bug didn't appear again. Oh well.

Next life I won't have to worry!
 
First of all: fantastic mod. I completely love it!

However, I am having a problem with my ship's armillary. I can't access it in any way. On my current ship, I do see the "Access Armillary" prompt, but nothing happens when I press the button to activate it.

I have all the artifacts, but 10 of them are in my inventory as I'm not ready to enter the Unity. If I change ships, my armillary is completed automatically (I don't think that particular problem is your mod, just Bethesda being greedy), however, I don't even see the activate armillary prompt when I look at my armillary screen, meaning I'm locked into the end game unless I restore an earlier save. It's making the Crimson Fleet missions a little tricky to complete! :)

I have tried uninstalling the McClarence mod and my access to the armillary is restored, which is why I'm bringing this up with you folks.

Also, even after completing "Each Star a Stitch", I can scan my armillary with my hand scanner to get the message from the mission.

Let me know if I can help in any way.

Thanks!
This is an actual bug with the mod. I had to roll back 8 levels from level 235 to get back to a functional game save. Essentially the quest line for Jason once you've expanded the locations of a McLarence Outfitters, the dialog goes that he's having dreams of effectively the artifacts and wants you to scan them the problem is the scan option doesn't disappear once you give the data to Jason so that either removes your ability to interact with the artifacts in the lodge or the armillary on your Outpost or ship this completely breaks the game it is repeatable and testable you guys need to fix the quest step where you scan the artifacts essentially what happens is after you scan the artifacts there's dialogue saying maybe Jason can make sense of this data that dialogue description when you look at the artifacts no matter where they are the armillary the lodge whatever breaks the interactivity of the artifacts in the normal question of the game I had just obtained the artifact from the scow and went to add it the game wouldn't let me add it because it thought I was still trying to give the scan to Jason when I already had.
 
This is an actual bug with the mod. I had to roll back 8 levels from level 235 to get back to a functional game save. Essentially the quest line for Jason once you've expanded the locations of a McLarence Outfitters, the dialog goes that he's having dreams of effectively the artifacts and wants you to scan them the problem is the scan option doesn't disappear once you give the data to Jason so that either removes your ability to interact with the artifacts in the lodge or the armillary on your Outpost or ship this completely breaks the game it is repeatable and testable you guys need to fix the quest step where you scan the artifacts essentially what happens is after you scan the artifacts there's dialogue saying maybe Jason can make sense of this data that dialogue description when you look at the artifacts no matter where they are the armillary the lodge whatever breaks the interactivity of the artifacts in the normal question of the game I had just obtained the artifact from the scow and went to add it the game wouldn't let me add it because it thought I was still trying to give the scan to Jason when I already had.
I'm going to reply to this post reply to add one other comment to anyone else reading this do not progress McLarence Outfitters to add new shop locations that is the only fix I can see at this time that works around the problem of the game breaking... you will miss out on the will to power mod which is technically useless because 10% reduction on starborn Powers is garbage. Will to power should actually be a flat 15 PowerPoint reduction and only be equippable on suits - simple fix. In addition the McLarence Astra suit is also total garbage because it provides no benefit to starborn abilities or powers and it can't be reskinned I would imagine if you were doing this at low level yeah it's technically superior quality without being a superior but if you're already in the level 200s you won't care and the Ryujin skin is the best looking skin anyway. Sorry to rant but when you look at this from my perspective I just want to get this message out if you want to contact me reach out to my profile and I can give you guys some tips I know you don't have enough manpower to test everything and you rely on the community to tell you these things. I don't want to sound harsh I just want to be helpful. Because I don't really want to do a new post I'm just going to add this little tidbit I cannot stand the bulky size of the McLarence backpack it just looks awful it has horrible graphic clipping and it's just frustrating to equip. Maybe this is my preference but I really prefer the streamlined Deepseeker backpack. I'm looking forward to using the Constellation pack in the meantime because you can reskin it as red and it goes nice with the ryujin color scheme or the mark one because it also comes as Superior. But if you guys could do me a solid offer a superior Ryujin re-skinned version of the deep-seeker pack that would be epic. Also there was another modder who made Ryujin skins for the Arboron weapons which I thought was a nice perk. Since you guys had very well thought out re skins for different factions on the McLarence suit well done. I'd like to see what you guys can do for gun reskins.
 
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