Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #346537 is a reply to message #346446] Sun, 07 August 2016 20:25 Go to previous messageGo to previous message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
This feature seems to have some problems with UC mod, specifically the starting sector A9. It has militia that isn't trained as normal, can't be controlled or looted in any way and doesn't count toward total militia numbers in that sector (you can train your own militia normal way in the same sector). Also, every time you load that sector that militia gets restored to full gear/numbers. However, individual militia site seems to include them as normal militia in the list and gets ... weird with it. Weird like showing some of them as dead in the active list, showing too many of them in the list, etc. Since this is basically a starting sector you can test this just by starting a new UC game so i see little point in providing savegame. That specific militia has always been a bit ... weird in UC so i guess the best way to handle them is to make them 'invisible' for the individual militia feature. There are some other sectors with scripted non standard militia like D4 in Port Kip. Didn't test it yet as not long after starting a game i turned off feature to avoid any save corruption or any other problems that may crop up from this.

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