|
|
|
Re: Arulco Vacations Bug Reports & Fixes[message #343896 is a reply to message #343874]
|
Fri, 29 January 2016 23:54
|
|
InfinityV |
|
Messages:7
Registered:February 2009 |
|
|
Pretty sure .303 ammo (AP) is bugged, I can't load them into a .303 Rifle. The ammo doesn't register as .303 British.
[Updated on: Sat, 30 January 2016 00:30] Report message to a moderator
|
Private
|
|
|
|
Re: Arulco Vacations Bug Reports & Fixes[message #343928 is a reply to message #343899]
|
Mon, 01 February 2016 01:31
|
|
InfinityV |
|
Messages:7
Registered:February 2009 |
|
|
The issue with the .303 ammo is that it doesn't highlight the guns that are compatible with it, but it ultimately does load into the weapon. Items.xml is from AV
[Updated on: Mon, 01 February 2016 01:34] Report message to a moderator
|
Private
|
|
|
|
|
|
|
|
|
|
|
|
Re: Arulco Vacations Bug Reports & Fixes[message #343990 is a reply to message #343983]
|
Sat, 06 February 2016 14:52
|
|
edmortimer |
|
Messages:1533
Registered:January 2015 Location: Home Free |
|
|
She is recruitable now via the PCM+ mod. She is now a recruited NPC, and you can dismiss her like any other recruited character.
Toggle SpoilerPlayable Characters Mod" (PCM+) for Ed Mortimer's "Arulco Vacations" Mod (composed by Scheinworld 21.11.15)
Original idea and concept by Smilingassassin aka "the Scorpion"
Features of the AV-PLUS version:
Converted the non-playable JA2 characters: Darrel (#73), Perko (#74), Maria (#88), Joey (#90), Skyrider (#97), Fred (#106), Matt (#148), Oswald (#156), Calvin (#157) and Carl (#158) into playable characters.
Added Rude Dog (#206) (from Urban Chaos Mod) and Jerry Melo (#207) (from JA2.5 UB) as new M.E.R.C. characters.
All new playable characters have faces, speech and battle sounds. They also have character skills.
Changes are very nonintrusive to keep the integrity of the vanilla story, setting, maps etc. intact.
Notes:
Skyrider has his speech limited due to an overlapping issue from his function as a pilot. If the player prefers to have Skyrider as the pilot (same as in the vanilla game),
then you need to react quickly. After Skyrider is escorted to his chopper, he'll do his usual speech, after that Skyrider will walk towards his chopper.
If you want to avoid Skyrider to join the squad but want him as a pilot as usual, go to the strategic map before Skyrider has reached his chopper. Then everything will be as in the Vanilla game.
If you want him to join, wait for him to reach his chopper, after that he will become playable.
Darrell will only join if a female character is married to the Hicks. There might still be issues with this action related to 1.13's messed pathing. Make sure your female character has a path to the place where Darrell is walking to.
If she doesn't move, break the deadlock using alt-enter and make her walk into that direction, the pathing might still catch her and continue her script.
Perko can be easily recruited, but requires user input (just click on "recruit").
Maria, automatically joins the squad after having met Angel. Like Skryider, there's some time between the end of the quest and her joining the squad. After having talked to Angel,
Maria will leave the leather shop and, once standing on the road, join the player's squad. In that time between the end of the quest (history log beeps) and her joining, the player can go to the strategic screen if he doesn't want Maria to join the squad.
Fred Morris as a head miner can only be recruited after the mine he leads has started to produce income for the player.
Upon recruiting, he loses parts of his head miner function, parts might still be active and overlap.
For convenience reason, it is advised to minimize the chances that the mining income is interrupted (either the bug quest is already over, or sci-fi mode is unselected) in order not to cause glitches.
For testing, he can however join as soon as the mine has started to produce income. Please report any glitches that appear in this situation.
Let the escorted persons go off on their own upon completion of their quest, they will then join if your leadership is good (I'm thinking Joey here, don't let Martha see one of your mercs or her thankyou speech will interrupt Joey joining as RPC).
Known Bugs / personal experience:
Try to avoid using the new characters for interactions with NPCs, as certain actions like NPC's handing over an item (like Carmen's disk) can cause the game to crash.
Don't try to marry the new RPC Maria DaSilva with Daryl Hick for the recruitment of Darrel or you'll get an endless stop watch.
No more bugs are known, if you find them - report them!
Credits:
Most content is taken from JA2, JA2.5 UB and Mod Squad's Urban Chaos
The speech of character 73 (Darrel) was designed and recorded by Khor 1255
The speech of character 90 (Joey) was designed and recorded by Thor
The speech of character 158 (Carl) was taken from Scorpion's mod "Renegade Republic" (there as "Butch")
- Will Gates for Jerry Melo RPC and several PCM additions and improvements for the English version
- Wil473 for his Urban Chaos-1.13 (UC-1.13) project
- Cagemonkey for the improved Bigfaces
...and of course @ "the Scorpion" for (in my opinion) one of the most innovative JA2 mods ever!
Have fun! :-)
Best regards,
Schein...
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
Re: Arulco Vacations Bug Reports & Fixes[message #344012 is a reply to message #344007]
|
Sat, 06 February 2016 22:22
|
|
edmortimer |
|
Messages:1533
Registered:January 2015 Location: Home Free |
|
|
Quote:Not necessarily. San Mona is off limits for Deidranna's troops in default JA 1.13. Only patrols might pass through now and then but they are en route to another target. San Mona shouldn't have garrisons and if it has in Arulco Vacations I would encourage Ed to remove them.
Btw. in WF6.07 maps the army has a garrison in the old San Mona mine (D4) but that doesn't hurt since there are none of Kingpin's goons around. Better not place any garrisons in the rest of San Mona.
I do have a few of the Queen's Army in San Mona in AV, and a few Kingpin Gangsters at the abandoned mine (as well as other places as I expanded his territory). It is part of the JA2 lore that the Queen uses San Mona as both a reward for her troops, and to discreetly assassinate those officers that stand in her way. Thus the rationale for having a few soldiers there. The priority for the Queen to send more once the initial few are killed off is low, so more won't show up unless the Player takes a long time to advance -- thus giving the Queen enough time to fill her other priorities.
As for Gangsters at the abandoned mine -- it seems incredulous that Kingpin would leave his 'bank vault' completely unguarded.
But as I mentioned previously, it is entirely possible to go an entire campaign without angering Kingpin while still fighting soldiers and Tony in San Mona. I even had militia in all sectors of San Mona except the mine.
Having Kingpin turn on you because of battling the Queen's Army, or Tony for that matter, is not out of context for someone like Kingpin, the godfather of an organized crime syndicate -- and adds to the danger of trying to hustle the Kingpin in his own territory. It also adds to the re-playability of the game. I imagine the Kingpin might not like other armed gangs (the Player's Mercs) coming into town, endangering his relationship with the Queen (and/or Tony), upsetting his civilians, and otherwise hustling his nightclub out of all their profits. I also imagine the Queen would send Kingpin a request to deal with the Player's Mercs in the same way he does her officers that she sends to him to be assassinated. So, all in all, it is a chance you take when trying to hustle an organized crime syndicate. If you aren't ready to take on his gang, then don't go into San Mona -- civilians in the other towns warn you about that . . .
All that said . . . you can still hustle him without consequences, as I did in my latest campaign. I rescued Maria, won over $100,000 in the ring, fought and killed Tony & Hans (and Tony's girlfriend -- added in AV), cleared out the Queen's vacationing elite, and raised militia in San Mona without having to fight Kingpin. Will I be able to do that next time? Maybe not . . . but that's part of the fun of the game, I think.
Report message to a moderator
|
|
|
|
|
Re: Arulco Vacations Bug Reports & Fixes[message #344017 is a reply to message #344013]
|
Sun, 07 February 2016 02:27
|
|
edmortimer |
|
Messages:1533
Registered:January 2015 Location: Home Free |
|
|
Quote:That's true but those soldiers do not come armed to the teeth and they are not garrisoned there. They are on vacation which means no guns. I doubt that Kingpin would tolerate occupation forces in his town so easily.
Well, Kingpin and the Queen have to have some sort of mutual working understanding and relationship -- she doesn't seem like the kind of person to be an underling in her own country, or to allow a gangster to take territory away from her. They may not see eye-to-eye, but they certainly have come to the conclusion that working together will benefit them both. As such, the Queen's army is not nearly an occupying force. On the other hand, the Player's Mercs are definitely a threat to the status quo and an occupying force. Why would Kingpin allow these armed mercenaries who are tearing up the country have free reign in his town, but not let the Queen have a handful of soldiers there? By all rights Kingpin ought to give the Mercs an ultimatum as soon as they show up -- join him or die.
Quote:If it was guarded properly Joey would never have gotten the money.
It's still not guarded properly . . . all Joey, or the Mercs, have to do is slip into the mine when nobody's looking. A much easier thing than getting Maria out of the brothel.
Quote:Don't get me wrong. You can do whatever you want with your mod. However, it's not the first time that I heard reports of problems with fighting soldiers in San Mona (not just in Arulco Vacations) and while the player can evade a patrol that is just passing through he cannot evade a garrison because it will stay there forever.
I understand. I'm just explaining my thought process. I don't intend San Mona to be the easy way out -- the easier option than the intended first quest. San Mona should be difficult, edgy, and as the gangsters themselves will tell you -- the town can turn on you quick if you get out of line. Some things are easier in AV, and some things are harder. San Mona is both easier (can train militia) and harder (the Queen & Kingpin have a working relationship). I don't see it as a problem to have Kingpin turn on the Player because the Mercs are jeopardizing Kingpin's cozy setup by shooting up the countryside.
Enter San Mona at your own risk. That said, as I said, it is possible to do everything you want there without Kingpin going hostile. It's just that you can never be sure you're safe . . . and that is as it should be, I think.
Report message to a moderator
|
|
|
|
|
|
Re: Arulco Vacations Bug Reports & Fixes[message #344025 is a reply to message #344019]
|
Sun, 07 February 2016 11:42
|
|
past caring |
|
Messages:85
Registered:December 2002 |
|
|
OK - am just killing everyone....
There's an unuseable ALICE in the game - can't equip your mercs with it and if you right click on it it shows odd pockets. If you do kill Kingpin there's one of these in one of the crates in the back storeroom. Trying to pick it up will cause a CTD/error every time. So pick up the other items in the crate but leave the ALICE alone...this also true for the second ALICE located in the trunk in the corrugated house in north-east corner of the map...and the 40mm grenade pouch in the crates in the south-east corner (that one is a bit wierd - the pouch only shows up if you close the crate then open it again?).
[Updated on: Sun, 07 February 2016 11:52] Report message to a moderator
|
Corporal 1st Class
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|