Modding can be fun, and gratifying. But sometimes you are just working too damn long on the easiest thing, while major gamebreaking bugs sometimes take 5 min. to find a proper fix, these damn moving droids took me an hour.
Posted by Hassat_Hunter on Jan 16th, 2012
AURORA (well, Oddyssey), I HATE YOU... By Hassat Hunter
So today I lost an hour of my life fixing an issue that was only brought about due to crappy engine issues.
Remember those droids in the underground Czerka base on Telos? The one you probably blew up with the console. Or otherwise become active when activating the reactor? No, this is not how they are supposed to be inactive but trying to get you through the glass and blow up 4000 feet (slight exaggeration) from their charging station, I already solved that in the past (I spend too much time on that damn module).
So, a lot of potential fixes I tried. Rewriting where they were supposed to go, picking another waypoint, extending/limiting their time... nothing at all.
Until one time I was wondering if because I was using a savegame, not loading the module fresh my modifications were not 'taken'. One easy way to find out, take out their hostility line.
Without the line they all stormed right out of the pen. What the hell???
So using this knowledge I thought, if I reverse the order, that will work right? So first hostile, small time later the move. Since hostile ends move? Not really, they still standed still.
A few tries later I did finally fix it, by first having them move all the way as "friendly", then making them hostile afterwards once they were done (or somewhat, as all of them through one door does mesh 1 or 2 back there being semi-stuck), assuming the player never reaches them before then (which is impossible, I checked).
And now I am never going to touch that damn module again.
Though I am out of stuff to fix (what remains for TSLRCM is out of my league) so any suggestions for easy remaining, feel free to add!