FT:Crusade patch 1.1
PatchThis patch fixes a major problem with the main quest as well as two other minor problems.
Singleplayer campaign aiming to enhance Tactics experience with RPG elements. Defend the free city state of Victoria against a crusade launched by fanatics of the New Church. Play as lone wolf or with up to three companions, chosen from six. Each has unique interactions with the environments, some may help you with quests. Speaking of which, most have multiple solutions. Non-combat skills matter, charisma matters, no more dump stats. Reworked combat: All firearms and blades inflict bleeding, making prolonged fights deadly. Amount of drugs was drastically reduced. Food items were enhanced, now they give short stat bonuses. You can choose from fewer weapons, but each has its role.
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This patch fixes a major problem with the main quest as well as two other minor problems.
How do I get Osbert's Power Armor working? I know in the Warden's base there is a work bench and the PA right next to it so what do I do?
I know this is a little late, but you need to find:
1) Spare "engine" (MicroFusion Pack) - can be found later in the game while doing main quest.
2) Technical manual - can be found at any point at various locations.
I'm also getting the "failed to open mission file" error when I travel out of Port La Salle to any other location. I just wiped out the entire Crusader force at La Salle but when I try to go to another town it crashes with that fail message. The name of the mission varies with the town I'm attempting to enter. Any idea why this is happening? I am carrying a huge amount of loot, could this be the issue?
Damn, I thought this guy down there was a rarity. :(
Huge amount of loot shouldn't be a problem. Did you do anything unordinary prior to that crash? Like editing the save or something like that. Could you try saving the game in world map (new save) after finishing the mission, exiting the game and reloading again? Also if you send me your corrupted save game, I will try looking into it, but there's not much I can do to properly debug it. Since you are on NMA forum as well, we can continue there if you wish.
I tried this today. I can see and appreciate that you've put a considerable amount of effort into this project. The maps look good, and the story seems ambitious and intricate.
I can't comment on any of the actual gameplay or tactical prowess in the mod, because I didn't make it far enough to see any of it.
Unfortunately, the dialogue system-- a key interface-- is not working at all for me. I tried coming and going from the first several maps, not saving, etc, and it just doesn't work. The npcs never react to any stance changes, and never change their initial click speech nodes.
I see in some older comments here this problem was in some way already identified, but neither corrected nor was there mention of it in the mod's documentation or in-game. I think you'll have to address this in some way, or most potential players will give up (as I did) right away thinking they have better things to do than trudge through something that's obviously broken in an important way.
If the dialogue trouble is related to reliance on tag names, there are a lot of alternative solutions developed over the years that you could implement. For example, basing trigger checks on the value of the hidden and otherwise useless internal Camouflage stat, or basing them on character age, or by assigning hidden/nonlootable inventory items whose tagnames will never be lost and whose possession can be checked.
This mod has a lot of potential, and I congratulate you on what you've done. If the dialogue worked, I'd be offering you enough praise to make you blush. But sadly, in its current state this mod is unplayable. Nor is it reasonable to suggest players jump through contrived secret hoops in order to maybe get some vital functionality that should flawlessly work "out of the box."
You've already done the hardest parts (making maps, writing a story), so I encourage you to make some effort on reworking these dialogue related triggers in order to have a final result that can get you some acclaim for your efforts.
Do you use FTSE? If yes, make sure you uncheck the "Tag name fix" setting. It sounds like a life saver, but it actually destroys the mod. I don't know of any other reason why it shouldn't work (except the before mentioned load bug).
The triggers you mention... the inventory stuff is good if you want to know if someone or something exists. The age/camouflage stuff is good if you know the entity to check or for the exist check as well. What I do in the mod is assign tag name to the main character and then check their stats - mainly charisma and strength. And then do something depending on that. There's no other way to do the stuff I did, for example limiting the number of companions (team members) based on PC's charisma or forcing the PC to say something.
Thanks for the comment. I had a patch 1.2 in the making that was addressing some of the lesser issues. At the moment, I am no longer in a mood for FT modding, but maybe I'll get to it sometime and add an ingame warning of that load bug (and encourage people to play it on tough guy).
Hi Reinar,
I cannot seem to use BOSChe and BOSEdit for my save files. I am currently trying your mod.
Thank you for the hard work mate!
Hi,
I don't have any experience with those two. I just tried BOS-Edit and I wasn't able to load a save from either of my mods. I tried loading a save from original campaign and it didn't work for saves in world map. The error says "could not find current sector file".
My bet is it looks for the files in the core folder and since the mods are in a different folder, it can't reach them. After all, it does list the current location - you are not in one when on the world map screen.
No idea what's wrong with Bosche, my bug solving intuition doesn't tell me anything.
Failed to open mission file: user/$$current$$/port_council.sav
did i brick the save or :DD
Yeah, looks like it, although I have no idea how is that even possible.
The directory user/$$current$$ is filled with save data when you load a game. If you have some older save, you can load that, copy the file somewhere else, then load your current save and move that file back there. Then save again. But it will duplicate your characters. It will be like time travel, your current squad will meet the old squad in the state they've been - position, items, experience. You could probably also start a new game and copy the mission file from that, then kill the "new" PC.
I have no idea what other consequences can this "fix" have and I'd rather load the old save, but if it's just too old (or if it doesn't even exist), this may be less painful.