Architect Archive
Thread: Is this a known bug?
Yesterday I was image designing someone's nose length and nose protusion and both times as soon as I started the ID process, the slider set to a value of 35 rather than to the character's actual value (somewhere around 100 I'm guessing). If I cancelled the ID the new values that had popped into place replaced his old values. If I went ahead with the ID, the player was left with a choice of 35, or whatever I gave him, with his original value entirely eliminated.
Is this a known bug? Is there a workaround? What other ID changesalter the base value even if the ID does nothing?
It seemskind of bad!
Aria Danae
Master Image Designer for all of 9 hours now
It's a bug known to the ID community though I'm not sure if it's been reported to the devs. The most often affected seem to be mouth and height, though I've had it happen to all sorts of things. Very awful bug
It will often change the setting before you get a chance to see what they had before so if I'm going to do a high risk thing (usually the face changes) I try to eyeball what they have so I can try to put it back if necessary.
Hi all,
Just wondering if this is a known bug or not. Last night we formed 2 large rebel assault groups to try to take down a PC Imp base on Corellia. The base itself just happened to be right next to a static NPC base that was currently controlled by the rebel faction (can you say holo farming...anyway). During the melee something totally crazy happened. A person IN MY GROUP who is a rebel used area poison and every overt player from both factionswithin range got hit (I verified the name cause you get the message of who poisoned you). After that, every Overt rebeland NPC rebel now became red blips. Call me crazy, but I am pretty sure that is not supposed to happen. Some people got incapped, but at least we had the sense not to DB anyone.
Has anyone else experienced this?
We're trying to redeed the bank because we want to move it and all we get is the message "you are too far away". Even standing right next to it.
Does anyone know what to do?
I was making harvesters to fill my vendors and noticed this annoying bug. Before I never made Small Structure Modules from a factory, just made them one offs. So I made 200 of these things, which is annoying too, since they come 10 to a crate??? ERR.
Anyway, I noticed that none of the Small structure modules were showing up in resources for the schematic. So I pulled one out of the crate manually and then it showed up. So to sum it up, I can't get Harvester Schematics to pull Small Structure modules from a crate.
Is this a known bug or is this something new or is this just me!!!
Thanks
You *must* use the same factory run (same serial number) in both the schematic and to load the factory input hopper.
I don't post but since i know the problem and how to fix it here goes...
The smuggler trainer is working its just that with this one you have to position yourself between the Spaceport and the trainer to get to converse. I imagine it has something to do with the facing or the objects surrounding the trainer but I can usually manuever around and finally converse. Big pain but beats waiting on a shuttle to somewhere else.
Mandalorian01 wrote:
I don't post but since i know the problem and how to fix it here goes...
The smuggler trainer is working its just that with this one you have to position yourself between the Spaceport and the trainer to get to converse. I imagine it has something to do with the facing or the objects surrounding the trainer but I can usually manuever around and finally converse. Big pain but beats waiting on a shuttle to somewhere else.
yep, that works. thanks for your input. I know this isn't what the DEVs had in mind for this NPC.