Streets of Rogue

Streets of Rogue

Quality Chunks by XShadow_of_TimeX
15 Comments
Aeolian the Composer 20 Jan @ 3:34am 
DON'T DOWNLOAD THIS PACK
1) Some item descriptions seem bugged. Once you destroy a sign that has a custom description, it might sometimes drop a bugged item that is impossible to get rid of, as it's invisible while in your inventory.
2) Escort missions are often impossible to complete due to custom entrances and exits.
It's a shame that this pack is so bugged, because the chunks themselves are very well made.
Rain 9 May, 2024 @ 3:02am 
I would love a version without the elevator chunks. As it is they block all escort missions and asking someone to leave in neutralize missions. This makes it unplayable for me, and I quite like the other chunks
Mortus 6 Mar, 2024 @ 9:21pm 
Just curious, but how did you make the slaveowners actually own the slaves? I am unable to figure it out. Thanks!
Loun 7 Jan, 2021 @ 11:10pm 
This Chunk Pack is neat. It is really, really well made.

I unfortunately ran into a problem, which is that the exit elevator was unreachable because a wall was just blocking it.

Other than that, it's great. Good job.
Radlemus 9 Jul, 2020 @ 11:46am 
This also messes up the mech for the DLC character. Its "bulky" and cant get in and out of the door at the start of the game. Sure its pretty and they look really good, but its just not usable with random toons or small bugs that mess things up here and there.
CaptainButterham 28 Jun, 2020 @ 8:26pm 
Escort missions are fucked
Sambone617 19 May, 2020 @ 6:15pm 
The graveyard start for this pack can spawn and make it so that you cannot progress without a way to destroy or travel through walls. Other then that they are great.
Tedium 20 Feb, 2020 @ 5:12am 
I can also vouch that the custom entrances/exits are very much not escort mission-friendly and could use some adjustments. NPCs get stuck running into walls and even just vibrating in place when the elevator is right in front of them in certain chunks (e.g. the exit with the building with the locked door, a thief, and a fenced backyard; the entrance with the chest that has a rock in it; etc.).
jan Pelina 18 Feb, 2020 @ 10:46pm 
The custom exits and entrances seem to cause issues with the Slavemaster's Big Quest, as the slave just freezes in place until you go to the next floor. I'd imagine similar happens w/ rescue missions
AAAAAAA 18 Feb, 2020 @ 11:24am 
maybe add a mob casino?
XShadow_of_TimeX  [author] 16 Feb, 2020 @ 3:59am 
@anubiandragon Thanks! :) I appreciate the comment. It's been fun to make the chunkpack so I'm glad people are enjoying using it.
ThatGuyCDude 13 Feb, 2020 @ 7:30pm 
I've played a few runs with just this pack and vanilla chunks enabled, and they do fit in splendidly. This mod adds a lot to the game, thank you for making it!
XShadow_of_TimeX  [author] 9 Feb, 2020 @ 7:41am 
@aivango999 Great point. The way it works in the editor is you can just mark them 'Important' and the game may choose to pick them and assign it. I forgot that was a possible mission and what that would mean for a Ghost. I'll update it. Thanks for dropping a comment. :)
Konvia Nuva 9 Feb, 2020 @ 6:48am 
Ghost should not be possible targets for neutralizing. Most of characters can't kill them.
Deputy Derringer 8 Feb, 2020 @ 9:57am 
Good stuff. A few visual glitches with holes and such, but I'm pretty sure that's on the engine's end as I've had the same issue.