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She will, unfortunately, give you the scanning quest and some immersion breaking dialogue, but after completing it, she'll straight up leave you alone and the poster should give you the Peacekeeper quest. So I'd argue that's better than your save being broken.
Now it is possible that having Optional Story accidentally installed at the same time as this mod somehow altered my world files and strangely fixed this issue. It could also be another mod performing first aid, though it would be a mystery which. Regardless, please let me know if this works for you or not.
As I mentioned in an older comment, the reason I did the SAIL replacements was because, for some reason, something I did overrode any SAIL replacement mods and made them use the vanilla SAIL sprites instead. I couldn't for the life of me figure out what was causing this, so I ended up incorporating the beta SAIL sprites into the mod to "disguise" that (as I personally use those).
It was never my intention to make it incompatible with SAIL replacement mods, and even if I didn't include the beta SAIL sprites, it probably still wouldn't work with them because of whatever bug/oversight I did that overrode SAIL. I wish I knew what was causing that.
Is there a new way of obtaining mission exclusive items and boss drops?
I feel like info about this should be included in the mod description.
i was flipping through other comments here and i couldnt find an answer (maybe i just missed it im dumb)
thanks
But there are issues with "Syovere's CYOS - Choose Your Own Ship", where the SAIL will not show the post-reboot dialogue. I don't know what exactly can be done about this on your end, or if it has to be done on the other mods end, but I figured it was worth bringing up.
the player got lucky their ship was one of the few that escape the invasion
but the whole "graduate from saving the universe academy" plot line falls apart when you realize the character barely knows how to survive the wilderness
and the protectorate force was fully aware the ruin was already inside earth but just having a normal meeting for the graduates
In hindsight that was probably an unwise decision and I should've debugged it further, but at the time I was so sick of running into weird bugs and was so tired that I didn't have the energy to mess with it further and just left it as it was. Dunno why it reverted SAILs to vanilla in first place as I never edited SAIL at the moment, maybe I was just being stupid and it was another mod I was using that did the deed.
Something that changes the gameplay so dramatically would understandably have a high priority set like it does here, But a custom Sail having that same high priority requires that custom ships and other Sail mods have their priority set even higher! ...manually.
So potentially requiring everyone who joins my mod pack session who has a conflicting sail/ship mod to... locate the workshop download, find the pak ID, move to mods folder, rename, find programs to decompress, extract, edit the metadata, and change the priority.
Why on Earth does a Story Disabler even mess with Sail to begin with? There are separate mods that do the exact same thing to sail that could have been ignored if they were going to cause conflicts.