PepprmintButler Posted March 22, 2016 Share Posted March 22, 2016 (edited) I think there's a fairly significant issue with alien armor and tier upgrading :http://i.imgur.com/wVvUx1h.jpgThis is what happens to my garrisoned MECs when I upgraded to Predator Armor from Kevlar. I can't get them to equip the MEC chassis back. It's hilarious, but gets old very quickly... In case anyone runs into the same issue : you can fix the visuals with Uniform Manager mod, provided you planned ahead of make a fresh, non broken MEC to make a uniform off of. Predator armor stays on. Edited March 22, 2016 by PepprmintButler Link to comment Share on other sites More sharing options...
Azworai Posted March 22, 2016 Share Posted March 22, 2016 (edited) Weird, my Viper did that when I upgraded to Predator armor, but I could re-equip the harness with no issue whatsoever. It just occasionally reverts and I have to replace it again. I did notice a potential issue and I'm unsure if it's related to this mod or if it's a vanilla issue. Some of my characters have been awarded AWC abilities that is in their tree, and the AWC awarded it at the level the NPC gets the ability, so it locked me out of selecting an ability, effectively burning the AWC bonus and forcing my choice. This could be a mod clash as well. Anyway, any insight into that would be good as well. I only had the issue this last playthrough. Edited March 22, 2016 by Azworai Link to comment Share on other sites More sharing options...
PepprmintButler Posted March 22, 2016 Share Posted March 22, 2016 There may be an oversight with the MEC ; now that you mention it, I was actually able to do just that with the Viper too. Link to comment Share on other sites More sharing options...
hunterkiller33 Posted March 22, 2016 Share Posted March 22, 2016 I haven't had any issues with armor, but i wanted to ask: Is the viper's armor supposed to be adjustable? And is the Viper's enhanced Venom supposed to deal damage when the enemy takes an action? Because on the first turn they have been poisoned, the enemy unit takes 5 damage. An initial 3 poison damage, followed by 2 additional damage if they take an action. Link to comment Share on other sites More sharing options...
davidlallen Posted March 22, 2016 Author Share Posted March 22, 2016 (edited) I really need to get to the bottom of this armor glitch. I have seen a number of screenshots also posted in the steam workshop thread. But, I have spent several hours trying to get this to occur, and I have not been able to see it. One person reported that it happened to a badly damaged mec in the mission return screen. I tried that by using console commands to kill all the ai's in a mission and then damage the mec to 1 HP ("damageunit 15"). I did not get any armor glitch when the mission returned. A few people have reported that when their armor upgrades, the aliens get the upgraded (human) armor. I have tried this with the console command "givetech poweredarmor" and I was not able to see the alien armor change. (After I also paid for the proving ground project to equip the armor, obviously.) In any case, all the alien armors should be present in the locker (when you click on armor in the loadout screen), so it should be easy to re-equip. Can anybody confirm that the alien armors *were* present in the locker before the glitch happened, and after that the armors were no longer present in the locker? Can anybody send me a save game where, after loading and doing something, this problem appears? Can anybody send me the log file (zipped, and attached to a post) of a game where this has happened? EDIT: This is what the armor locker for a mec should *always* look like. I cannot see any way for items to be deleted from the locker. If you have this glitch, what does your armor locker look like? http://i.imgur.com/5Td3Rss.png Edited March 22, 2016 by davidlallen Link to comment Share on other sites More sharing options...
davidlallen Posted March 22, 2016 Author Share Posted March 22, 2016 @ azworai, I did notice a potential issue and I'm unsure if it's related to this mod or if it's a vanilla issue. Some of my characters have been awarded AWC abilities that is in their tree, and the AWC awarded it at the level the NPC gets the ability, so it locked me out of selecting an ability, effectively burning the AWC bonus and forcing my choice. This is a known problem in vanilla, nothing to do with any mod. @ hunterkiller, And is the Viper's enhanced Venom supposed to deal damage when the enemy takes an action? Because on the first turn they have been poisoned, the enemy unit takes 5 damage. An initial 3 poison damage, followed by 2 additional damage if they take an action. It is implemented as two nonoverlapping poisons. I am not quite sure how it is supposed to work, but the point is that they should get 3 (normal) + 2 (enhanced) damage per turn. Also, I am interested if people play with the adjustable enhanced effects in the ini file, including mobility, aim and disorient. By setting mobility to -20 and aim to -100, you could implement complete paralysis. Link to comment Share on other sites More sharing options...
Azworai Posted March 22, 2016 Share Posted March 22, 2016 Is it intended that one cannot heal an MEC? My MEC just got obliterated by a sectopod, but instead of immediately dying, he want into bleedout, but I was unable to stabilize it, or carry it out(I knew I couldn't carry it out, so I ran a medic over to stabilize it, to no avail.) Link to comment Share on other sites More sharing options...
davidlallen Posted March 22, 2016 Author Share Posted March 22, 2016 Well, a medkit really wouldn't do much to a mec. It has been reported that stabilize doesn't work on any alien, which I know how to fix on a class by class basis. But I don't think I will fix it for mecs. For bleedout, should I just remove this from a mec (assuming I can figure out how)? I want to make mecs as survivable as possible. What do people usually find the mecs getting killed by? Maybe I can increase resistance against that. Link to comment Share on other sites More sharing options...
Azworai Posted March 22, 2016 Share Posted March 22, 2016 Normally they survive just about anything short of a double-attack from a sectopod(which shreds most of the armor on the first shot, then does full damage on the second.) If you don't intend for there to be a way to stabilize the MEC when it enters 'bleedout' then yes, I'd recommend preventing it from entering it, as seeing a bleedout triggers me to try and save the thing... which becomes frustrating when I cannot. Link to comment Share on other sites More sharing options...
hunterkiller33 Posted March 22, 2016 Share Posted March 22, 2016 I take it back. upgraded a weapon and now I can't put my viper armor back on to fix her. Link to comment Share on other sites More sharing options...
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