Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
upon speaking to Alinius and agreeing to help spread the word your relation goes up by 75, thats all fine and dandy, but then actually spreading the word also increases reputation by ton, maxing it at 100 is very very easy.
My thought was if possible make the initial relation after speaking to alinius something like 25-50 and the bonus from spreading the word a little less as well, that way it will take more than a single run through okran's to max it out.
That said I am also running at max nests and max number of squads, so I probably have a far easier time..
Cheers for playing it through and giving feedback! There's actually two factions: the Holy Nation Refugees (Alinius' crew) and the old HNO (the regular outlaws scattered around). So, when you agree to help Alinius it allies you with the HNR, which then unlocks the dialogue with the HNO squad leaders. Being allied to the HNR doesn't give you any benefits you don't already have just chilling in Sanctuary, as they're not anywhere else on the map.
IIRC you get 5 rep with the HNO for every squad you convince to head out to sanctuary, with a 1/3 chance of succeeding. So, that's successfully convincing 15 HNO squads to join to get enough rep to be counted as allied with the old HNO, which then triggers Alinius' dialogue back with the HNR to join you. That's assuming you're starting the scenario with neutral relations with the HNO, which is actually pretty hard, because early game you end up having heaps of scuffles with them in the Border Zone.
The reason its geared for getting allied levels of rep is that the dialogue editor can only use allied/enemy/neutral as triggers for dialogue events. But I could turn down that HNO rep gain a point or so, I guess. Didn't think anyone would get so into the mission! Have you got up to allied status with the HNO yet? Or is it glitched, and that rep is going to the HNR and not HNO?
But apart from that, and as far as I've seen, the mod is a good addon to the lore
This might not be a problem on your end but I would greatly appreciate it if you consider patching this in the next update.
Good point on Serf's skills. Might drop her down to 20, but for sneak, assassination, and the labor related ones.
That's super weird. I run a ton of mods and never have an issue. Do you have any mods that alter beep specifically? Because that mod may have plugged something into beep that this mod changes (though I can't think what). Maybe one that assigns him to the Holy Nation Outlaws faction?
Egads, that's an epic task. The GMmod changes tons. I can't even begin to think where a crash level conflict would come in. Does the GMmod change the nest spawning or AI? I guess it changes the shopping lists, but I wouldn't think that'd cause a crash. OR, maybe the buildings... Hmm. I'll poke around, but no promises I'll sort it out.
Yeah, you shouldn't do that :D. Haha. Seems I need to insert a dialogue in the way of the one that's there if they are imprisoned.
That's weird. The Imgur image pinpoints it pretty exactly. Starting with the coastal hive, heading due north it should pop up on your map. If you were in that zone when you installed the mod, it might need an import.