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Quest "Remnant: Lost in Ember Waste" quest generates nonsensical dialog if using modded outfits #10191

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MatthewNajmon opened this issue Jun 11, 2024 · 3 comments
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bug Something in the game is not behaving as intended unconfirmed More information is needed to be sure this report is true

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@MatthewNajmon
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MatthewNajmon commented Jun 11, 2024

Is there an existing issue for this?

  • I have searched the existing issues

Describe the bug

I just triggered the "Remnant: Lost in Ember Waste" quest, and was puzzled as to what was going on with it, wondering what the intended context was for triggering this dialog, and why it triggered in a context in which it made so little sense. It seemed unlikely that anyone could get to Caelian (and thus could get the message) without the situation being the exact opposite of what it describes (basically, being trivially able to leave at any time, using the ship that got them there, with the keystone that got them there, following the map they created on the way in). The second page of dialog made it even worse, as the old woman suggests I don't know what the wormholes are, and the only responses are either "I don't know what wormholes are" or "I've seen wormholes, but don't know how to use them"; there's no option for "Yeah, I know what wormholes are".

After bringing this up on Discord, the conversation revealed that the mission is triggered by landing without a keystone or jump drive, but because the mission definition checks for specific outfits, by name, instead of ship traits, and my ship was using a modded drive which provided jump and keystone capability, but wasn't named "Jump Drive" or "Quantum Keystone", the quest thought I was there without either.

Steps to Reproduce

  1. Install any mod which adds an outfit that grants either jump capability or keystone, but that is not named one of the four currently-whitelisted names ("Quantum Keystone", "Quantum Key Stone", "Jump Drive", or "Shield Beetle Pendant"). For easiest test, copy-paste the Quantum Keystone into a new test mod, but alter it to be either starting equipment, or available for purchase for cheap at New Boston.
  2. Start a new game and obtain the modded item. Ensure the ship being used does not also have any of the four whitelisted outfits.
  3. Go to Caelian (I suspect this would work on the other two Remnant worlds, but have only tried it on Caelian, so I know for sure it works there)
  4. Visit the spaceport.

Expected Behavior

The quest should check the ship for whether it has jump capability and for the "quantum keystone" numerical value which keystones add 1 to, rather than checking for specific outfits by name. This will ensure that the game recognizes any ship able to jump or use unstable wormholes, not only allowing for compatibility with mods that add new sources of those abilities, but also future-proofing against future additions of such items to the base game.

Also, the second dialog page needs an option that acknowledges the possibility that someone could know how to use wormholes, and still choose to fly around in Remnant space without a keystone, perhaps something along the lines of "Yeah, I know how to use keystones; I just took mine off because I've got a few weeks before I plan on using the wormholes again, and want to free up some space on my ship in the meantime".

Screenshots

image
image

Link to save file

Ellen Dill~3028-07-16 Lost In EW.txt

Operating System

Linux Mint 20 Ulyana, base: Ubuntu 20.04 focal, Kernel: 5.4.0-182-generic x86_64

Game Source

GitHub Releases

Game Version

0.10.6

Additional Information

Currently running several mods which add a wide range of outfits and hulls to the game.

@MatthewNajmon MatthewNajmon added bug Something in the game is not behaving as intended unconfirmed More information is needed to be sure this report is true labels Jun 11, 2024
@ziproot
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ziproot commented Jun 11, 2024

This also fails if using the tree skeleton key stone

EDIT: The solution requires #10142

@MatthewNajmon
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The same issue also turns up later in the Remnant story line, when I had a jump-capable ship, but Dawn wouldn't head to SagA* with me until it had an outfit installed that was actually named "Jump Drive".

From ziproot's comment, apparently this is due to an engine limitation? That is just even more confusing to me: being able to check fleet capabilities strikes me as a FAR more obvious functionality to include than being able to check outfits by name, and at least as easy to implement (and tons of other functionality demonstrates that an implementation of the functionality check must already be in place within the engine), so I wonder how the latter could have gotten included ahead of the former.

@SomeTroglodyte
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SomeTroglodyte commented Jun 14, 2024

The "flagship attribute: <attribute>" condition is quite old, it just hasn't been applied to lost in coalition, bring drive for the emerald sword, and so on... IMO sufficient for most of these, they don't need covering the case an escort has a capability but your flagship doesn't (which 10142 seems to be about).

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