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Bug: Mods don't apply to NPCs that load in outside of an area transition. #469

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CMDRNuffin opened this issue Feb 4, 2025 · 4 comments

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@CMDRNuffin
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CMDRNuffin commented Feb 4, 2025

Loading NPCs outside of area transitions (e.g. Squad NPCs starting or finishing training or returning from a mission) causes them to not apply mods assigned to them.

Happens on version 1.3.3.10

How to reproduce:

  1. Apply visual mod(s) to the event NPC version of a GC squad member (I did it via individual assignment, no idea whether that makes a difference).
  2. Start a training.
  3. Abort the training.
  4. The mod(s) will no longer be applied, not even after a forced redraw. You need to either leave the room and come back or change which mods are assigned to that NPC and then redraw.
@Theo-Asterio
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Squadron members have multiple different instances of themselves not just Event NPCS, you need to set up their Battle NPC assignment as well. Please refer to the note in the collection tab that mentions as such.
Image

No issue at all found when doing both.

@CMDRNuffin
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Indeed. Interesting.
Then the question becomes "why do squad members load in as battle npcs in the barracks (and then get finagled into behaving like their event counterpart) when returning from a mission and starting/ending training?", but that's not related to penumbra at all.

@CMDRNuffin
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Well... turns out aborting a training course still reverts their appearance. So while the event/battle npc stuff fixes some of the issues, the bug still exists.

@CMDRNuffin CMDRNuffin reopened this Feb 4, 2025
@Ottermandias
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This has been an issue from the start, but I haven't ever been able to reproduce it. I think the same NPCs get repositioned and changed to other squadron NPCs without deleting and recreating new game objects, which causes the cache to keep.
But it didn't happen to me whatsoever so I couldn't figure out the cause.
The reproduction steps didn't work at all for me.

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