claps you on the back. "We did it, captain."
"The captain did it, more like," says, wiping away sweat and soot with a rag. "We were just along for the ride."
chuckles, but glances towards Ondra's Mortar.
Any insight on how to get their names to properly display in scripted interactions? The stringtable for the lines above has [Specified 0] etc. Where exactly is the game looking to grab those names?
E: researched a bit (scalawags pack is useful to compare because of the relatively small number of files) but I'm still mystified. I have figured out that if it isn't something I can mod (like if the scripted interactions get the name from the unity prefab or something) then I can just give them a personality trait that stops them speaking in conversations, but I hope it's something relatively simple that I'm just missing.
E again: A separate question: Are the injuries sustained by crew members in ship battles considered to be of the "Injury" affliction type, like the injuries party members get? Let's say "Crew Member Eder" got injured in a ship battle. Could I run a script that goes something like "Boolean HasAfflictionOfType [crew member eder uuid / injury affliction type uuid] -> Void AddInjury [party member eder / injury X]"? I can give this a try myself but that'd be a bit more time-consuming to test. If crew member injuries have that affliction type it should work though, I think
E again again: regarding the original thing, it seems the crew member names not showing up in scripted interactions is part of a larger bug affecting base game crew as well. I got this when testing the Ukaizo SI with a normal crew:
And when I made a crew entirely out of 20 copies of the Eder crew member I made it worked sometimes:
May test a bit more and see if it's been reported in the bug forums
Edited by house2fly, 03 February 2019 - 06:34 AM.