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Posted

Following this quest line to the warehouse in the Archives Underlands where the two Aunties Choice representatives are arguing. The warehouse contains the quest objective and two rifts. Both rifts require activation to obtain the quest objective. 

When the upper rift is opened, it blocks the walkway outside the lift with debris. However in my game, the walkway is blocked whether the rift is open or not. Opening and closing the rift renders the debris visible or invisible but the walkway is always blocked regardless. 

The bug breaks the quest as the objective cannot be accessed. 

  • 3 weeks later...
Posted

Hi, i got the same bug, cant go thought the left cause there is an invisible wall (its like the debris from the upper rift are there regardless if you open the rift or not, im on v1.0.6.0 btw...).

I FOUND A WAY to sort it for those w the same bug, first you will need the Hover Armor (Zyranium Automech Suit), you open the LOWER rift, take the elevator, get to this point and QUICKSAVE.

Then you jump over the rail, use the double jump midway (like the red arrow) and hover a little to reach the end of the red arrow, then you get to the end of green arrow (id recommend quick saving there too), open the upper rift, rush to the safe in the end (you can double jump/hover to there if the first rift closes too fast).

Have fun guys.

bug.jpg

Posted (edited)

Also having this problem on an XBOX series S (version 1.0.6.0 - 2313922.0).  Great suggestion about the hoversuit, but I'm not able to use it to hover in mid-air; for me, hovering won't work with the Zyranium suit unless there's something to push back (i.e., a nearby floor).

The problem is that there are some colliders on the upper walkway that's associated with some rifted equipment in a partially-rifted state; sometimes the associated equipment is visible, sometimes it isn't (see attached images), but the colliders are there regardless of whether either rift is open or closed.

It's possible to get over the blockage (you can crouch and jump and squeeze over the top), but the additional time it takes to do this makes it near impossible to get to the second rift and open it before the first rift closes (even while sprinting).  Maybe someone with mad controller skills could make it in the approximately 38 seconds from the time you press X to open the rift (from which you need to subtract the "opening rift" animation sequence before you can actually start moving) to the point where it closes, but that someone is definitely not me.

The way I found around it is thusly: Ignore the first rift.  Just:

o Take the elevator up to the third floor and follow the catwalk until you're blocked by the colliders.
o Crouch, then jump. You'll be able to jump and crab-walk over the colliders.
o Continue along the the walkway just before it breaks off (where the reconstituted cat-walk from the first rift would be)
o Open up the second rift, take a running leap aiming for the stacked equipment against the far wall, double-jump to extend your jump. 

If you successfully land on the stacked boxes, you'll be able to hop up into the upper opening where the reconstituted locker with the sachet and get it, and get access to the vent up there (if you have a lockpick of 5 on "Normal" mode).

I'm not familiar with Unreal Engine 5, but I am familiar (ish) with Resonite's FrooxEngine, and I suspect that the issue with the colliders is that something's not parented correctly in the rift's parent/child asset hierarchy.  The colliders should be being deactivated whenever the rift is closed; instead, they appears to never leave the phase where it's still present, but imminently going to return to rifted state, and since their colliders are still active, this impedes access.

TOW2_Contraband-Contrivance_Persistent-Assets_Rift2-Closed_03_sm.jpeg

Invisible assets (colliders still present tho)

TOW2_Contraband-Contrivance_Persistent-Assets_Rift2-Closed_01_sm.jpeg

Here you can see them

I've sent in a complete bug report via email.

Edited by Jackalgirl
Technical stuff (maybe)
Posted

TOW2_Contraband-Contrivance_Jump-Point.PNG.thumb.jpeg.a10d5af669055f7761f3c6d09641464f.jpeg

Here is a (blurry: thanks, o rift) view of the point from which to jump.  The reticule dot is centered on the gear you can jump on.  I imagine if you're sufficiently deft in platform games (which I am not), you might even end up in the wall pooka where the maguffin is.  I made it to the box opposite, and from there was able to hop up.

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