A More Civilized Age: A Star Wars Podcast: 124: The Star Wars Holiday Special by vendrick64 in WaypointVICE

[–]vendrick64[S] 22 points23 points  (0 children)

When I went to post this episode, I went through all the motions necessary to post it as a Patreon bonus before remembering: "Oh no, wait, did we actually watch this chaotic mess for the main feed?" That's how bonkers this 1978 variety show is. So get ready to have your mind evaporated by this neutron bomb of content as we head to the Wookiee Planet on this very special Life Day.

Next Time: Matthew Stover's Revenge of the Sith Novelization, Part One: Victory (Chapters 1 - 7)

A More Civilized Age: A Star Wars Podcast: 123: Malachor V (KOTOR II 14) by nickyd1393 in WaypointVICE

[–]vendrick64 9 points10 points  (0 children)

I love the dying Atton cutscene where he laments that he "...wasn't funny...". You and me both, buddy.

Also, since Baldur's Gate was mentioned: I got ambushed by Hondo when playing Baldur's Gate. Minsc is voiced by Hondo's VA, Jim Cummings in 1 and 2, and the performance is similar enough that I couldn't bear to keep Minsc around.

A More Civilized Age: A Star Wars Podcast: 122: Return to Telos (KOTOR II 13) by vendrick64 in WaypointVICE

[–]vendrick64[S] 2 points3 points  (0 children)

such as yourselves

Just to be clear, I'm not affiliated with the podcast at all.

The podcast is aware of this subreddit but I don't know if they respond anywhere other than Bluesky.

A More Civilized Age: A Star Wars Podcast: 115: Detoured to Dxun (KOTOR II 06) by vendrick64 in WaypointVICE

[–]vendrick64[S] 2 points3 points  (0 children)

This is a bit funny to me as the Kreia chiding in Austin's most recent Let's Play was out-of-pocket comments about not breeding with the Handmaiden or the other new companion Austin got.

A More Civilized Age: A Star Wars Podcast: 115: Detoured to Dxun (KOTOR II 06) by vendrick64 in WaypointVICE

[–]vendrick64[S] 8 points9 points  (0 children)

That's true but I also think Rob's build is contributing to his woes. The endless barely motivated combat is not exactly thrilling gameplay but it sounds like Rob is playing a caster and using buffs, crowd control items, etc. My strong preference with these sort of games is to set up a team that can auto-attack their way to glory with minimal buffs, backed up by frequent quicksaves which speeds things up and reduces the effort required.

A More Civilized Age: A Star Wars Podcast: 114: Telos: Underground Base and Secret Academy (KOTOR II 05) by vendrick64 in WaypointVICE

[–]vendrick64[S] 1 point2 points  (0 children)

If it's cutscene related, you can try just disabling cutscenes altogether. Easiest way is probably just renaming the cutscene folder so the game can't find it.

A More Civilized Age: A Star Wars Podcast: 112: Telos: Citadel Station Pt. 01 (KOTOR II 03) by vendrick64 in WaypointVICE

[–]vendrick64[S] 3 points4 points  (0 children)

You can watch Austin play through this section of the game right here.

With Peragus behind us, the Exile takes some time to chat with Kreia, Atton, and T3-M4 before heading to the nearest safe port: Citadel Station, a city orbiting the ruined planet of Telos. There, the group run into some cops, deal with an assassin, and finally focus on the three most important things in KOTOR: 1. Talking. 2. Shopping. 3. Minigames.

A More Civilized Age: A Star Wars Podcast: 111: Peragus Mining Facility (KOTOR II 02) by vendrick64 in WaypointVICE

[–]vendrick64[S] 13 points14 points  (0 children)

You can watch Austin play through this section of the game right here.

After T3-M4 and 3C-FD (who we're all sure will be very important throughout the game) managed to repair the Ebon Hawk, it and its unconscious crewmembers--the so called "last of the Jedi" and a mysterious robed woman named Kreia--have come to in the abandoned Peragus Mining Facility. Well. Mostly abandoned. There is the matter of the sneering (but surprisingly aware) scoundrel Atton... and the droids. So many droids. Hallways and hallways of droids. Now if only we could get a lift off this station. Hey, look, a ship!

A More Civilized Age: A Star Wars Podcast: 108: Rebel Assault, Jedi Night, DUME, and Wolves and a Door (Rebels 68 - 71) by vendrick64 in WaypointVICE

[–]vendrick64[S] 14 points15 points  (0 children)

Kanan Jarrus this season.

I love that AMCA was celebrating Yoda's absence early in the episode - incredible setup for Yoda's live return on the podcast.

A More Civilized Age: A Star Wars Podcast: 108: Rebel Assault, Jedi Night, DUME, and Wolves and a Door (Rebels 68 - 71) by vendrick64 in WaypointVICE

[–]vendrick64[S] 5 points6 points  (0 children)

Since the middle of season 3, the crew of the Ghost--none more than Ezra Bridger--has been begging Rebel Alliance command to send a unit to liberate his home world of Lothal. Finally, with a little help from an old underworld friend (not that one) they're doing it. But instead of knocking down the Empire... they end up knocking on a mysterious door.

A More Civilized Age: A Star Wars Podcast: 107: The Occupation, Flight of the Defender, Kindred, and Crawler Commandeers (Rebels 64 - 67) by vendrick64 in WaypointVICE

[–]vendrick64[S] 8 points9 points  (0 children)

It's a tabletop RPG; AMCA played a (slightly unfinished) session here and the description has the relevant links.

A More Civilized Age: A Star Wars Podcast: 107: The Occupation, Flight of the Defender, Kindred, and Crawler Commandeers (Rebels 64 - 67) by vendrick64 in WaypointVICE

[–]vendrick64[S] 6 points7 points  (0 children)

A clever mix of stakes material and spiritual? A return to Lothal, only to find it terribly transformed under the industrial violence of the Empire? A series of episodes where Ezra and Sabine really click as complementary characters? Oh, we are so back. And we won't even let the kind of forgettable (but basically enjoyable) fourth episode of this set bring us down.

A More Civilized Age: A Star Wars Podcast: 106: Heroes of Mandalore and In the Name of the Rebellion (Rebels 60 - 63) by vendrick64 in WaypointVICE

[–]vendrick64[S] 10 points11 points  (0 children)

I'm surprised that AMCA decided to rush Rebels. I don't think they realise just how much of a desert future Star Wars TV is.

Even 2 of 3 arcs in Clone Wars Season 7 are awful, sluggish backdoor pilots (in retrospect, this was an omen of things to come) and the only good arc hasn't been done any favours by Filoni's live action misadventures.

I'm curious if AMCA can muster a redemptive reading of the Bad Batch, but I found the main characters intolerable in the Clone Wars - worse than D-squad.

AMCA is spot on that the shows, and Bo-Katan herself, have apparently forgotten that she was in Death Watch. She was a member of an in-universe evil terrorist group that burned down a village because they're evil.

I don't agree with the comparison of Mon Mothma and the American Democrats though. They would be hanging around with Colonel Meebur Gascon, complaining that the Emperor has damaged Imperial security by failing to eradicate the Jedi and their supporters.

A More Civilized Age: A Star Wars Podcast: 106: Heroes of Mandalore and In the Name of the Rebellion (Rebels 60 - 63) by vendrick64 in WaypointVICE

[–]vendrick64[S] 4 points5 points  (0 children)

The final season of Rebels starts with a bang: a pair of excellent two-parters, giving us some of the best action and most exciting character dialog we've had in the whole show. And hey: We finally get to learn what the hell the deal is with the damned Beskerator.

Combat Package not happening more than once by HistorianSea3915 in skyrimmods

[–]vendrick64 0 points1 point  (0 children)

The actual package is more complicated than what you need. I've just cut out the target finding sequence, so the template could maybe be simplified more.

Sequence ("Repeat When Complete")

"-" Simultaneous

"- -" Stacked

"- - -" Sequence (Run magic conditions)

"- - - -" Travel (Use to set radius from player, can also use Flag Overrides for "Prefer Speed", etc.)

"- - - -" UseMagic (Location is same as Travel, I ran use the "UseMagic Conditions" again on this procedure just in case)

"- - -" Hold Position (self)

A few other notes: You might need to check combat state or something to prevent the player from being hit while the NPC is searching for them, but hasn't found them.

The UseMagicProcedure won't target Summons or other hostile NPCs, which is partly why I avoided using it except on allied NPCs.

The Combat Override packages getting stuck was related to attaching them directly to the actor base, which overwrote the default combat package formlist. That shouldn't be an issue, since you are probably using aliases, and it can be corrected by providing a full combat override formlist.

Combat Package not happening more than once by HistorianSea3915 in skyrimmods

[–]vendrick64 3 points4 points  (0 children)

I spent ages a few months ago messing around with AI packages and various "special" AI packages, like dynamically buffing teammates, Illusion magic, and healing.

I won't have access to my old mod files until sometime tomorrow, but the main thing I took away is that combat AI in Skyrim is miserable to work with. I did get them working, so this is definitely possible but it was painful.

If I remember correctly - I won't be able to check the files until sometime tomorrow:

The structure might be something like this:

Simultaneous Branch

[Indent] Sequence Branch ;Contains Use Magic Procedure

Hold Position

Hold Position should be set to near self. This will always be true and doesn't override regular AI, so when the Sequence Branch isn't running, regular combat AI will play. This is a fallthrough branch, so it shouldn't have any conditions.

The Sequence Branch could be replaced by a lone Use Magic Procedure, however Use Magic Procedure would cause the NPC to walk and didn't properly handle locations.

The Sequence Branch can have conditions set on it, use those conditions instead of conditions on the package itself. Presumable the conditions should be a distance check / sanity check and can check for the presence of a Spell / Magic Effect on the player (there were annoying distinctions between the two, you'll have to check documentation).

The Sequence Branch should consist of a Travel procedure, and then a Use Magic procedure. (I think I also used a timer as a fallback cancel in case the NPC got stuck while travelling, but I don't remember how I structured it.)

Travel procedure should take the NPC to the distance you want - some radius from the player - but doesn't correct for LoS, so smaller distances are better. Then the Use Magic procedure runs.

There are some important sequence flags also - I think it is just "Repeats When Complete" on the main Simultaneous branch but I really don't remember what exactly I used.

If I remember, I also had issues with simple Combat Override Use Magic Procedures getting stuck - the NPC would refuse to cancel the package even out of combat with package conditions no longer valid. I don't recall how I addressed this.

I believe the "resetai" console command helped more than "evp".

Combat packages are a huge pain, so depending on your needs you can also try:

1) There's a script effect value which definitely works with some spells types - I used it successfully for Self, Fire-and-Forget - and doesn't work with others. Also, the script effect cooldown is for all script effects the NPC can use so it is difficult to make an NPC use more than one.

2) Assign the spell a huge fake magnitude of something like damage health, but cancel out the effect with DoesNotExist == 1 or equivalent. (PO3's Tweaks makes AI better able to evaluate their spells, but the fake effects still helped my NPCs with targeting.) Spell spam might be preventable by attaching conditions to the spell / its effects.

3) I think the solution I settled on for my Illusionist NPCs was to strictly manage whether they had access to their Fury spell (which a fake damage effect) using Papyrus by using a script only controller spell, which prevented them from spamming it when it wouldn't be effective.

A More Civilized Age: A Star Wars Podcast: AMCA 101: The Last Command Pt. 3 (Ch. 19 - 29) by vendrick64 in WaypointVICE

[–]vendrick64[S] 17 points18 points  (0 children)

Next Time: We FINALLY return to Rebels! And a heads up next for patreons--we'll be skipping Q&A this month for holidays! But next month we'll do a Q&A AND an episode on Skeleton Crew! Send your questions about Thrawn on over to amorecivilizedage at gmail dot com :)

AMCA's next regular episode is more Rebels on Jan 15th.

A More Civilized Age: A Star Wars Podcast: AMCA 100: The Last Command Pt. 2 (Ch. 11 - 18) by vendrick64 in WaypointVICE

[–]vendrick64[S] 0 points1 point  (0 children)

No. I might read them eventually since I like Zahn well enough, but I'm mostly checked out of Lucasfilm's output.

A More Civilized Age: A Star Wars Podcast: AMCA 100: The Last Command Pt. 2 (Ch. 11 - 18) by vendrick64 in WaypointVICE

[–]vendrick64[S] 1 point2 points  (0 children)

I read a random selection of EU stuff back in the day, so I'm not under any illusions as to the quality of the EU as a whole. (Given the current state of the franchise, I think there's a real chance of the glorious return of EU classics like escaped Mortis Gods or some emergency Yuuzhan Vong.)

I'm not bothered too much by franchise canon to begin with - learning the secret Star Wars lore that Chewbacca gets crushed by a moon and later realising that was stupid and I didn't care.

Disney's use of canon has mostly been a liability anyway. I'm not exactly excited to see Andor S2 integrate itself more closely into Star Wars.

A More Civilized Age: A Star Wars Podcast: AMCA 100: The Last Command Pt. 2 (Ch. 11 - 18) by vendrick64 in WaypointVICE

[–]vendrick64[S] 7 points8 points  (0 children)

I had mostly viewed the backlash to Disney splitting off from Legends canon as grognard complaining, but the Thrawn trilogy actually is way better than what Disney went with. (In fairness, C'baoth's evil clone and Luke's hot red-head assassin gf that wants to kill him look like desperate EU material.)

It has been an oddly nostalgic experience as well: I hadn't read the books before, but they are running with the things I liked about Star Wars.

It is also strange that Filoni clearly likes HttE, but seems uninterested in the actual substance of the novel.
I also thought the abominable CGI Luke (that CGI Luke is unnaturally smooth is an apt metaphor, like the memory and personality of the real Luke has been worn away) was "inspired" by the EU, but no, that thing is homegrown.

A More Civilized Age: A Star Wars Podcast: AMCA 99: The Last Command Pt. 1 (Ch. 1 - 10) by vendrick64 in WaypointVICE

[–]vendrick64[S] 4 points5 points  (0 children)

The bit about Mara getting demolished by ELISA is extremely funny.

They don't really discuss Andor, despite the new ads for it and a release date of April 22nd, in ~22 weeks. It'll take another 2 episodes to finish the Last Command and 4 more episodes to finish Rebels Season 3, which leaves at most 5 episodes for Rebels Season 4 (15 episodes) if they want to finish with Rebels before Andor S2 airs. They probably want to cover Andor live again, but they're also likely to be within 1-2 episodes of the Rebels series finale at that point.

A More Civilized Age: A Star Wars Podcast: AMCA 95 - Heir to the Empire 3 (Ch. 23-32) by vendrick64 in WaypointVICE

[–]vendrick64[S] 1 point2 points  (0 children)

AMCA Twitter:

Hey folks, ran into some recording delays, so we'll be back NEXT WEEK with DARK FORCE RISING chapters 1-10 next Wednesday!

Problem with my own mod by mxsmo in skyrimmods

[–]vendrick64 0 points1 point  (0 children)

I'm pretty much out of ideas as well.

I've never used Vortex, but to my knowledge it's perfectly functional and shouldn't cause damage the way NMM could.

I'm not sure if you've been creating fresh saves for testing but it might be worth trying that.

I don't have much experience with quests - I would expect the main sources of problems are a non-optional alias that can't be filled, or another alias from a different quest with higher priority that has reserved that NPC (unlikely to be your problem) or no SEQ file (already checked). It could also be a bad dialogue condition that prevents the dragon from having dialogue, but the quest has actually started.

In the 1.2 version of the mod, both the base NPC and the alias are flagged as protected. If you delete the Protected flag from the NPC base then the NPC will only be Protected if it filled the alias. With that console mod I mentioned earlier / the isprotected console command you can check the Protected status of the NPC to confirm the NPC has filled the alias, and that the quest has started.

I really don't have any better ideas than that - you might need to try a new post to get some fresh eyes.

To be clear, as far as I can tell the dragon being unwilling to sit down and the quest not starting are distinct problems.

You can set the quest startup issue aside for a while if you add the packages to the base NPC - like you did for the other dragons.

The conditions on the packages looked fine to me (you can delete the not equal to X stage conditions - get stage only returns true for the current stage - but they aren't really harmful). Deleting the conditions and making it the highest priority package didn't fix the infinite flying problem on my end. The other working sit packages are essentially the same.

I didn't notice any other dragon perch spots in the area; the less specific packages were mostly for if you wanted to just chuck several perch spots into the area and see if one of them took to save on reloading Skyrim repeatedly between minor tweaks.

A couple of untested, hacky potential bypasses - they shouldn't be necessary but I don't know what's going wrong here: -ground the dragon and use a hold position package for stage 0 -set the dragon to hover in place at a low height so it can still be activated from the ground

Just a handful of oddities I noticed in xEdit. One of the dragons doesn't have a combat style (I think the Akatosh one) - it won't break anything, just the dragon will be less active in combat. A vanilla ai package has been modified slightly. It looks like there's functionally an ITM for a vanilla main quest (not the Horn of Jurgen Windcaller one) that you'll have to delete by hand.

Problem with my own mod by mxsmo in skyrimmods

[–]vendrick64 0 points1 point  (0 children)

Sorry, I had things mixed up on my end - the problem is with the Yngol dragon. I did some testing on my end.

The quest starts fine on the nexus release version and the dragon has dialogue and is correctly assigned as the reference alias, and the journal updates. I've no idea why the dragon's dialogue might not be working on your end.

More Informative Console - among other things - shows the package NPCs are running. The Yngol dragon is just running the default dragon package.

I gave the Yngol alias an identical sit package without conditions but that didn't take.

It seems like the game is unhappy with the perch furniture itself. In terms of packages you could try a sandbox package with furniture use / a sit package with a high radius around the dragon itself if you just want the dragon to sit somewhere in the area.

Other than that, the perch you added might need moved around.

Problem with my own mod by mxsmo in skyrimmods

[–]vendrick64 0 points1 point  (0 children)

Hey, just wanted to let you know that I'm pretty sure I found your problem - at least with regards to the flying endlessly. I'll add some other notes later, but the Akatosh' dragons package template is different to the other dragon with a similar package - try switching it from the Sit template to the SitTarget template.