Open Fellow9000 opened 2 months ago
Also, I discovered a major bug where the game thinks the player is an intern, removing your ability to move or look around. This has happened once in the new mineshaft elevator, where the interns attempted to teleport to me, and when releasing them from the dropship after ordering multiple of them on a prior run, reloading the game, and releasing fraction of them. I would assume the ones that refused to spawn would force the game to see the player as an intern and hijack the controls?
Hi, yes I remember your recommendation for AEIOUCompany mod, I will look at that, but make thing simpler at first.
About your bug though, were you playing with more people (lobby of 4) ? Only alone ?
Thanks for the reply. I was playing solo with mods. A few different bugs had appeared after ordering about 9 interns. After they had died in a thunderstorm holding metal items, I exited the save and loaded it up again, only to find that 7 of the 9 had spawned from the dropship. I assume the game used my player character in place of a missing intern, as I could no longer move the camera, walk, or crouch. I still retained the ability to jump without momentum, interact with the dropship as it attempted to spawn the remaining interns, and use a terminal key bind mod to start the ship, hoping to abandon my player character and maybe fix the issue. The ship did leave, but the game did not end, and I was soft-locked.
The Interns were still queued up after starting the game, so the same bug kept taking place until I think I ordered more interns (all available 16 of them), and I used a shovel to terminate them to remove the queue for the next round.
The final bug is when an intern dies, they are visible in the spectator screen, but they persist after reloading the save without exiting the game. One rouge intern ended up being sent to the moon on the following day, but they were still considered dead by the game and began zipping around the map. I could follow their movements through Feral Company's mini map, which showed the intern noclipping through the terrain, trying to orbit around my player character. This was quickly fixed by closing the game.
That's all the janky stuff I found. I could try to find what mods may be interfering with the interns when I get the chance. Once again, despite the bugs, this is still one of the greatest mods I ever played.
For the Intern's voice, I mentioned the possibility of giving them computer-generated voice lines similar to the ones used in Bibendi's AEIOUCompany. What if the Interns simply used the chat box in conjunction with the AEIOUCompany? That may save the trouble of having to source a computer-generated voice, while being easier to configure.
If it works, perhaps set up some events where if they get scared, spot an item, or find the player, they will have a chance to type a premade chat message to be read out loud by the AEIOUCompany mod. Messages could be created by the player in the LethalConfig by AniaYT, where each event would be separated into groups with an open text box to type your own messages for the Interns and separated by a colon (:) or slash (/).
Also, there's DuckMod, made by Dio93, which I've stumbled across that has a similar concept in the form of ducks. From gameplay alone, thses ducks stubbornly follow the player, inside or out, and can step onto the ship, hold a configurable number of items, and use items. There's a lot of parallels between the Interns and DuckMod, perhaps you would like to check it out? They have a github link for feedback, maybe if you need some inspiration, you could ask them how they made the ducks work? https://github.com/Dio93/LC-DuckMod (I should've added links to the mods referenced in the last post.) https://thunderstore.io/c/lethal-company/p/Bibendi/AEIOUCompany/