The regeneration on the Ebon Hawk option means that green zeroes pop up every time it attempts to heal you even if you are full health. It's pretty annoying, but thankfully it's a pretty easy script change to get it to stop.
// m_htb_ebohealer
// offthegridmorty
void main ()
{
//Heal all the party members and PC
object oTarget = GetFirstObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE);
while (GetIsObjectValid(oTarget))
{
string sTag = GetTag(oTarget);
if ((sTag == "Atton")
|| (sTag == "BaoDur")
|| (sTag == "Disciple")
|| (sTag == "G0T0")
|| (sTag == "Handmaiden")
|| (sTag == "Hanharr")
|| (sTag == "HK47")
|| (sTag == "Kreia")
|| (sTag == "Mand")
|| (sTag == "Mira")
|| (sTag == "Remote")
|| (sTag == "T3M4")
|| (sTag == "Visas")
|| GetIsPlayerMadeCharacter(oTarget)
|| GetIsPC(oTarget))
{
** if (!GetIsInCombat(oTarget) && GetCurrentHitPoints(oTarget) < GetMaxHitPoints(oTarget))
{
int nCon = GetAbilityModifier(ABILITY_CONSTITUTION,oTarget);
if (nCon < 0)
{
nCon = 0;
}
int nHeal = 1 + FloatToInt(0.5*IntToFloat(nCon));
effect eHeal = EffectHeal(nHeal);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
}
}
oTarget = GetNextObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE);
}
}
I encountered a bug when training Bao-Dur to become a Jedi before obtaining a lightsaber. The placeholder that you spawn for him in the training scene is never removed and remains on the Ebon Hawk.
Looks to be a pretty simple script fix.
a_noremotefix.nss just needs an extra line
void main() {
DestroyObject(GetObjectByTag("naked_fakpc", 0), 0.0, 0, 0.0, 0);
+ DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0);
AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025)));
AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025)));
}
Looks like this may be an issue in a_remotetrain.nss as well based on this post.
void sub2() {
SetGlobalFadeOut(3.0, 0.5, 0.0, 0.0, 0.0);
AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025)));
DelayCommand(3.5, AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025))));
+ DelayCommand(3.5, DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0));
+ DelayCommand(3.5, DestroyObject(GetObjectByTag("train_remote", 0), 0.0, 0, 0.0, 0));
SetGlobalFadeIn(4.0, 1.0, 0.0, 0.0, 0.0);
DelayCommand(4.0, ActionResumeConversation());
}
How hard would it be to swap this mod from the default installation to the party swap version? Now that there's a patch that would allow me to have disciple without having to use an item to get handmaiden to join the party, that mod is intriguing. I imagine that installing the party swap mod on top of it and then the party swap version of this one would largely edit the same dialogue lines, but I wouldn't want it doing something like adding additional dialogue lines twice or leaving bogus script params and potentially breaking everything. I don't have backups from the original installation, so undoing and redoing is unfortunately not a viable option. So if there isn't a clean solution, I can just live without having disciple - but I figured you may know if doing that update is possible.
I just changed the utc inside of the mod file to use the Harra appearance instead of the default one and interestingly, it worked fine for a save where he was already there. I'm not sure why that would be - maybe because he isn't actually present in the git file? Either way, assuming that's all you did in your update it should work mid-save fwiw.