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Question with reactive mod. Is there a way to keep the hub if I side with the shek?
If I build it up and keep characters there will that stop the override?
Want a long term campaign and want to make the Hub great again!
I kill the slumlord, run away and come back and on the map i can see that town marker has now been replaced with a blue outpost cross saying "The Hub".
After some time passes I randomly recive a notification saying "Discoverd: The Hub" and again i check my map to see that the outpostmarker is now overlabeld with the default town marker.
This also seem to restore the Town back with the default Npc's exept they just sit in the center of the town or wander back and forth.
Any idea?
However, there is a new problem. None of the Hub interiors show up anymore when I send characters inside. It's like the character is inside, yea, but it looks as though nobody is inside. Any suggestions? All I've tried so far is interior edit and restarting the game
I haven't taken the time to mess with overrides to see if it can be removed with the same conditions as ownership.
HOWEVER, everything was going fine and peachy until suddenly my engineers wouldn't work, and then none of my jobs would work. I had to build my stone quarries a decent walk away from Hub but they were still close as it worked for awhile, having workers and engineers cart stuff from the quarries and processers to the storage bins in the town. However it randomly broke, all ownership banners went to Rebel Base or back to The Hub. I moved the town banners farther away with the ingame editor, and then it said all the buildings belonged to my faction and I set the marker to where the town was included as well as the stone quarries, however, the problem persists. Any advice?
Or bother the devs to fix the fact that overrides just seem to stop working after a while...?
Making extra round trips with the whole party to Squin can fix stuff, but it's not guaranteed sadly.
In all my testing I never used shftF12 but didn't have the original Hub reappear. Thank you for mentioning the Slumlord spirit, when making and testing my first player takeover it was nessesary to have that for takeover to work (it might work without it now) I'll test it out soon.
I know the original town popping back in to the game after override is an issue but I think it has to do with the base game and is probably the reason player takeovers aren't in the base game. They have been working on that issue abit,( checking for overrides on import ) hopefully it gets worked out.
Deleting the two original town placements will delete the duplicate and allow me to place buildings again, but then I can't see inside buildings.
I'm at a loss...