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Related Issues: 19997
Another screenshot for your viewing pleasure: http://i.imgur.com/CwJYghi.png
The spawn marker from the FormID you listed seems to placed okay in the CK. The others nearby do as well so I'm not certain what would cause this to occur.
Comment #2 Feb 4, 2018 7:00 pm
Edited by BlackPete on Feb 4, 2018 7:02 pm
Suuuuuuper late on this one, but in examining what the particular synth form ID was associated with, it's part of the 5th attack wave when you arrive for the battle in the CIT Courtyard during Ad Victorium. There are 5 waves, each enabled during the progression by enabling an alias collection that spawns them.
Stage 1000 of DNPrime_BoS304 was set to disable the wave spawners once the battle was over but that script fragment was missing the call to disable the spawners for the 5th wave. So those continue to spawn Synths over the water long after the battle is over.
We've added the missing call to disable these spawners. Which unfortunately means it's a fix that cannot be reflected in the Playstation version of the patch.
Synths that have already been spawned will need to be killed though - disabling their spawners won't get rid of that.
Stage 1000 of DNPrime_BoS304 was set to disable the wave spawners once the battle was over but that script fragment was missing the call to disable the spawners for the 5th wave. So those continue to spawn Synths over the water long after the battle is over.
We've added the missing call to disable these spawners. Which unfortunately means it's a fix that cannot be reflected in the Playstation version of the patch.
Synths that have already been spawned will need to be killed though - disabling their spawners won't get rid of that.
Comment #3 Jun 25, 2022 7:30 pm
Edited by Arthmoor on Jun 25, 2022 10:07 pm
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