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NT faction takes presedence over Syndicate faction for all NPCs/turrets disabling a use case #1228
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I think turrets should be reworked. They should shot you, if have different ID cards, instead of Syndi crew |
It actually does work(It is correctly adding and removing "Syndicate" faction). The bug is not with the ClothingAddFactionComponent, the bug is with the NpcFactionSystem itself. The turret is shooting characters because they have the Nanotrasen Faction. We are missing a PR from Wizden that updates the NpcFactionSystem to make it so that the turrets will not shoot people with the Syndicate Faction, regardless of what other factions they have. |
i wrote this title wrong, the addition of the syndicate pda / id giving faction pr is bugged, not the addition of the faction, this should be open until its actually fixed |
It is not bugged, the faction is being added correctly. |
thats what im saying?? i'll rewrite the title |
Description
The Syndicate PDA and ID card faction clothing don't work correctly for one of the intended use cases (crew stealing a PDA to raid the nukie shuttle) since i assume it doesn't disable the NT faction for crew. This likely occurs for other faction clothing (an example would be the carp hardsuit if it was Real)
Reproduction
Expected behavior
Media
Additional context
eating a burger with no honey mustard
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