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 MESSAGE BOARDS >> TITLE SPECIFIC BOARDS > ASSASSIN´S CREED III
 Assassins Creed 3 Editor  
 
 
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Posted: Nov 30, 2012 8:22:23 AM - Report post  (0)  (0)       Post Reply  post reply  

Danke, dass du auf die Community hörst und versuchst deren Wünsche umzusetzen.
Schönes Wochenende!
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Posted: Nov 30, 2012 10:40:07 AM - Report post  (0)  (0)       Post Reply  post reply  

thign is, wehn it was just infinite ship health, it didnt cause a problem, but when you added the extra ship options to the feature customizer, thats when it caused problems, which is even more annoying cause i really want infintie ship health right now ; (
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Posted: Nov 30, 2012 1:35:33 PM - Report post  (0)  (0)       Post Reply  post reply  

@0x90
Danke für die Trainer
Klasse das man sich auch in Deutsch unterhalten kann

Thx for the trainer
Great that we can also talk in german to you

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Posted: Nov 30, 2012 1:57:22 PM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by Ashar:

thign is, wehn it was just infinite ship health, it didnt cause a problem, but when you added the extra ship options to the feature customizer, thats when it caused problems, which is even more annoying cause i really want infintie ship health right now ; (

may it was for you but if you read several other posts they had even problems with almost every ship option including inf. ship health

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Posted: Nov 30, 2012 2:03:10 PM - Report post  (1)  (0)       Post Reply  post reply  

People reported that infinite ship health wasn't working for them, i changed my hook and included additional ship features.
But this hook seems to crash the game. Although I am still not possible to reproduce any crash. That means as long as I'm investigating, i want you guys to enjoy the game with either editor or trainer. So I think it's better to have an editor without ship health which is stable, than an editor with ship health which crashes your game.

Just because i removed the feature it doesn't mean it won't come back. It means it needs more time. This is one of the most requested feature, I am aware of it.

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Posted: Nov 30, 2012 7:55:27 PM - Report post  (0)  (0)       Post Reply  post reply  

BTW, the no relaod doesnt seem to work for all firearms, just bought new ones "Pitcairn-Putnam Pistols" and no reload doesnt work, but if it switch to the basic one, or the 3 shot one, no reload works again. Shame, the new gun has better short range, long range and firerate. Anyone tried any later guns to see if theres a problem too, im only on seq 08 so not got end guns yet.

Tested the bonus content guns too from homestead, they dotn work with no reload too, only the first 2 weapons.

[Edited by Ashar, 11/30/2012 8:41:38 PM]

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Posted: Nov 30, 2012 9:08:34 PM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by Ashar:

BTW, the no relaod doesnt seem to work for all firearms, just bought new ones "Pitcairn-Putnam Pistols" and no reload doesnt work, but if it switch to the basic one, or the 3 shot one, no reload works again. Shame, the new gun has better short range, long range and firerate. Anyone tried any later guns to see if theres a problem too, im only on seq 08 so not got end guns yet.

Tested the bonus content guns too from homestead, they dotn work with no reload too, only the first 2 weapons.

[Edited by Ashar, 11/30/2012 8:41:38 PM]

Actually just popped over to mention the same thing. It would indeed appear that none of the non-shop ( "General Store" ) weapons work with this option, which means that it only affects the Flintlock, Duckfoot and Double-Barrelled pistols. I'm guessing the Pitcairn-Putnam pistols don't work because they're not actually bought through the shop. Spoiler:

You get them after killing Pitcairn.

I suppose that's not really a big issue for the Redcoat's musket, but the Pitcairn-Putnam pistol is by far the best at my current point in the game, at least outwith crafted ones (which I can't comment on the stats of, courtesy of the artisan levelling bug).

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Posted: Dec 01, 2012 1:07:14 AM - Report post  (0)  (0)       Post Reply  post reply  

Hm, finally managed to craft myself some French Coat pistols, and no-reload actually works fine with them.

---

Edit: Or not! Very interesting discovery. When I selected the French Coat pistols (crafted) from the Manor basement, I then Quick-Travelled to Boston to try them out on some unsuspecting soldiers. No Reload did indeed work, but I just noticed something odd: I have the dual-pistol holster, and as soon as I Fast-Travelled to Boston, the second French Coat pistol magically became a Pitcairn-Putnam pistol! I couldn't seem to fire it, but it did result in No Reload working for the remaining French Coat Pistol.

However, when I went to a shop in Boston and swapped from a standard pistol to a French Coat pistol there instead of at the Manor, the second pistol no longer swapped itself to a Pitcairn-Putnam pistol and all worked fine - until I tried to Fast Travel again, at which point the second pistol swapped itself again. I suspect this is likely a game bug more than a trainer bug.

However, as to the trainer. While the French Coat pistols seem to function well, the same cannot be said for the Royal pistols. Both are crafted, and both suffer from the second pistol becoming a Pitcairn-Putnam pistol upon using the Fast Travel. However, while No Reload works for the French Coat pistols, it does not seem to work at all for the Royal Pistols.

---

Edit: hah, outstanding! If I try to select the Pitcairn-Putnam pistols themselves, as soon as I Fast Travel, my second pistol actually swaps to a Royal pistol! This game seems hell-bent on denying me the ability to equip two pistols that are actually the same!

[Edited by Draesk, 12/1/2012 3:22:29 AM]

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