_backcab_ Posted December 24, 2021 Share Posted December 24, 2021 (edited) I am playing the Sith Warrior story using the Jedi Sage and Jedi Guardian combat styles. I have 2 loadouts for the Telekinetic Jedi sage with the following setups Loadout 1 - Sage Single Target - Item Rating 38 (my actual item rating is 318 so this is also broken) 27 - power of the force 35 - cloud mind 43 - incoming turbulence 47 - defensive blast 60 - telekinetic defense 68 - valorous spirit 73 - phase walk 78 - mind ward Quickbars: (q1s1 = quickbar 1, slot 1. q3s5 = quickbar 3, slot 5. etc) q1s1 - mental alacrity q1s2 - telekinetic burst q1s3 - project q1s4 - telekinetic throw q1s5 - turbulence q1s6 - restoration s1s9 - benevolence q1s12 - force of will q2s1 - weaken mind q2s2 - power of the force q2s4 - telekinetic gust q2s5 - mind crush q2s6 - force potency q2s9 - force stun q2s11 - meditation q2s12 - mind snap q3s1 - rejuvenate q3s2 - cloud mind q3s3 - force mend q3s4 - imbued force armor q3s5 - force wave q3s6 - force barrier q3s7 - phase walk q3s8 - rescue q3s9 - force quake q3s10 - force speed q5s1 - vindicate used slots: q1s1,2,3,4,5,6,9,12, q2s1,2,3,4,5,6,9,11,12, q3s1,2,3,4,5,6,7,8,9,10, q5s1 Loadout 2 - Sage Multi Target - Item Rating 38 (also should be 318) 27 - dormant tremors 35 - cloud mind 43 - incoming turbulence 47 - defensive blast 60 - telekenitic defense 68 - valorous spirit 73 - phase walk 78 - mind ward Quickbars: (q1s1 = quickbar 1, slot 1. q3s5 = quickbar 3, slot 5. etc) q1s1 - mental alacrity q1s2 - telekinetic burst q1s3 - project q1s4 - telekinetic throw q1s5 - turbulence q1s6 - restoration s1s9 - benevolence q1s12 - force of will q2s1 - weaken mind q2s2 - telekinetic wave q2s4 - telekinetic gust q2s5 - mind crush q2s6 - force potency q2s9 - force stun q2s11 - meditation q2s12 - mind snap q3s1 - rejuvenate q3s2 - cloud mind q3s3 - force mend q3s4 - imbued force armor q3s5 - force wave q3s6 - force barrier q3s7 - phase walk q3s8 - rescue q3s9 - force quake q3s10 - force speed q5s1 - vindicate used slots: q1s1,2,3,4,5,6,9,12, q2s1,2,3,4,5,6,9,11,12, q3s1,2,3,4,5,6,7,8,9,10, q5s1 Using either of these 2 loadouts, I can then create a 3rd loadout that is a duplicate. I activate this 3rd loadout and then swap to Jedi Guardian combat style. Abilties are filled in randomly which is fine because i haven't organized them previously. I can then swap between the guardian loadout and either of the sage loadouts without issue. With the guardian loadout activated, if I change the guardian loadout back to the sage combat style, it load abilities in as follows for this 3rd loadout: q1s1 - Saber Strike q1s2 - project q1s3 - force potency q1s4 - weaken mind q1s5 - force speed q1s6 - force of will q1s7 - force mend q1s8 - benevolence q1s9 - telekinetic throw q1s10 - mental alacrity q1s11 - mind crush q1s12 - meditation q2s1 - force quake q2s2 - vindicate q2s3 - rescue q2s4 - rejuvenate q2s5 - force wave q2s6 - telekinetic burst q2s7 - force barrier q2s8 - imbued force armor q2s9 - restoration q2s10 - telekinetic gust q2s11 - telekinetic wave q2s12 - turbulence q3s1 - cloud mind q3s2 - phase walk The problem now occurs if I swap from this 3rd loadout that went sage -> guardian -> sage and swap to either of my actual sage loadouts described previously. So I swap from loadout 3 back to loadout 1 and what happens? 1. Anything that was previously vacant in loadout 1 is still vacant (correct behavior) 2. Anything that was vacant in loadout 3 but populated in loadout 1 is populated with the correct ability (correct behavior) 3. Anything that was populated in BOTH loadout 1 AND loadout 3 is using the ability defined in loadout 3. (Wrong behavior) - For example: Loadout 3 q1s1 had Saber Strke. Loadout 1 q1s1 had mental alacrity. But when i swap from loadout 3 to loadout 1, Saber Strike is in q1s1 and not mental alacrity. It is expected that the ability assigned to loadout 1 q1s1 will remain the same regardless of other loadouts. Edited December 24, 2021 by _backcab_ clarifying problem Link to comment Share on other sites More sharing options...
_backcab_ Posted December 24, 2021 Author Share Posted December 24, 2021 (edited) I found a simpler way to break it. Step 1. create 2 loadouts with the same class and spec Step 2. activate the second loadout Step 3. rearrange the abilities so they still occupy the same slots but in a different order Step 4. swap to loadout 1 Step 5. observe loadout 1 has also been modified Its as if the game says "oh you already have a sage ability in this slot, so we are just going to ignore what this loadout file says should be there and leave what the previous loadout had" Edited December 24, 2021 by _backcab_ Link to comment Share on other sites More sharing options...
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