Star Wars Genesis 8.8.3 Patch Notes

This is a huge update.

Questlines and Companions
  • Finished writing all 4 Act 2 conversations between companions regarding current events (this will fix them constantly wanting to talk)
  • Finished writing all 8 (technically more) possible companion conversations regarding the events of the Imperial or Rebel Questline (this will fix them constantly wanting to talk x2)
  • Finished writing all 4 companion personal questions and backstories
  • Added proper affinity outcomes based on dialogue choices made in Rebel and Imperial questlines, rather than using the vanilla ones
  • Replaced the Vong that come after you in ships with Artifact Hunters (oops forgot to do it earlier)
  • Added 1 new conversation with Meeka
  • Improved the flow of some Meeka conversations
  • Rewrote a retconned part of a conversation between the player and Octavian Grant
Blaster FX
  • Blaster bolts no longer stretch the farther they go out and have a stronger emissive
  • Red and yellow blaster bolts now have more lore accurate blaster sparks that respect physics and shot angle
Props and Environments
  • Performed the biggest prop replacement overhaul in Genesis so far. Over 200 new interior and exterior prop replacements, including actual buildings
  • Replaced all airlock variants with energy shields. I’ve removed their activation requirements, which means you can just enter and leave POIs that utilized these airlocks instantly now, rather than waiting in between doors and wasting 10-20 seconds of your time
  • Improved planet textures for Nar Shaddaa
Outpost Raids
  • Added real outpost raids, courtesy of Pouya and our $200 bounty
  • Scavengers or Trandoshans have a 40% chance to raid your outpost everyday, on a 7 day cooldown (configurable in Gameplay Settings). When the raid procs, you are met with a quest popup at the top left of your screen
  • Scavenger/Trandoshan raids have multiple stages depending on how much you delay going there. If you delay the timer too far, 25% of your resources will be stolen by the raiders and you will have to retrieve it from their base (counter-raid)
  • Imperial raids proc under two “AND” conditions. The player must have an Imperial bounty AND should not be apart of the Empire (this takes into accounts deserters too). If you first joined the empire then joined the rebels, you will get Imperial raids if u have an Imperial bounty. If you first joined the rebels, then joined the empire, you won’t get any Imperial raids. The latter is just a failsafe, as eventually you won’t get any bounties from the Empire if you’re apart of them (for small actions such as stealing/contraband/etc)
  • Imperial raids only have 2 stages. The orbit stage involves an Imperial Light Cruiser and a few small fighters. If you can’t get past that stage or delay it, the ground battle stage involving Stormtroopers begins. If you cannot defend your outpost, 25% of your resources are taken with no opportunity to reclaim them
Jedi Hunters
  • Any players that are Force Sensitive and NOT affiliated with the Empire are automatically tracked by a unique set of Inquisitors and other Imperial hunters. If you defeat/kill one, they will permanently be removed from the pool until there is none left to go after you. At the moment, there is a total of 8 unique hunters that increase in difficulty
  • If an Inquisitor is too strong, you can retreat by leaving the planet, which will put the current pursuer on a 3-5 day cooldown until they track you down again
Lightsabers Spotting and Imperial Bounties
  • Players that are not affiliated with the Empire (as in they haven’t started the Imperial Questline) will now get a 25k credit bounty when wielding a lightsaber in Imperial territory (such as Coruscant and Geonosis). The “spotting” occurs in a 15 meter radius around you, and NPCs are required to have line of sight on you for it to occur. You will see a message at the top right of your screen when/if it occurs
  • Note: Existing save users that already have a lightsaber will need to drop theirs on the ground and spawn in a new one for the above effects to take place
  • The option to pay the Stormtrooper/Imperial that confronts you about your bounty has been removed. You can either fight or surrender. If you surrender, you will get an XP penalty and 7 days of ingame time will pass (for now)
Galaxy Map
  • Fixed a critical issue where not all standalone systems were displaying their name unless hovered over
  • All dots representing star systems have been made light blue and have a new white colored glow behind them. All dots are now also the same size, rather than dependent on the mass of the star.
  • Fixed a minor UI issue during the animation to travel to another system
Nar Shaddaa Lawless Changes
  • Removed the Rebel crime links to Nar Shaddaa
  • Replaced Rebel Security in orbit with a Hutt Clan Enforcer that allows contraband
  • Renamed Promenade Security to Hutt Clan Enforcer
  • Removed the spice scan in the entrance of the city
  • Rewrote main Nar Shaddaa kiosk with lore accurate information
Nimble Ships
  • Added the infamous Nimble Ships mod by Kilonova24. This mod really caught me by surprise when I looked at all the changes it was doing in the back-end. I was originally going to give all engines a speed increase, but this mod went above and beyond and did many other changes too that makes ship combat much more satisfying. All the changes here apply to all ships in the game, including enemy ships. There may be some tweaking needed in the future, but it is a really well made foundation for Genesis. Here is a quick overview:
    • All ships have a 25% increase in max speeds.
    • Engines are additive to max speed.
    • 50% increase in boost acceleration.
    • 25% increase in turn rate at max speeds (Instead of a 50% debuff, it’s now 25%).
    • 10% increase in turn rate at min speeds (Instead of a 50% debuff, it’s now 40%).
    • Boost can be reused 25% lower, so you don’t have to wait as long for the boost meter to refill before boosting again.
    • Targeting ships is slightly faster
    • Targeting distance is significantly larger
    • Target Lock falloff time is doubled
    • Various other enhancements to improve the overall feel of flying your ship
Ships
  • Added the YTS-27 Corsair by VikoizBeast for sale in Geonosis, with some minor adjustments. It is a very large ship so beware
Force Powers
  • Added new skill you can learn called Double Jump. It requires Force Sensitivity to invest in and allows you to… double jump.
  • Revamped one of the placeholder powers to Force Repulse (WIP)
  • As it reads, Force Repulse is a rework of the vanilla Supernova power but now with a 360 stagger and new sounds (In the near future, it the AOE visual effect will be reworked and the power will also disintegrate enemies at higher levels)
Sound
  • Raised all lightsaber sounds by 6 db
  • Fixed a bug where the Tython Trainer’s lightsaber did not have a humming sound
  • Added proper force power sounds to AI force pushes and repulses
Traits and Backgrounds
  • Added a new trait: Veteran. This is a roleplayer trait meant to signify that a character experienced the Clone Wars, fall of the Republic, and the rise of the Empire (as an adult). This will be used to reference unique dialogue in certain quests
  • Added new background: Clone Mercenary, inspired from Trick in Zero Company
  • Added new trait: Droid Sympathizer. It will allow you to deal additional damage if you are accompanied by a droid companion
  • Added new trait: Seperatist Roots. It will allow you to buy and sell items with a 5% permanent bonus (stacks)
  • Added new trait: Displaced. No bonus atm
  • Replaced a few of the default perks that come with certain backgrounds to make more sense
  • Rewrote some vanilla skill descriptions
  • Hid the Gungang Tagalong trait until he is properly converted (and removed the 2 plugins related to it)
  • Hid the Family trait until the bugs with it are fixed
  • Rewrote the 2 Mandalorian backgrounds as the Mandalorian purge has not yet happened
Ship Part Changes
  • All vanilla ship parts are now available at every vendor, rather than spread out across the game. They are also no longer level locked but a few new parts are now locked behind the Starship Design perk
  • Added an optimized version of SETI – Ship Exterior True Illumination by BosDragon. It adds exterior lights to many vanilla cockpits and other parts, as well as standalone ship lights you can install on your ship
  • Since the Crimson Fleet Questline is disabled, I’ve added Scan Jammers to the vendor lists as well, but they are very expensive
  • All reactor and fuel parts now have proper descriptions
    Note: There may now be alot of duplicate weapons and other parts due to the removal of the level lock. I will clean this up in the future

    Remarks: While this does invalidate the existence of other vendors, it is a huge QoL improvement for many ship lovers who plays Genesis. In the future, the uniqueness of ship vendors across the galaxy will be based on the types of ship they sell, rather than their parts
Balancing
  • Reduced energy resist of AT-ST’s, allowing lightsabers to do more damage
Animations
  • Added Lynxgal’s one armed 1st person pistol animations, replacing the vanilla 2 handed animations. Works well alongside our 3rd person animations
Mission Boards
  • Removed Sith faction from possible enemy types
  • Fixed inconsistencies and vanilla references across most bounties and their quest logs. This is a pretty big change so please let me know if certain bounty types have issues.
  • Removed certain bounty types that didn’t make sense lore-wise
Misc.
  • Renamed Sith Zealots/Sith Soldiers to Cultists and removed much of the Imperial-era armors from them, due to them being very pesky and still spawning in certain locations that will take too long to clean out right now. At least this way it won’t be too immersion breaking to run across them, especially in space
  • Modified the description of Melee Counter, removing the 1st person limitation and adding a disclaimer that skilled melee combatants will not be affected
  • Changed spaceport operator in Dantooine to Sullustan (also indirectly fixing the chest clipping)
  • Changed armor of Coruscant spaceport operator to Imperial (also indirectly fixing the chest clipping)
  • Removed Eleos Retreat planet map marker temporarily
  • Properly removed the Ryujin quest proc from interacting with the kiosk
  • Renamed Gizka Larvae (formerly known as Heatleaches) to Duracrete Slugs, a much more grounded alternative
  • Performed a Star Warsification sweep of crew skills
  • Replaced Ari Miller’s clothes to Imperial Fatigues (Imperial Medication Station)
  • Renamed the rest of the planets in the Mygeeto, Saleucami, and Batuu systems
  • Renamed moon called “Rogue” in Geonosis system to “Uncharted Moon”
  • Replaced enemy NPCs in Starstation RE-939 with Partisans
  • Replaced a music track used in desert biomes with a more Content Creator friendly one
Existing Save Cleaner
  • Added a script that cleans nearby NPCs affected by existing save bugs (such as invisible heads). The user simply has to press numpad 1 when they encounter a bugged NPC. This works retroactively with some of the NPCs that broke last few updates
Bug Fixes
  • Replaced a few invisible box props. Was scratching my head on this one until I booted up vanilla Starfield and saw they were invisible there too lol. You’re welcome Todd
  • Rewrote some out of date loading screen text
  • Fixed a bug where Gammorreans and Hutt henchmen in the Nar Shaddaa warehouse were bugged (this is the last one i swear) (semi-fixed in 8.822)
  • Fixed a bug where the Thrawn arrest would still happen under specific circumstances in space (fixed in 8.822)
  • Fixed a text bug where ship optimization requirements were displaying X-Tech instead of Tuning Calculations (fixed in 8.822)
  • Fixed a bug where Nar Shaddaa guards could drop rare armors
  • Updated to latest version of Aurie’s Temple Quest Fixes to fix some bugs
  • Updated to latest version of Tracker’s Alliance: Fight or Flight to fix some bugs
  • Fixed some unconverted quest logs in Imperial Questline
  • Fixed invisible A-180 Launcher in black market
  • Removed rebel logo and flag from rebel hideout on Coruscant (Imperial Quest location)
  • Not really a bug but I added a fallback in UC02 to add you to the Imperial faction if you for some reason were not already apart of it. I’m not sure if it’s even possible to encounter a situation where this is needed but my head hurting mapping out all the possible quest routes
  • Fixed a few more helmets that had the 1st person ship view bug
  • Fixed the bug where the craftable Kaleesh mask had 60k plasma defense. Honestly not sure what caused this, as I just deleted the record and remade it
  • Fixed 3 unconverted datapads in Ri’kan’s quest
  • Fixed 1 unconverted computer in main quest relating to Levat
  • Removed the 3 legendary attach points on all lightsabers as both a test and a “bug fix”
  • Removed the Black Spire Outpost WIP location from Batuu, as it should have never even been visible but thanks Todd I guess
  • Fixed a dirty edit on one of the vanilla landing bays that was causing it to be messed up
  • Fixed minor bug in Melee Counter proc
  • Fixed a few Commerce and Starship Engineering leftover vanilla dialogue
  • Fixed a bug where Baldarek would have non-blue hands
  • Removed voices from Royal Guard NPCs in Imperial Chambers
  • Fixed the force power tooltip to correctly reflect your keybind
  • Fixed a bug where Outpost Management and Boost Assault Engineering still had skill challenges
  • Fixed a bug where Rhen Var didn’t have a breathable atmosphere
  • Fixed a bug where smaller/larger NPCs would get re-scaled when interacting with furniture such as chairs
  • Fixed a vanilla bug where the death of a non-essential NPC in Coruscant spaceport would brick the UC/Imperial questline. Seriously wtf is bethesda doing
  • Fixed a bug where Gamorreans would have a chance to cause infinite loading screens in interiors
  • Disabled Saburo’s Solution quest by removing the dialogue option offering help, as it was making Vorga Kreel essential and blocking the Honest Business quest
  • Fixed vanilla dialogue leaking through in convo between Levat and Shanni
Shattered Space
  • Began replacing NPCs and creating the framework around the Shattered Space overhaul (not visible yet obviously just wanted to document it)
Maintenance and Cleanup
  • Updated to latest version of Ship Vendor Framework, which includes additional bug fixes as well as hidden gameplay menu options
  • Integrated the Criminal Questline plugin into side quests
  • Migrated alot of armors over from SithTrooper plugin to Armor Compendium so that I could drop SithTrooper.esm as a master
Quest Disabling

I had to think about this for awhile and decided it was the right choice. While I understand some of these quests are generic enough to fit Star Wars, they are still not something I want people doing and messing up their saves with. If you notice, a big emphasis in these last few updates is existing save compatibility. I want Star Wars Genesis to be a game you can play, experience, stop playing due to lack of content, and then return to after x amount of time to experience the new content. I don’t want people starting these quests halfway, waiting half a year, and then finding out they can’t do it because I completely changed the quest script and it’s incompatible with existing saves. This has ALREADY happened with the Honest Business quest, and it really sucks for those people.

I also found myself holding myself back due to the existence of alot of these quests. The saying in my head was “I’ll flesh out the ambient dialogues around the cities AFTER I finish rewriting all the quests in that city”. And then I look at some of these quests and they’re just dumb fetch quests/lore dumps. To slow myself down due to them would be foolish, when a better approach would be to disable them and make it seem like they never existed in the first place. Basically the main idea here is that rather than slowly filling a vanilla Starfield city with Star Wars quests, I would rather reverse the order and work on fleshing out the existing Star Wars city, and then add quests on my own time. So with that way of thinking, I have disabled the dialogue options and conversations that start the following quests in their respective cities:

Nar Shaddaa

  • Relief Run
  • Bare Metal
  • Superfan
  • Hard Luck
  • Saburo’s Solution (had to disable this anyway because it was breaking a Genesis quest)
  • Mob Mentality
  • Dirty Laundry
  • Unjustified
  • Balancing the Books

Coruscant

  • Distilling Confidence, Liquid Assets, Drink on the House (Quest Chain)
  • Diplomatic Immunity
  • Gem Jealousy
  • Beautiful Secrets
  • The Kindness of Strangers
  • Primary Sources, Suspicious Activities, Reliable Care (Quest Chain)
  • Tapping the Grid, Alternating Currents (Quest Chain)
  • The Art Dealer
  • Spreading the News
  • The Boot
  • A Shipment for Salinas
  • Olive Branch
  • A Parting Gift
  • Terror Brew
  • A Tree Grows in New Atlantis, Out on a Limb, Late Bloomer (Quest Chain)
  • A Light in the Darkness
  • An Invitation

Dantooine

  • Last Will and Testament
  • Blast Zone
  • First Edition
  • Hand Delivered
  • Rough Landings
  • Solomon’s Trove

Geonosis

  • Top of the L.I.S.T.
  • Red Tape Blues, Red Tape Reclamation, Red Tape Runaround (Quest Chain)
  • Runaway
  • Psyched
  • Start-Up Stopped
  • Media Sponge
  • My North Star

Misc.

  • Winning Hearts and Minds
  • Fueling Greatness
  • Taste of Home