I’ll just tell you, it was Hjalmar.
I’ll just tell you, it was Hjalmar.
No, it’s on a desolate island, and you’re trying to help solve the problem which makes it unlivable.
Avoiding spoilers, one of the major quests has you approach and help someone fight some monsters. In that same place there is a skeleton with a key in it for a different side quest.
After you finish fighting the monsters, a dialog cutscene triggers with the person you just helped, but there is a small window of time between the combat ending and the dialog cutscene starting when you actually loot.
Probably from carrier coverage maps
I actually managed to soft lock a side quest in The Witcher 3 recently. If you loot a container right as a cutscene begins, the item will be removed from the container but not put into your inventory.
I managed to do this with a key (by mistake) and almost lost around 25 hours of gameplay lol.
Yeah, especially these particular QoL changes are pretty dope!
This exact issue happens to me too on the PWA
/c/InclusiveOr ?
Do you mind explaining the loophole to the AGPL a little more? I didn’t quite understand that part.
Boost remembered read posts for me but would only clear them if did “Clear Read” from the quick actions. That was the ideal way to do it for me.
Same here, but I still like the merge conflict interface Fork has.
It actually isn’t fixed because this happened to me only a couple of weeks ago (with the next gen upgrade). But it must be an incredibly rare bug because I’ve done the “loot before cutscene trigger” a bunch of times before but only once did it glitch.