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#51
syclonix

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Yay! another release! Thanks anakin.

#52
syclonix

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Sorry to inform you, but I think the new version has a bug. When I used it enemies would only attack my party one by one when I got close enough. Also my ranged fighters would not attack enemies unless I instructed them to. I was fighting in the spirits in Anvil of the Void.

Does this happen to anyone else?

#53
anakin55

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It happen with savegame done before 1.2. I removed the fix in 2.0b but will add it again for 2.0.

Edited by anakin55, 01 December 2009 - 11:29 PM.


#54
gandalf51

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- Beta because I am not sure about how the dazip file works for core scripts. 80% it works, 20% it doesn't work.

What does it means in game ?

- The mod is not compatible with other mods overriding the file "rule_core"

How do we know if a mod override the rule_core ?

#55
anakin55

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- It mean that maybe you activate the mod an you don't see any changes in game. It also mean that only one part could be active. But that seems to not be the case, the only reported bug is about loading saves made with v1.2 of this mod.

- You don't know, there are mods that mod the main campaign and specifically how creature are moving in the world.
There is not so many so don't worry. If it is the case, one of the mod will not work and you will have to make a choice.

#56
Emiko

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Okay this a great mod, but I have huge issues with it.

So I had a same probleme someone posted earlier, the Spider Queen bugged for me (I was using the 1.2 version) and I was not able to read Branka's Journal too. I didn't have a recent save file so I used runscript zz_orz_debug to get past this point and I noticed something else after that. Whenever I deactivate this mod and load a save where it was active my characters won't attack...

Now my only choice is to continue with the mod even it can cause major issues in the game progression (maybe it was the only one though) because if I disable it, it is almost impossible to play...

:(

#57
anakin55

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The current version of the file is 2.0 and you have a problem with 1.2. Version 2.0 solved this problem.
Plz download 2.0, test it, and then comment.

EDIT : as said before, there was a problem with v1.2. If you have a problem with a savegame, load it with v2.0 of the addon. Then make a new save.
You will now be able to deactivate the addon and load saved game without any problem.

Edited by anakin55, 01 December 2009 - 11:39 PM.


#58
Emiko

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Yeah sorry for making a comment where I don't say everything I did. It's true I was using 1.2 till today, and when I saw the bug with Branka's Journal I updated to 2.0 the problem is that even with 2.0 installed when I load a save where 1.2 was active my characters don't attack too. (The only other mods I'm using are Helm Removal and Character ReSpecialization 1.6).

Well I don't what wrong with my game, I did't try 1.4 though.
But it's seems that my only way to have my characters to act normal in combat is to have 1.2 actived.

I'll try 1.4. ^^

7777 Views, lol :)

#59
anakin55

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I think you have 2.0b (which doesn't include the fix). Try 2.0

v2.0, 1 december 21:37


EDIT: really bad for you and unlucky that you downloaded 2.0b just after 1.2. While any of the two solve the save bug.

Edited by anakin55, 01 December 2009 - 11:53 PM.


#60
anakin55

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To explain, v1.0, 1.1, 1.2 was modding the AI of followers during combat mode and out of combat as well to make possible to cast abilities in tactics out of combat. To do so, I needed to change a variable that is saved during a savegame. This variable deactivate the standard AI of the followers.

That's why, if you load a savegame done with 1.0,1.1,1.2 without the addon, your party members have no AI.
A patch is included for this in 1.3, 1.4, 1.5 and 2.0. This patch reset this variable during the loading.
But you have to load the savegame one times with a version that fix this bug.
If you don't want to have to activate the module each time you want to load this savegame, make a new save just after loading (and delete the old one).




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