Took me awhile to notice that this mod had disappeared from my tracking centre. I was waiting for the new version before starting a new game too.
slinks s3 RAVAge
Started by
Site Bot
, Jul 03 2010 10:44 PM
653 replies to this topic
#41
Posted 12 July 2010 - 08:11 AM
#42
Posted 12 July 2010 - 09:21 AM
Can you remove the "Improved Backstab" property, as it conflicts with a Rogues Coup de Grace skill by removing it when you unequip the weapon or armour with IB.
#43
Posted 12 July 2010 - 10:09 AM
@Kaerar:
I just noticed this myself last night on my first new playthrough as a rogue.
I'll drop an update ASAP with the fix.
Apologies,
Jon
I just noticed this myself last night on my first new playthrough as a rogue.
I'll drop an update ASAP with the fix.
Apologies,
Jon
#44
Posted 12 July 2010 - 10:10 AM
@goner12:
Will do, I'll post a write-up in the next update.
@angelasmodaios: PM inbound.
ETA: Actually the board is down, so..
What you're experiencing is the result of the mod not being completely removed during an update/removal. I've got this to repeat exactly one time - it seems to be the result of events still being trapped by an M2DA override and then sent to scripts that no longer exist - but to be honest I'm still not sure why it happens in the first place.
Fortunately it doesn't seem all that hard to remedy.
When I repeated the bug, I simply used the toolset to empty my export directories and then removed the .GDA overrides manually. If you have the toolset installed and are familiar with how it works, this is fairly quick and painless. If not -
It happened one time that I'm aware of to another user, who reported that he had an .erf file still in his core directory, which he manually deleted, after which the issue was resolved. You should be able to run an uninstall with DAModder, then do a thorough search for any files prefixed "slink", particularly a .erf file, and delete them. Then reinstall and you should be good to go.
I'm very sorry this happened, and I really hope the above works to resolve the issue. Please PM me and let me know how it goes (particularly if it does not work).
Apologies,
Jon
Will do, I'll post a write-up in the next update.
@angelasmodaios: PM inbound.
ETA: Actually the board is down, so..
What you're experiencing is the result of the mod not being completely removed during an update/removal. I've got this to repeat exactly one time - it seems to be the result of events still being trapped by an M2DA override and then sent to scripts that no longer exist - but to be honest I'm still not sure why it happens in the first place.
Fortunately it doesn't seem all that hard to remedy.
When I repeated the bug, I simply used the toolset to empty my export directories and then removed the .GDA overrides manually. If you have the toolset installed and are familiar with how it works, this is fairly quick and painless. If not -
It happened one time that I'm aware of to another user, who reported that he had an .erf file still in his core directory, which he manually deleted, after which the issue was resolved. You should be able to run an uninstall with DAModder, then do a thorough search for any files prefixed "slink", particularly a .erf file, and delete them. Then reinstall and you should be good to go.
I'm very sorry this happened, and I really hope the above works to resolve the issue. Please PM me and let me know how it goes (particularly if it does not work).
Apologies,
Jon
#45
Posted 12 July 2010 - 10:54 AM
Love this mod! 2.07 is a 1/10 the size of 2.06 tho.
#46
Posted 12 July 2010 - 12:49 PM
Why this mod don't work with the dlc (Leliana' song and Darkspawn Chronicles that i have tested) unlike the beta version that worked..
#47
Posted 12 July 2010 - 01:01 PM
@fiocri/Biship:
I think the first upload didn't go through entirely, I reuploaded the zip and it seems ok.
That's what I get for working before having coffee.
Let me know if it's still squirrely. :>
I think the first upload didn't go through entirely, I reuploaded the zip and it seems ok.
That's what I get for working before having coffee.
Let me know if it's still squirrely. :>
#48
Posted 12 July 2010 - 04:50 PM
Just one "technical" question: What exactly does the "Messy kills" property mean?
BTW, When can we expect that "one positive property for a negative one" release as we discussed earlier? Thanks you for your great work!
BTW, When can we expect that "one positive property for a negative one" release as we discussed earlier? Thanks you for your great work!
#49
Posted 12 July 2010 - 05:19 PM
@svatoslav:
"Messy kills" should add two extra blood effects, as well as increase the frequency of special finishing moves.
I am planning on implementing checks to balance properties like you suggested in the next "real" update.
I realized I may have bit off more than I can chew at this point, specifically I made quite a lot of important changes to important files without doing a whole lot of testing, which now that I'm about 1/4way through an Origins playthrough I'm realizing has effects (mostly in uncommon situations) that are easily remedied, but unexpected.
I try to test every significant change in every possible way, but I'm just one guy, so the my best method of finding bugs is through you guys. :>
To answer your question more directly, I'm going to do a major update as soon as I'm sure there's nothing broken in the current release. The updates I'm doing now are just to patch *thankfully!* small issues, and I'm pushing through the game myself trying to test things.
So... provided nothing big comes up, soonish.
"Messy kills" should add two extra blood effects, as well as increase the frequency of special finishing moves.
I am planning on implementing checks to balance properties like you suggested in the next "real" update.
I realized I may have bit off more than I can chew at this point, specifically I made quite a lot of important changes to important files without doing a whole lot of testing, which now that I'm about 1/4way through an Origins playthrough I'm realizing has effects (mostly in uncommon situations) that are easily remedied, but unexpected.
I try to test every significant change in every possible way, but I'm just one guy, so the my best method of finding bugs is through you guys. :>
To answer your question more directly, I'm going to do a major update as soon as I'm sure there's nothing broken in the current release. The updates I'm doing now are just to patch *thankfully!* small issues, and I'm pushing through the game myself trying to test things.
So... provided nothing big comes up, soonish.
#50
Posted 12 July 2010 - 05:22 PM
@Old Book:
Been so busy I almost forgot to thank you for the endorsement and the great write up! Thanks also for the suggestions, which I like. As I posted below, as soon as I'm fairly sure this version is patched to my satisfaction, I'm going to do a major update with those kind of changes in mind.
Anyhow, thanks again mate. I really appreciate the positive feedback!
Been so busy I almost forgot to thank you for the endorsement and the great write up! Thanks also for the suggestions, which I like. As I posted below, as soon as I'm fairly sure this version is patched to my satisfaction, I'm going to do a major update with those kind of changes in mind.
Anyhow, thanks again mate. I really appreciate the positive feedback!



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