Dragon Age Rules Fixpack
Posted 03 February 2011 - 07:13 PM
I have confirmed that it is the event manager conflict that causes this, as I can remove every single component of Rules Fixes and Combat Tweaks will still double up Blood Thirst.
Posted 04 February 2011 - 08:39 AM
Have you tried running combat tweaks without the event manager patch? I've looked at its event manager files and it doesn't even look like it is implemented correctly, so I'm not sure it's even getting used. I assume that combat tweaks works fine by itself?
It sounds like the DA fixpack is overriding an event or script that combat tweaks needs to properly shut off the ability. If I had access to the fixpack sources I might be able to fix it, but alas I don't.
I am however going to be re-implementing some of the bug fixes and possibly some of the tweaks from this mod and others that aren't currently very compatible with other mods and trying to make a new fixpack that is modular and highly compatible. Keep an eye on my custom number of tactics mod page news section over the next few weeks - when I finally make a new page for my fixpack I'll put a link up to it.
EDIT: I looked through his files and although he doesn't give his sources (other than his 2da files which he can't hide) I think I have deduced how his "modified" event manager works.
Basically he overrides over a dozen events with his engineevents.gda file, and each calls a custom script INSTEAD of the eventmanager script. All of his separate "fixes" in the folders are just 2da files containing 1 value that tell the scripts whether to run his code for that particular fix or not (myself and other mod authors have also done something similar with .ini file settings).
I'm guessing that all of his custom scripts have the default event manager code in them somewhere, which would normal then look through the eventmanager.gda file for each event in the engineevents file that you sent to it and run your custom specified script. This guy doesn't use the eventmanager.gda file at all, but I guess his custom scripts still look for it so they can run other mods custom scripts that use the normal event manager. This still allows for incompatibilities if both his mod and another are trying to affect the same events, but that is also true for the normal event manager.
The problem is that any other engineevents.gda file in the override directory for another mod using event manager can replace lines in his engineevents.gda file when they are all compiled into a m2da if they are both trying to affect the same events (overriding OR listening). The result is his custom scripts for those events are no longer called which breaks any fixes that relied on those scripts. Instead the normal eventmanager that the other mod put in its engineevents.gda file is called, and that mod should then work like normal while the fixpack is partially broken.
What you have to do to fix this is look in the engineevents.gda file for this mod, and the ones for whatever other mods you have that are in the override directory, and remove any lines from your other mods engineevents.gda file that call the same events as this mod's file. Then no lines in this mods file will be overwritten and it can call all of its custom scripts, and those script will then call the normal event manager code which will look in the eventmanger.gda files for each of the other mods and call the appropriate scripts so that they work. If done right compatibility is the same as if everyone was using the normal event manager.
This also explains why he said his mod works when other mods using event manager are installed in the addins folder instead of the override folder. His engineevents.gda file in the override folder will take precedence over all other mods files the addins folder, so none of his scripts get overridden and the other mods custom scripts still get called as normal.
It's really not a bad idea given what he was trying to accomplish and how many events he had to modify to do it, but it puts the burden of compatibility on everyone else.
If you don't fully understand my explanation PM me and I will give you a detailed walkthough on how to make your other mods engineevents.gda files compatible. This still may not fix all incompatibilities, but it will fix any that can be fixed without merging both mod's source code.
Edited by tinman06, 04 February 2011 - 11:31 PM.
Posted 17 February 2011 - 06:48 PM
Posted 19 February 2011 - 03:22 AM
Posted 19 February 2011 - 08:05 PM
If you insist that you should be able to cast a damaging spell on allies, just don't use this component.
@lastdarkness: There is no "official" list of components that are problematic since the mod author has not made such a list and has been missing for several months. You could search the comments back a single page, but I'll make a list for you. If you want reasons, you'll have to make an effort and read the earlier comments.
Fix - No Stealth Drop on Friendly Spells
Fix - Power of Blood Dual Wield Expert
Tweak - No Helmet
Tweak - Auto Loot
Tweak - Auto Loot Kills
Tweak - Remove Modal VFX Ground AoE
These components have been reported to break content or quests or have been reported to not fix the bugs they are meant to address. In some cases, undesirable side effects have been reported and the author was last reported to be working on these for the 2.0 release. Any such release is unlikely considering the amount of time that has passed.
Posted 20 February 2011 - 01:25 AM
Also, thank you for posting a list of the problematic components.
Edited by xzilla7, 20 February 2011 - 01:33 AM.
Posted 20 February 2011 - 12:53 PM
I already didnt use the no helmet since I found the other no helmet mod easier to work with.
Then dont use it, simple. Its like the one that changes a spirit spell to do nature damage and Rockfist to do do nature damage as well when its obviusly a physical attack.
Posted 21 February 2011 - 07:23 PM
A thorough fix would be coding Crushing Prison to auto-cancel when targeting allies who do not have Force Field applied to them.
Edited by Mad Method, 21 February 2011 - 07:26 PM.
Posted 23 February 2011 - 08:01 AM
However, I have noticed that the vfx for the Legionnaire Scout talents still show (Strength of Stone and Endure Hardship).
It would be awesome if this could be fixed or if someone could help me remove them myself.
Posted 27 February 2011 - 10:25 AM
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