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Montenstein

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  1. Yes. Whenever I have an issue my first port of call is disabling all mods etc. There's no issue with that. We all know about the memory leak, hence the popularity of the 4GB Patch. Just like testing of compatibility modes and overlays etc, wether the game is modded or not appears to make no difference. The memory leak is going to happen regardless, I just want to know if it's possible to extend the smooth playing time. longer than 30/45 minutes without the need to restart. Things I have done: -Disabled and removed entirety of mods (No effect) -Disable all external overlays (Appears to have no effect) -4GB Patch (Was already using, reverted back to the original, re-patched) -Disabling and removing ReShade (No effect) -Disabled V-Sync (Some effect I think) -Cycled through compatibility modes (No effect) -Removing unnecessary save files (Playing with one one save game and one character) Things I have thought of and have not fully tested: -Playing on lower graphical settings (The graphics are already dated and I don't think I can sacrifice much here) -Playing in Window Mode instead of Fullscreen Another thing that is worth noting is a new game, or early game is much better, that can go for about an hour or even an hour and a half. Once getting to Denerim, thats when I'm looking at 30-45 minutes of play time, regardless of where I am in the world. Haven and beyond, anywhere else. So at first glance it appears that thing that makes it so bad is all the "completed" data. I'm on the final battle now on my billionth playthrough so I'll see how it goes when I get to Awakening.
  2. Vista/7 etc, Nothing seems to make an impact. Like I said I run the game through a shortcut so I don't even launch steam, regardless I have the overlays set to off for that aswell. Now you mention it the only thing I do have would be NVIDIA's thing... maybe that may help. Either way, I think after about 30 minutes of gameplay theres nothing can be done really, at least to my knowledge. I tried removing retextures and "HD" counterparts. Makes absolutely no difference, 30 minutes seems to be the bad time.
  3. Before anything else; I'm using the 4GB Patch and running in compatibility mode for XP SP3. I'm using a small amount of HD mods, defiantly no 4k textures as this was causing issues. I'm also running the game through the 4GB patch shortcut and not directly through Steam. I read somewhere to only use 1 core on the processor but that doesn't help, I've played about with the affinity option in Task Manager and I either use 8 cores or 3... I don't think it makes much of a difference to be honest. Getting mighty sick of having to quit and restart the game every 30/45 minutes or so. If anyone has any tips to help that would be great xD
  4. In relation to the Gauntlet part of the game, the Dopplegangers specifically. #include "utility_h" #include "wrappers_h" #include "urn_constants_h" #include "urn_functions_h" #include "plt_gen00pt_party_sc" #include "plt_urn230pt_gauntlet" void main() { object oArea = GetObjectByTag("urn230ar_the_gauntlet"); object oSairDG = GetObjectByTag("urn230cr_sairelle"); effect eTransparent = Effect( EFFECT_TYPE_ALPHA ); eTransparent = SetEffectEngineFloat( eTransparent, EFFECT_FLOAT_POTENCY, 0.5 ); if (WR_GetPlotFlag(PLT_URN230PT_GAUNTLET, GAUNTLET_QUEST_DONE) == FALSE) { if (WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_PARTY) == TRUE) { SetObjectActive(oSairDG, TRUE); AddAbility(oSairDG, ABILITY_TRAIT_GHOST); SetTeamId(oSairDG, URN_TEAM_DOPPELGANGER); ApplyEffectOnObject( EFFECT_DURATION_TYPE_PERMANENT, eTransparent, oSairDG ); } } }Judging by the "urn_constants_h" and "urn_functions_h", this is what is applied to the vanilla followers. Though they do not have the golden ghost VFX. I need: AddAbility(oSairDG, ABILITY_TRAIT_GHOST);So that upon death the character disappears like the any other ghost, but this also adds VFX. What do I need to add to remove that effect?
  5. Hey! So before I actually try to do it, I have edited the conversation and extended it where I wanted to, got everything working nicely in game, no problems. Now, I come to the VO part, I'm guessing what I actually have to do is duplicate the conversation, then generate VO and FaceFX like you would for a new conversation, I know how to add new VO lines to new conversations so I guess its the same, I name the files I want to add [lineID]_m.wav as usual, but I guess I also have to then extract ALL the vanilla lines from the original .fsb file and rename them appropriately to the new string ID's, then generate the VO. This is alot of work I'm not ready to try if it isnt the way to do it xD I'm wondering if this is 100% the only way or if anyone has some shortcuts? Or even if this isnt the way and my guess is wrong?
  6. Okay, I've got it to appear in game somehow but the specular map is completely ruined...
  7. So I set everything up, thinking I was all ready to go ahead and call it a day on the mod. Load into the game and the armour is invisible... Despite it showing up perfectly in the Toolset? I've changed the GDA's incase of conflicts, I did not see a result. I've edited the MMH and PHY files with pyGFF and nothing. Lets take for example "hm_arm_mm_0.mmh", Inside of that file I've tried editing any reference of the model to "hm_arm_Mm_0" and "hm_arm_mm_0". I don't understand why it shows up perfectly in the toolset but refuses to work in game... any ideas?
  8. If this is the case, then it will be fine! I'm yet to test anything yet as I'm finishing up another part of the mod. Thanks for the advice!
  9. Hey all. Before I start to investigate and drive myself crazy, I was just wondering if it's possible to play a cutscene that involves another area to the one your currently in? Similarly to how you get cutscenes when reading the Avernus' notes in Soldiers Peak, obviously however those cutscenes take place in the next room of the area... I've got the cutscene linked up and playing, obviously because I havn't loaded the area in which it takes place the only things active are the characters while it plays, I knew this was going happen, and to be honest it's just for testing purposes as when I actually intend the cutscene to play the player will be in the area the cutscene actually takes place in... It's just a lot further into the game then I am currently at xD If it's possible please let me know how but to be honest I actually have NO expectation of being able to do this, It would just make my testing life easier ^^
  10. Okay, So I like to post my solutions so it may help someone else down the line... First of all, I created a new flag inside my party plot, "plt_gen00pt_party_sc" added new flag "SAIRELLE_DEACTIVATE" Inside my functions of my module script I added; if(WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE)) { object[] partyMembers = GetPartyList(); int memberCount = GetArraySize(partyMembers); int i; for (i =0; i<memberCount; i++) { if (IsModalAbilityActive(partyMembers[i],ABILITY_SPELL_FLAMING_WEAPONS)) { Ability_DeactivateModalAbility(partyMembers[i],ABILITY_SPELL_FLAMING_WEAPONS); } } }I need to go and add all other sustainable abilities, "Flaming Weapons" was used to test before I add every single ability. If you want to keep a sustained ability active then do not add it to the list. Then I modified my EVENT_TYPE_BEGIN_TRAVEL lines; case EVENT_TYPE_BEGIN_TRAVEL: { string sSource = GetEventString(ev, 0); string sTarget = GetEventString(ev, 1); string sWPOverride = GetEventString(ev, 2); if(sTarget=="cam100ar_camp_plains") WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, TRUE); if(sTarget=="cam104ar_camp_arch1") WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, TRUE); if(sTarget=="cam110ar_camp_arch3") WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, TRUE); if(sTarget=="cli03al_redcliffe_castle") WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, TRUE); if(sTarget=="den07al_eamon") WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, TRUE); if(sTarget=="epi300ar_post_coronation") WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, TRUE); if(sWPOverride=="1" && sTarget=="Fade_Follower" && WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC,SAIRELLE_HAS_NIGHTMARE_A)) DoAreaTransition("sairelle_fade_nightmare","start"); if(sWPOverride=="2" && sTarget=="Fade_Follower" && WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC,SAIRELLE_HAS_NIGHTMARE_B)) DoAreaTransition("sairelle_fade_nightmare","start"); if(sWPOverride=="3" && sTarget=="Fade_Follower" && WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC,SAIRELLE_HAS_NIGHTMARE_C)) DoAreaTransition("sairelle_fade_nightmare","start"); break; }Some/Half of this code is relevant to the follower when in the Fade during the Broken Circle plot and not relevant to sustained abilities. Then, I modified the EVENT_TYPE_PARTYMEMBER_ADDED/DROPPED; case EVENT_TYPE_PARTYMEMBER_ADDED: { object oFollower = GetEventObject(ev, 0); if (GetTag(oFollower) == "sc_sairelle") { SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0); WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, FALSE); AddCommand(oFollower, CommandJumpToLocation(GetLocation(GetHero()))); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_PARTY, TRUE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_CAMP, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, FALSE); //<----------------ADDED THIS LINE } break; } case EVENT_TYPE_PARTYMEMBER_DROPPED: { object oFollower = GetEventObject(ev, 0); if (GetTag(oFollower) == "sc_sairelle") { WR_SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_CAMP, TRUE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_PARTY, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, TRUE); //<----------------ADDED THIS LINE } WR_SetObjectActive(oFollower, FALSE); break; } There could very well be another place I need to add "WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_DEACTIVATE, FALSE);" But here is the main gist of how I solved the issue. Just a little note about this method is that it has a mini bug where next time the follower is active, their mana may not restore fully, however as soon another ability is activated again this corrects itself. So if you have the follower setup with tactics, such as "self - any = spell-wisp" as soon as that is fired it corrects itself so its entirely possibly that if I didn't mention it, you probably wouldn't have ever noticed it. Note that I also added WR_SetPlotFlag commands to my fade related scripts aswell as my fort drakon ones, which I have not posted here as it may not be useful to someone else. If it is useful, find the part of the script that sets plot flags for entering the fade or getting captured and add the lines there.
  11. "The 1.04 DA:O patch is bugged and removed/broke several features of the toolkit" This is what I'm referring to by servers. It provides a link to fix however does not specify the features broken, only that it is relevant to the deactivation script, and the link is dead. I've had a search on Fextra prior to posting here but didn't find anything of relevance, though admittedly I did not search for long on there. It is mentioned at this specific segment of scripting. However, due to them being offline, the "features" that were broken are not listed. So I could spend hours on a script where the function is actually broken and I wouldn't know. I've been through different events etc, I currently have it listed in the function of the main module script under "check"plot_changed" which works beautifully for checking plots and executing anything else. Though for some reason, the only place I cannot get it to work is in the party camp. Despite it specifically searching for "SAIRELLE_IN_CAMP" before executing the script. This works when dropped from the party as the follower is back in camp via the plot. So I fail to see why this isn't working when all my camp scripts also specifically set that plot flag to be true aswell. I even added the script that I've written that I have working when dropping from the party etc and added it to the spawn in camp script I have which is triggered via PRCSCR, nothing happens in terms of deactivating abilities yet the rest of the script functions correctly. I believe this must mean that the abilities need deactivating before spawning into camp. I will try with the EVENT_TYPE_BEGIN_TRAVEL and maybe a preload area event...
  12. Yeah, I looked at that too. I added it into different type of events etc and I cant get that to function at all. for example; Ability_DeactivateModalAbility(oFollower,ABILITY_SPELL_FLAMING_WEAPONS); This is what I'm wondering about the guide saying there was a bug caused by patch 1.04, Is this the bug? that it stops that from working? If we still had access to online servers I'm sure this would be alot more straight forward as I would know if there's an issue here or not. EDIT: Okay, so I just need to link this to camp as I was testing it wrong apparently, I think I may have come up with the solution... EDIT 2: Works via party selector, doesn't work in camp.
  13. Hey there, does anyone have a script for deactivating sustained abilities on a custom follower? For example when they go back to camp etc. The only reference to this I see in a guide is not working as it says there is a bug caused with Patch 1.04 and the link given to fix the issue which is not specified is to Biowares Offline server.
  14. Okay, so you probably won't believe this... The initial script works perfectly. Turns out its just incompatible with "Skip the Fade"... I feel so stupid, if you think about it logically for a second of course it wouldn't work with that mod... I actually feel like crying, I spent over 24 hours on that particular segment. I hate the fade so much it took me that long to test it legitimately. :laugh: :laugh: :laugh: :laugh:
  15. As I mentioned earlier, I decided to cheat my way past this for now, here's the script I wrote that I've triggered with my PCRSCR.gda; #include "utility_h"#include "wrappers_h"#include "plot_h"#include "plt_sairelle_fade_nightmare"#include "plt_gen00pt_party_sc" void main(){ location SairelleLoc; object oPC=GetHero(); object curArea=GetArea(oPC); object oSairelle=GetObjectByTag("sc_sairelle"); SairelleLoc=Location(curArea, Vector(50.16, 46.31, 47.5), 180.00); SetObjectActive(oSairelle,1); WR_SetPlotFlag(PLT_SAIRELLE_FADE_NIGHTMARE,SAIRELLE_TALKED_TO_IN_FADE,TRUE); WR_SetPlotFlag(PLT_SAIRELLE_FADE_NIGHTMARE,SAIRELLE_RETURNS_TO_PARTY,TRUE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC,SAIRELLE_TALKED_TO_IN_FADE_IS,TRUE); AddCommand(oSairelle, CommandJumpToLocation(SairelleLoc));} This works great for spawning her in, right in front of you as you enter the Sloth Demons Sanctum. The only thing I wish I could work out is how to force a conversation with her. For some reason, "UT_Talk(oSairelle,oPC);" Doesn't place nice with the spawning script... It seems to despawn her :pinch: :pinch: :pinch: I have a very similar script set up for the Gate conversation in the Climax which runs smoothly so I'm guessing I need to go and delete something in the other Fade Related scripts which is currently not being used. Hopefully I can finally leave the Fade behind for a very long time after that... EDIT: I've fixed all this now, got a stage and animations set up too :happy:
  16. I will have a go at using this method to troubleshoot at some point. After spending probably a day and a half on it I decided to leave it where it is at the minute; -Sairelle leaves party when entering Fade -Sairelle rejoins party after defeat of the Demon In this current state, it's perfectly playable. I'm thinking I may come up with a clever storyline and spawn her in the Demon's Inner Sanctum and initiate a conversation upon entering explaining why she is there, skipping her nightmare but in an immersive way :laugh: :laugh: She is a mage so it makes sense to me. I think this will probably be the way to go until I return to the issue, today I opted for completing the scenes/dialogue/scripts centered around the climax portion of the game, which I'm happy to say went smoothly and perfectly :laugh: Thank you for your help, I shall give it another go and update at some point.
  17. I do just want to add, I have just noticed a bunch of errors.. :laugh: EDIT: I added the functions to the module script and made some other edits however I appear to be at the same position I was, I have just deleted everything and I'm going to try and start again. ANOTHER EDIT: Okay, so I have rebuilt the event handler (module_core) script. Entering and Exiting the Fade now works perfectly. The issue I'm having now is loading into the Nightmare itself, I cant seem to manage to get the area transition to work. case EVENT_TYPE_BEGIN_TRAVEL: { string sSource = GetEventString(ev, 0); string sTarget = GetEventString(ev, 1); string sWPOverride = GetEventString(ev, 2); if(sWPOverride=="1" && sTarget=="Fade_Follower" && WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC,SAIRELLE_HAS_NIGHTMARE_A)) DoAreaTransition("sairelle_fade_nightmare","start"); if(sWPOverride=="2" && sTarget=="Fade_Follower" && WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC,SAIRELLE_HAS_NIGHTMARE_B)) DoAreaTransition("sairelle_fade_nightmare","start"); if(sWPOverride=="3" && sTarget=="Fade_Follower" && WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC,SAIRELLE_HAS_NIGHTMARE_C)) DoAreaTransition("sairelle_fade_nightmare","start"); break; }
  18. Hey! Apologies for my initial post, that was the result of 7+ hours testing and failure and lack of sleep :laugh: Okay, so, I am making a custom follower as an add-on to the main campaign. I have reached the point where I need to make the companion compatible with the Fade. I tried to follow and use "Compatible Companion" (http://www.datoolset.net/wiki/Compatible_Companion_Mod_Creation) as a base. There was also some guess work involved as certain specifics I did not understand. After editing and finishing off the scripts, I reached a point where after speaking to the Sloth Demon for the first time and entering the fade, the follower was removed from the party as intended, the rest did not work, I couldn't get the "Nightmare" to load nor would they return after defeating the Demon in the Fade. At some point this stopped working entirely and then they would no longer leave the party, I must have changed something whilst frustrated and tired because I spent another hour attempting to get myself back to that point and couldn't. Another thing is other guides on that tutorial I have not been able to get working in the past and I have had to more or less create my own, my knowledge is very minimal however so trying to tackle something like the Fade is absolutely killing me :laugh: :laugh: I'm unsure as to if that guide is still working with current patches etc. I'm hoping there was something incredibly simply that I missed in my frustration last night :laugh: I have also completed scripts relevant to the plot and area but I don't think its worth going through them until I can get the initial part working first, I feel like the issue is related to the check_plot_changed portion and getting the function script to fire.
  19. I'm really struggling to get a custom follower to work with the Fade. I initially managed to get it semi working and now it's not. I swear the guide on datoolset.net has a fault somewhere or I'm extremely blind. Any help would be greatly appreciated.
  20. UPDATE!!! FIXED! I have fixed it! So due to cli300ar_redcliffe_castle being part of an area list, PRCSCR.gda is unable to work correctly. By changing "cli300ar_redcliffe_castle" to "cli03al_redcliffe_castle" (The Area List) in the PRCSCR.gda file, it works perfectly.
  21. UPDATE: I'm currently looking into it being due to being part of an Area List, from what I've read, Area lists can not be spawned via PRCSCR.gda...
  22. Hey there! Long story short, I'm returning to a mod I started to make over a year ago. I'm currently having issues with the camp spawning script for Redcliffe Castle, I have Eamon's Estate and the other 3 Camps working perfectly. I've tried multiple scripts that I know work for the other areas etc so I dont think it's a script issue. I'm assuming it is an issue with the PRCSCR.gda file I am using. If I manually run the script, it works fine, obviously I dont want to manually run it by using the console. The area list name I'm using in the PRCSCR.gda file is "cli300ar_redcliffe_castle" - The only thing I can think of is this is not correct? I've even tried using scripts that work via GetArea such as else if (GetTag(oArea) == "cli300ar_redcliffe_castle") { AddCommand(oFollower, cMoveFollowerRed); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_PARTY, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_CAMP, FALSE, FALSE); } Which works perfectly for the other camps, just NOT this one. I have also tried this script; #include "utility_h"#include "wrappers_h"#include "party_h"#include "camp_functions_h"#include "plt_gen00pt_party_sc"void main(){ object oFollower = GetObjectByTag("sc_sairelle"); vector vRed = Vector(2.56, -14.84, 0.0); location lRed = Location(GetArea(GetHero()), vRed, -130.38); command cMoveFollower = CommandJumpToLocation(lRed); if(GetFollowerState(oFollower) != FOLLOWER_STATE_ACTIVE) { SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE); AddCommand(oFollower, cMoveFollower); WR_SetObjectActive(oFollower, TRUE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_PARTY, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_CAMP, TRUE, FALSE); } else { SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE); AddCommand(oFollower, cMoveFollower); WR_SetObjectActive(oFollower, TRUE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_PARTY, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_CAMP, TRUE, FALSE); }} This works perfectly when manually run via the console. So I'm clearly having issues triggering the script to run... Any help would be greatly appreciated as I have refused to move onto the next stage before I can complete this one xD
  23. After 13 hours straight, I've worked it out! It was the way I was triggering the scene, Originally i was using a script to fire the scene, not the way to go, instead I triggered the scene by Associating the line with the specific dialogue line and added a Speak Line action to the scene where i placed a blank dialogue line so when the scene plays no text is displayed and the scene runs perfectly. Hope this helps in case anyone else ran into this issue. :)
  24. So i'm currently building a new follower mod, i have now come to the part where i want to add the romancable options and cutscenes. My new follower is a Female Elf, so naturally i assumed i could duplicate the cutscenes of Alistair - ElfPC for Human Male PC's, Zevran - ElfPC for Elf Fem and Male PC's etc. Obviously swapping out the actors for the tags etc. However my problem is that the cutscene plays fine, the actor's move correctly, music plays etc, but the background of the scene is not functioning well at all. If in camp its a plain dark blue like background, if its outside of camp its a much lighter but equally ugly background, almost like it's trying to load something in but giving up 2% of the way in. If it helps, i've messed around with stages, using custom stages etc, but currently i have it on "acl_1p" as that's what other cutscenes use regardless of the character involved. I've also tried changing the area and toggling between true and false. I've reverted back to blank as i want the "kiss" cutscene to be able to play anywhere like with other followers. To activate the cutscene, I've linked the script with the CSLoadCutscene function into the dialogue of the character. Any help will be greatly appreciated thank you xD Edit: Ironically, using the same method for the sex cutscene, the area is there and so are the actors.. only they don't perform their animations... Edit 2: It appears that my actors are being teleported way beyond the map when the cutscene plays, for example when kissing in lothering i can make out the bridge way off in the background...
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