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Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)


Katzapult

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Anyone know how to remove bones/pools of blood from an area? I've got a dragon corpse right in front of the throne, from the dragon that drops Ageless. Choosing Bhelen as king transports me right on top of it. Interestingly, the pool of blood starts spreading in a huge puddle every time, which is impressive for a corpse I killed, well, probably days ago in game time.

 

Barring that, can anyone think of an area where blood/corpses get cleaned up after some game event, so I can see how the scripts handle it? I can't remember any offhand.

 

EDIT: Got rid of the blood! Now to figure out how to get rid of the bones. Deactivating the creature the bones came from doesn't seem to work.

Edited by Qwinn
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When you figure that out please let me know how you did it. Nothing uglies up an otherwise pretty city like a bunch of bones from the bandits you kill. Lol
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Here's how I got rid of the blood effects:

 

int nIndex;
int nArraySize;
object oArea;
effect [] arAreaEffects;

//--------------------------------------------------------------------------

oArea = GetArea(GetHero());
arAreaEffects = GetEffects(oArea);

//--------------------------------------------------------------------------

nArraySize = GetArraySize(arAreaEffects);
for ( nIndex = 0; nIndex < nArraySize; nIndex++ )
{
if (GetVisualEffectID(arAreaEffects[nIndex]) == VFX_GROUND_BLOODPOOL_L)
RemoveEffect(oArea,arAreaEffects[nIndex]);
}

 

 

This got rid of the Large pool I was dealing with, but there can be VFX_GROUND_BLOODPOOL_M and VFX_GROUND_BLOODPOOL_S too.

 

 

 

 

 

As for the bones, from my reading of the Toolset wiki it seems that creatures decay into a "lightweight placeable". Problem is, I have *no* idea what tag these placeables have, or any other way to distinguish them from all the other placeables in the area. The following did not work (nor pile_2 or pile_3) and those are the only placeables I can find that could possibly fit the bill. I'm not sure what to try next:

 

object oBones = UT_GetNearestObjectByTag(oPC,"genip_bones_pile_1");
SetObjectActive(oBones,FALSE);

Edited by Qwinn
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Ow! Geez! Owwww! Okay, okay, I'll do it! You didn't have to twist my arm *that* hard, you know *sobs*.

 

91. (v3.0) It will no longer be possible to access the wide world map and travel to anywhere in the world directly from the Deep Roads. Not just because it's objectively silly, immersion breaking and inconsistent with the map behavior everywhere else in the game, but it can also lead to catastrophic game breaking consequences if done at the wrong point in the Orzammar plot line.

 

92. (v3.0) When talking to Oghren after the Anvil is completed and before the coronation, he'd be wearing his helmet and then it would suddenly vanish.

 

Oh. Now... I take advantage of the "Anytime World Map" mod all the time.

 

But if, as you say, the FixPack will have a lower priority setting than other mods, I guess it won't matter. :thumbsup:

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Well, I'm going to move on from the bones thing until and if someone can throw a clue my way, as I can see myself spending WAY too long on it. At least I got rid of the blood. The fact that crowning Bhelen puts you right in the throne room so you actually see the decaying bones start to bleed into a *huge* puddle right under the feet of the gathered nobles was just bizarre and disturbing, heh.

 

"But if, as you say, the FixPack will have a lower priority setting than other mods, I guess it won't matter. "

 

It depends. My fix is about as localized as it gets: I modified the specific placeables that are the Deep Roads area transitions to run my own little script that deactivates the world map. I would guess a "world map everywhere" mod would do so in a more global way, like in one of the core includes. That would mean that we'd be touching entirely different files and both of our code would make it into the game. Still, my script does it's thing and then calls the placeable core include, so if they did it there, their code will probably run after mine and theirs should take precedence anyway.

Edited by Qwinn
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Selling off things when I knew I'd need more room in my inventory is *exactly* why I would pop back from the Trenches, (or even further into the Roads).

 

Such a pita to trudge all the way back to the Commons, or to go find Ruck again (if you didn't just put him out of his misery when you met him.)

 

Need to look into increasing the inventory limit. Know it's possible, just haven't done it. :tongue:

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I never thought getting to a merchant from the Deep Roads was a big deal. Get to nearest exit (unavoidable), click on Orzammar or Ortan Thaig and a short run to a merchant. Going to party camp directly doesn't shave *that* much off that, and the time you do save is more than offset by the much longer run *back*. Now getting to a merchant from the elven ruins or the Lair of Werewolves in the Brecilian Forest - THAT is a pain in the frikkin' ass. At least 3, possibly 4 full areas you *have* to run through.

Edited by Qwinn
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93. (v3.0) "Caged in Stone": During this codex miniquest, you can kill a small dragon in the otherwise empty Royal Palace throne room. Much much later, when a king is crowned and moves there, no one thinks to clean up the big pile of decayed dragon bones which nonetheless freakishly emit a tremendous spreading puddle of blood all over the courtier nobles' feet. If you crowned Bhelen, you can in fact be teleported right on top of the bone pile. I've managed to remove the oddly disturbing regenerating puddle of spreading blood, at least. I still haven't found a way to remove the bones.

 

94. (v3.0) "A Paragon of Her Kind": If you choose Harrowmont as king, dialogue scripting comments clearly state that the number of Bhelen supporters you fight was supposed to be dependent on how much support Harrowmont had. This was not implemented, however, and the final battle always has the same numbers on each side regardless of how much support each candidate had. The intent as described in the dialogue comments makes much more sense and makes choices and consequences meaningful, so I've made it work. If Harrowmont's support is very low or very high, a few of the deshyrs will now switch sides or not join in the attack at all.

Edited by Qwinn
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As a player I tend to favor convenience for me over lore or realism, so I would be one to use an "access map anywhere" mod. But as others say, this is primarily due to tiny backpacks, so having a much larger pack (and a chest in camp) would go a long way to ending that need. As to your work qwinn, my thoughts:

 

1) You gave the Lothering merchant a 10% discount. 10% seems small to me... this guy is willing to pay 100 silvers just to run off some people. 100 silvers is a LOT of money at that point. I don't really appreciate a discount unless it's sizable, so I vote for 25%. I wonder why his shopping dialog warns you about children having grabby little hands. I kept worrying that he or children were going to pickpocket me every time I shopped.

 

2) You asked for a suitable reward for catching all the nugs in Orzammar. Wouldn't Nugbane be that prize? Or if you want a subtle Pokemon reference (gotta catch em all), give the painted skyball as a reward.

 

3) You said you fixed the stealing bug previously. Which bug? I asked for help with that here:

 

https://forums.nexusmods.com/index.php?/topic/5411170-help-editing-stealing/

 

If as you say the toolset is pulling unpatched scripts, it would explain why my modded script in the override doesn't have the 104 patch fix for "stealing success but nothing gained". That suggests I need a script that includes that fix. Do you have such a script, would be willing to upload one, would be willing to tell me how to fix my script, or look at question #4?

 

4) I've never used any of your mods. Can I install your old mod on a current game? (Would it include that stealing fix as a script that I could edit? would it allow stealing in tactics menu?)

 

EDIT

 

5) Oh, one of my mods may add more banter triggers to areas, and also seems to make all members speak out when triggered. I think having all members have a 100% chance to comment is better than a 33% for each.

Edited by aeroldoth
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