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Lindor

Sacred Game Modder
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Everything posted by Lindor

  1. Hmm I thought it was possible to solve the clipping issue with FLAG_EQUIPCUT + FLAG_DISABLEHAIR ? WDYM? Can you post a picture of how the helmet looks on the model? I can maybe smoothen the model a little bit, dntknow my blender skills are little bit rusted and amateur
  2. It doesn't make any sense. Literally. Pure EE 3.1: Does not break scaling Changed the six BONUS_STATS bonus IDs for hero stats (and of course implemented that into the creatures.txt creature boni), still didn't break scaling Changed the BONUS_STATS_REL bonus IDs, still didn't break scaling Changed the IDs of the bonusgroups which contain only the six BONUS_STATS boni for hero stats, still didn't break scaling Deleted the entirety of blueprint.txt except the six BONUS_STATS boni, still didn't break scaling My mod on top of EE: Somehow breaks scaling Restored the original bonus IDs of the six BONUS_STATS boni for hero stats (and implemented of course in creatures.txt), still breaks scaling Restored the original bonusgroup IDs which contain only these six boni, still breaks scaling Restored the original BONUS_STATS_REL bonus IDs, still breaks scaling Restored both the entirety of blueprint.txt and creatures.txt to EE, DOES NOT BREAK SCALING ANYMORE! Holy Hannah!! THIS IS ILLOGICAL, CONTRADICTORY AND PARADOXICAL INFORMATION! How the heck can I literally delete the entirety of blueprint.txt/creatures.txt except those boni and it still doesn't break scaling, meaning that IF the bug is located in here, it's these IDs, then change these IDs and it still doesn't break scaling, meaning that it's not these IDs which means the bug is not located in blueprint.txt/creatures.txt, and then restore those two files in the mod which breaks scaling, and suddenly it doesn't break it anymore, meaning the bug IS located in those two files:)! IT DOES NOT MAKE SENSE! Speaking in mathematical language: Let A be the set of content of the original blueprint.txt and creature.txt except those six boni Let B be the set of those six boni's original properties Let C be the set of content of the modified blueprint.txt and creature.txt except those six boni Let D be the set of those six boni's modified properties Let f(M) be a function of a set which decides wether the input set breaks scaling or not. f(M) is true if M doesn't break scaling and false if M does break scaling Then the test results are: f(A∪B) = true f(A∪D) = true f(B) = true f(C∪B) = false f(C∪D) = false f(D) = true Unfortunately, f(A) and f(C) are inconclusive, because if B or D aren't scripted at all, the bonus always equals 0, and everything times 0 is still 0, meaning that it's impossible to know wether the bonus is getting scaled or not. So the only way this would make sense is if the bug is somewhere in C. BUT: How can the change from A to C cause a bug, but the change from A to an empty set works fine?
  3. Thing is, I still get scaling if I swap the bonus IDs of the BONUS_STATS boni. And I literally deleted the entirety of blueprint.txt except those six boni, and I still got scaling. And from the other side, my mod, which somehow breaks the scaling, still breaks it if I restore the bonus IDs of these six boni. I have very little theory left, the only thing I can think of is that the reason that my mod breaks attribute scaling is not located in Blueprint.txt neither in Creatures.txt but somewhere else. And I don't know where. Thx! If I can't figure it out with other methods, I need to look it up. But I'm completely lost when it comes to deciphering Assembly. But I need to figure this out.
  4. I know now for sure that the scaling is not scripted into a blueprintset, blueprint or bonusgroup. It must be a bonus, and it must be one of the following bonustypes, otherwise my testing results don't make any sense: BONUS_CLOSE_BUFF BONUS_DISARM BONUS_SELFDESTRUCT BONUS_CHANCE_MINION BONUS_PAINLIMIT BONUS_PLAGUE_INFECTION BONUS_ENERGYLEECH_ONCE BONUS_EVADE_DETECTION BONUS_CHARGE_MORPH BONUS_PLAGUE_DOT BONUS_MISSILE_SLOWDOWN BONUS_PLAGUE BONUS_CHANNEL_CONV_TO_BEST BONUS_DAMPING_TEAMSHARE BONUS_CHARGE_ATTR BONUS_CHANCE_MINION_INFECT BONUS_SPELLDAMAGERANGE_WITH_ESSENCE BONUS_SHRINKHEAD_DROPCHANCE BONUS_TARGET_SEEKER BONUS_CA_MULTIPLIER BONUS_DEBUFF_WITH_ESSENCE BONUS_INVALID BONUS_CHANCE_ROOT BONUS_LOADSINGLECHARGE BONUS_DEBUFF BONUS_LOWERARMOR BONUS_SUPERCHARGE BONUS_ENERGY_ANIHILATION BONUS_CHANCE_CALL_TARGET BONUS_SPEED_LIMIT BONUS_INVERT_ARMOR BONUS_DOTDAMAGE BONUS_HURL_ENEMY none of these scream attribute, other than BONUS_CHARGE_ATTR. So I'm gonna concentrate my testings on that one.
  5. No it's not the bonus ID! Damnit, I need to know why the attributes stop scaling with XP when I shuffle the bonus / bonusgroup IDs!
  6. I really think this is how it works, the scaling is hardcoded into the bonus ID. There are some NPCs which inappropriately use hero attributes, making them scale with level: Hero: hero prefix, creature ID se: 1 in: 51 sw: 93 dr: 94 he: 209 tg: 210 dm: 1949 NPC: creature ID, creature name, scaling Attribute bonus IDs 458 "Helf_Inq_inquisitor_01_elite", 29, 31, 32, 33, 35 798 "wild_HEDg_rat_brown", 31, 812 "wild_ORC_boar_black_elite", 29, 31, 877 "HU_demodrey_officer", 31, 1284 "Template_wild_rat_elite", 31, 1802 "mainq_helf_inquisitor_duell", 31, 32, 34, 1836 "Helf_wilgyrien_quest_janos_id1868", 29, 1908 "wild_bear_cr1_boss", 33, 1929 "SC_Inquisitor_clone", 29, 31, 32, 33, 34, 35 2102 "Story_Dragonmage", 29, 31, 32, 33, 34, 35 @Flix @dimitrius154If you ever wanted to make your creatures' attributes summoned by heroes scale with character level (I'm thinking alternate spells inquisitor daemon e.g.), you gotta use the appropriate bonus ID. The scaling bonus IDs are: 29 - STAT_STR 31 - STAT_DEX 32 - STAT_INT 33 - STAT_STA 34 - STAT_VIT 35 - STAT_WIL If you use any other bonus ID, it won't scale with level!
  7. Question pretty much in the title, how does it wok? Is it hardcoded into a hardcoded bonus ID for each stat? E.g. starting strength is given to the heroes as creature bonus with bonus ID 29, if I now change the bonus ID of that bonus to, let's say, 123 and give the hero this in creatures.txt instead, the hero doesn't increase the stat with levelup anymore (at least I think that's the reson). It might also be that it isn't dependent on the starting stat's bonus ID and there's another bonus ID which is required to not change. But I need to know, and I need to find that ID for each attribute, so pls help
  8. Just sad that they can't dual-wield, would've love to give 'em elite officers double-bladed lightsabers. Or even better, make them double-bladed sabers a 1h-weapon and give them two But I can't do that, need help to change the bone-to-vertex connection from two-handed to one-handed?
  9. Star Wars feeling intensifies Now only need the helmet model from Dmitriy, and there'll be red- and black guards And maybe add the flag to the shoulder to prevent clipping
  10. Even if I've sent you the .mtl with it? Well I could export it to another standard blender format, do you have a recommendation? Or I could send you the .blend file. Doesn't this also save all the steps of the creation process? As I said I created the model and texture completely by myself from scratch. Was using pak/graphics05/models/npc/highelves/inquisitor-w-officer/v_inq-w-officer.GR2 as reference for the size and https://I.pinimg.com/originals/04/5a/74/045a74f2d557ccc5737918e7db89a5ee.jpg as reference for how I want it to look. But good idea, I could make a skyrim mod with the model
  11. Just a static model, a helmet for inquisition guard: https://drive.google.com/file/d/1eRFjsn44-Z1zhjM8VWYdTKRK5EKcuWde/view?usp=sharing Exported to .obj with .mtl material, I hope it exported the texture with it. I don't know how to add bone joints in blender, hopefully it works EDIT: I think I accidentally exported the female inquisition guard model which I used as reference for size and the image of a redguard helmet which I used as reference to create the mesh together with the helmet's mesh, you can delete those
  12. I know what I did wrong, at least for Flix' solution, why the equipsets.txt doesn't works, no idea. eq_fallback uses itemtype IDs, not blueprint IDs. I corrected that and, well, it, uhm - look yourself: EDIT: it happens because all the inquisitor's models are vertex-animated, I think. Using non-inquisitor models works fine. But maan, the inquisitor's mutation set helmet was the best fitting for what I have in mind (although the crown-like spikes don't fit). Can't think of a helmet which comes closer to this: @dimitrius154 If I set something up in blender and send it to you, would you eventually convert it to .gr2 for me?
  13. Done. I'm still getting the same error. Seems like EE fixes it somehow.
  14. When I disabled EE, I was getting the error message 10 (lokale verbindung abgebrochen) whenever I try to start a game session. The game loads, all the characters show up in the main menu, but I can't start a server. I disabled EE, disabled CM-Patch and did the steam option to check all local files for mistakes (33 found). I thought this would reset my game into Vanilla Ice & Blood, bu I'm still getting the error message. I will try to uninstall and reinstall the game completely via steam, delete all savefiles and see if I'm still getting the error message afterwards.
  15. Hey MyrrDisparo, welcome to the foum What game version do you play? If you're playing CM-patch or later, I'd suggest taking a look at Ancient Magic, it works with deathly spears
  16. I see, but doesn't work either If I do it with this method, all the guards disappear/don't even spawn in. BUT the questmarker for Bettina Wegener is still there and the hp bar with the text saying "Schirka Alana" is there for my inquisitor in spite of Schirka not spawning in
  17. Hey I'm trying to change equipment of the inquisition guard. The six creatures I found are: rank - creature name - itemtype id - equipset id Standard - "Helf_Inqgarde_Officer_female_01", - 6629 - 490 Elite - "Helf_Inqgarde_Soldier_female_01_elite", - 6630 - 254 Elite - "Helf_Inqgarde_Officer_female_01_elite", - 6629 - 490 Standard - "Helf_Inqgarde_Soldier_DR_startquest", - 6630 - 254 Standard - "Helf_Inqgarde_Soldier_female_01", - 6630 - 254 Standard - "Helf_WL_Inqgarde_Soldier_female_01", - 6630 - 254 6629 and 6630 are only one which uses the only two female gr2 models: "models/npc/highelves/inquisitor-w-officer/v_inq-w-officer.GR2", "models/npc/highelves/inquisitor-w-soldier/v_inq-w-soldier@v1.GR2", There's also a t-energy model, but that doesn't count. So first I increased the equipslots on the two itemtypes in creatureinfo.txt so they'd hold armor: newCreatureInfo = { type = 6629, walkSpeed = 50, runSpeed = 130, fightDistMin = 12, fightDistMax = 16, gender = 3, agegroup = 3, validEquipSlots = "EID_WEAPON_L + EID_SHIELD_L + EID_WEAPON_R + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_HAND + EID_LEG + EID_BOOT + EID_BELT + EID_BELT_SKIRT", defaultSMType = SMT_DEFAULT, behaviour = "WildAnimal", hair1Itemtype = 0, hair2Itemtype = 0, hair3Itemtype = 0, hair4Itemtype = 0, hair5Itemtype = 0, hair6Itemtype = 0, tailItemtype = 0, dangerClass = 4, weight = 60, eBloodEffect = "BLOODFX_RED", } mgr.creatureInfoCreate(newCreatureInfo); newCreatureInfo = { type = 6630, walkSpeed = 40, runSpeed = 130, fightDistMin = 12, fightDistMax = 16, gender = 3, agegroup = 3, validEquipSlots = "EID_WEAPON_L + EID_SHIELD_L + EID_WEAPON_R + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_HAND + EID_LEG + EID_BOOT + EID_BELT + EID_BELT_SKIRT", defaultSMType = SMT_DEFAULT, behaviour = "WildAnimal", hair1Itemtype = 0, hair2Itemtype = 0, hair3Itemtype = 0, hair4Itemtype = 0, hair5Itemtype = 0, hair6Itemtype = 0, tailItemtype = 0, dangerClass = 5, weight = 60, eBloodEffect = "BLOODFX_RED", } mgr.creatureInfoCreate(newCreatureInfo); So I tried to add my two newly created test items to weaponpool.txt: mgr.addWeaponPool { dbid = 1269, prefDmg = 1, prefDmgProb = 0, content = {16,}, contentProb = {1,}, } mgr.addWeaponPool { dbid = 1270, prefDmg = 1, prefDmgProb = 0, content = {17,}, contentProb = {1,}, } and then add them to the two equipsets and increase the reserveEquipstes's second entry by 4: mgr.reserveEquipsets(381,1082) -- NPC_HE_Inqiguard_sword_shield mgr.createEquipset { id = 490, set = { { 664, EQUIPSLOT.WEAPON_R, 1}, { 1193, EQUIPSLOT.SHIELD_L, 1}, { 1269, EQUIPSLOT.CHEST, 1}, { 1270, EQUIPSLOT.ARM, 1}, } } -- NPC_HE_Inqiguard mgr.createEquipset { id = 254, set = { { 664, EQUIPSLOT.WEAPON_R, 1}, { 664, EQUIPSLOT.WEAPON_L, 1}, { 1269, EQUIPSLOT.CHEST, 1}, { 1270, EQUIPSLOT.ARM, 1}, } } Does not work. Don't know what I did wrong. The items exist, I can force-drop them from quest.txt and even equip them. Also despite not being scripted in equipsets.txt, the officers already have armor equipped in spite of only having weapon and shield scripted. It doesn't make sense, where do they come from? If anyone can help me pls, it'd be appreciated
  18. I'm trying to figure out how to give NPCs different items atm. From there I've got the inspiration that maybe it is an NPC which has a nonexistent blueprint/itemtype equipped. But on the other hand, the crash only happens when I'm playing inquisitor so far. So it could only be an NPC which spawns for inquisitor, but not for seraphim or dryad or high elf.
  19. I didn't even think about the same search option could apply to topic titles, very nice Yee, it happens sometimes that I'm looking for a specific post inside a topic, mostly by Flix, Dmitriy or myself, and sometimes I can't remember the exact wording. In advanced search there's the option to search for posts by members, but you have to input at least one word to search for (it says at least one word or tag, but if you leave the search bar empty and just add a tag, it doesn't work). So I'm already able to search for posts by members inside a topic if I know at least one word, but if I don't know it I'm somewhat lost because I can't figure out how to search for ALL posts inside a topic by author
  20. There are no of non-existent materials from material.txt being called in iteminfo.txt Lots of non-existent typicication.txt classifications being called in itemtype.txt: EDIT: If I filter by following families: "FAMILY_ARMOR", "FAMILY_FORGE", "FAMILY_HAIR", "FAMILY_ITEM", "FAMILY_HORSEARMOR", "FAMILY_WEAPON", The only non-existent classification being called is CLF_HAIR. Don't know wether that's all blueprint families though, and also don't know wether all items have the correct family scripted.
  21. Hi I wonder: is there some forums trick to search for all posts in a topic which I've written myself? Or, generally, search for posts inside topics by author? Sry, couldn't think of a good title for this topic with unequivocal attribution without formulating the whole question in the title.
  22. @Flix I've done it again with EE 3.1 directory scan. There are no nonexistent models. If it's not the divine spark boost and none of the blueprints without itemtypes, then it's either the nonexistent surface "skelettlich-doomguard-id4_v" or this: No other possibility left.
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