You can actually bypass the scripting by adding a behavior that hides subobjects.
- amit5530 likes this
Posted by Kwen on 16 July 2020 - 03:56 AM
This is what we call a game.dat crash. The game includes a primitive crash debugging system which can pinpoint many crashes, but sometimes the crashes are not detected by the debugging system and as a result you get the error message that you see now. There is no way to tell for sure what is causing your game to crash. Your best option is to try and revert back to the latest working version of your mod. Try to undo things you've done until it works again, and then proceed forward once more.
Sorry that it's not a good answer, but these sorts of crashes are very frustrating because it's extremely difficult, sometimes impossible, to identify the cause. You just have to muscle through it.
Posted by Kwen on 04 July 2020 - 02:39 AM
Here you can find all the published tutorials for BFME/2/ROTWK modding.
Additionally you can browse the forums for other information, ask questions and find answers!
Posted by Kwen on 03 March 2019 - 08:06 AM
"Deathmarch and Chill" Photoshop Digital Painting - 900x675
Well, I have set my sights upon a challenge. New styles, a body structure that I've never attempted before, and a level of detail that is beyond anything I've ever produced. May I present "Deathmarch and Chill" Geralt, from the video game The Witcher 3: Wild Hunt
Posted by Kwen on 06 February 2019 - 02:35 AM
Greetings Echo! It's wonderful to see someone still showing love for the OG BFME1, to this day my favorite game of the franchise.
Reading through your post here, you say that there is good news and bad news? From what I can tell it all sounds pretty good to me!
I'm glad that you are keeping a level head and taking balance into consideration, it's often overlooked.
Posted by Kwen on 06 February 2019 - 01:26 AM
To remove the Widescreen GUI you will need to use FinalBIG and open up SaF.big. Find these four files:
Palantir.apt
Palantir.const
SpellStore.apt
SpellStore.const
Delete these files, and save SaF.big. Now the GUI should be reverted to the Vanilla scaling.
Posted by Kwen on 23 October 2018 - 05:40 PM
Ariana, Photoshop Digital Painting, 600x750
So here we go.. This one took a tremendous amount more effort and care in crafting, and I still have a lot to learn, but I think the final result is leaps and bounds better than my previous piece.
Posted by Kwen on 21 October 2018 - 04:36 AM
Alright so, I'm apparently really bad at hair and I struggled with this part for HOURS.. Not too happy with it, but anyway here is the first piece I've done in oh... 7 years or so.
Selena Gomez
Posted by Kwen on 20 October 2018 - 05:26 AM
Posted by Kwen on 03 September 2016 - 01:22 PM
Some people will say that polygon count does not matter and its the number of units you have on screen and pushing the limits of the engine that causes lag. While this is true, polygon count does play a role in it as well. If you use it sparingly, high poly meshes will not cause major framerate drops, but you're right that it will cause problems if you use too many.
Also you hit the nail on the head with the other main reason I and many others are an advocate for well-designed lower poly meshes instead of detailed high ones with the idea that having high poly and low poly units side by side in game is really obnoxious and very much breaks the immersion.
Edit: When we were working on The Peloponnesian Wars mod, our original Hoplite model was around 2100-2400 polygons if I recall. This didn't seem like it would be too high but we had major issues with severe lag during battles. When we switched to a much lower polygon model (around 1200 I believe) suddenly the framerate was much more bearable. Same number of units were on screen, just a different poly count.
Posted by Kwen on 21 June 2016 - 02:08 PM
Heavy use of shaders and sloppy effects does not make for better graphics. It makes for over-the-top contrast/saturation and too many shadows that you call SSAO. I made a ReShade/SweetFX configuration for my own use that actually enhances the game's visuals without making it "look" different. Looks the same just better, unlike this.
Posted by Kwen on 19 June 2016 - 06:07 PM
Posted by Kwen on 04 May 2016 - 07:37 AM
I thought I'd add to this, I have been struggling with a crippling bug as of late, a bug that made the campaign cease to function in any aspect. Not a single mission was able to be properly completed, or worse loaded. I identified that the cause of this bug was the 190 Upgrade limit.
Previously I had been going off of the 205 upgrade limit, and to simply make my life easier I was just moving all unnecessary Upgrades to the bottom of Upgrade.ini where they would just not be read, and everything was working perfectly fine in Skirmish, no issues with the Upgrade limit.
As far as the campaign goes it has nothing to do with the number of active Upgrades which would be cut off by the limit, and anything after that would be ignored. If Upgrade.ini has even 191 upgrades the campaign would crash all over the place, all the time.
Stripping back to 190 Upgrades and presto the campaign works again, even though I didn't actually add/remove any of the active upgrades. The campaign seems to break at even a single Upgrade over the limit.
----
So basically what I had to do was to comb through upgrade.ini, experiencelevels.ini, and each hero code file to manually remove all of the redundant upgrades that EA made for their powers. I had to actually comment them all out so that upgrade.ini contains less than the 190 limit.
Posted by Kwen on 13 April 2016 - 06:35 AM
Haldir was one of the very first heroes I wanted to add to BFME after playing the famous Vapula's Hero Mod waaay back in the day. I've made Haldir easily a couple dozen times through the years, and almost all of them were frankly terrible, even laughable.
Well now in 2016 I am finally skilled enough to make a version that puts all my others to shame.
Credit to Mathijs for texture elements and motivation.