Deus Ex: Nihilum [Post-Release Issues] [SPOILERS]
Posted: Mon Feb 18, 2013 2:20 pm
[EDIT: The initial posts before May 28th concern the final editing needs, everything after that is mostly about release-related stuff)
Heya! As you may have read, my final major modding endeavour Deus Ex: Nihilum is a few crucial steps away from a release. These crucial steps include filling up missing voice acting, beta testing and...
... still trying to fix a few instances of non-threatening but highly irritating coding.
IMPORTANT ISSUE 1 [FIXED]
You may be familiar with the TriggerTrigger trigger from the MoreTriggers pack of triggers. I've used this one extensively in the mod (in the form of TRIGGER_Frob) to have the player use items that will add data into the Notesmenu (in other words, accessing a datacube via computer OR multitooling an electronic panel that will trigger a datacube).
Sadly, doing this seems to leave a trace of the datacube window on the screen that won't go away unless you save the game and reload it again. Alternatively, the datacube window might appear but you have to access the computer/item again to make it disappear. In one instance, it seems that doing this will also crash the game (but reloading the game right after should be fine).
Any easy way to fix this?
IMPORTANT ISSUE 2 [SOUND ISSUE FIXED, MUSIC ISSUE BYPASSED]
Despite copying the appropriate soundvolume related code from Deus Ex's own MissionScripts where it works correctly, in DXN this happens: You view a cutscene, let it be the intro or the endings. In the next level, the volume sounds are extremely low and only going to the Sound menu (to hear the ever-so-delightful "I SPILL MY DRINK") will restore them to normal - also revealing that the volume bars have remained unchanged all this time.
Also, DXN uses the same version of DXOgg as TNM does and I've noticed that during the cutscenes and regular conversations, the music volume doesn't seem to be temporarily lowered in the same way as in DX.
Any ideas? Here's code from the intro and the endings (with the spoilers and code that involved nothing related to the volume settings removed).
TECHNICALLY IMPORTANT ISSUE 3 [BYPASSED]
In one instance of the mod, you can get 100 credits from an NPC if you have a certain item (VialCrack) in your inventory. In other words, one copy of the item is removed from your inventory and you get 100 credits in return. However, if you have over 10 copies of the said item, the inventory screen won't decrease the item count any longer after it has reached 10, so you can turn this into an "infinite" money bug at that point.
Spoiler: having money after that level won't really make any difference at all gameplay-wise, so you can technically exploit it all you want, but still, is there a way to prevent this without reverse engineering the inventory code (and thus creating hundreds of other problems)?
NOT REALLY THAT IMPORTANT BUT STILL WORTH MENTIONING ISSUE 4 [SOLVED]
I can give an NPC a weapon (say WeaponAssaultGun) and a sufficient amount of ammo (say 22 of Ammo762mm). However, when I access the NPC's inventory in game (whether after killing or knocking them out), I only get 2 ammo - even if they hadn't shot a thing. Ideas?
-----
AT any rate, while none of these issues are that game-breaking, for one it'd be nice if they still could be fixed and on the other hand, it'd even look a bit better for me if I at least took some kind of effort in trying to fix them. >_> At any rate, if they can't be fixed the mod will be released anyway.
(Naturally, I hope the beta testers won't discover anything worse, and there are some instances of the game crashing due to odd NumLocked/Cache errors but if these errors won't dramatically increase in the wake of the final testing phase, I'm just going to mention them in the readme)
Cheers, fellas!
Heya! As you may have read, my final major modding endeavour Deus Ex: Nihilum is a few crucial steps away from a release. These crucial steps include filling up missing voice acting, beta testing and...
... still trying to fix a few instances of non-threatening but highly irritating coding.
IMPORTANT ISSUE 1 [FIXED]
You may be familiar with the TriggerTrigger trigger from the MoreTriggers pack of triggers. I've used this one extensively in the mod (in the form of TRIGGER_Frob) to have the player use items that will add data into the Notesmenu (in other words, accessing a datacube via computer OR multitooling an electronic panel that will trigger a datacube).
Sadly, doing this seems to leave a trace of the datacube window on the screen that won't go away unless you save the game and reload it again. Alternatively, the datacube window might appear but you have to access the computer/item again to make it disappear. In one instance, it seems that doing this will also crash the game (but reloading the game right after should be fine).
Any easy way to fix this?
IMPORTANT ISSUE 2 [SOUND ISSUE FIXED, MUSIC ISSUE BYPASSED]
Despite copying the appropriate soundvolume related code from Deus Ex's own MissionScripts where it works correctly, in DXN this happens: You view a cutscene, let it be the intro or the endings. In the next level, the volume sounds are extremely low and only going to the Sound menu (to hear the ever-so-delightful "I SPILL MY DRINK") will restore them to normal - also revealing that the volume bars have remained unchanged all this time.
Also, DXN uses the same version of DXOgg as TNM does and I've noticed that during the cutscenes and regular conversations, the music volume doesn't seem to be temporarily lowered in the same way as in DX.
Any ideas? Here's code from the intro and the endings (with the spoilers and code that involved nothing related to the volume settings removed).
TECHNICALLY IMPORTANT ISSUE 3 [BYPASSED]
In one instance of the mod, you can get 100 credits from an NPC if you have a certain item (VialCrack) in your inventory. In other words, one copy of the item is removed from your inventory and you get 100 credits in return. However, if you have over 10 copies of the said item, the inventory screen won't decrease the item count any longer after it has reached 10, so you can turn this into an "infinite" money bug at that point.
Spoiler: having money after that level won't really make any difference at all gameplay-wise, so you can technically exploit it all you want, but still, is there a way to prevent this without reverse engineering the inventory code (and thus creating hundreds of other problems)?
NOT REALLY THAT IMPORTANT BUT STILL WORTH MENTIONING ISSUE 4 [SOLVED]
I can give an NPC a weapon (say WeaponAssaultGun) and a sufficient amount of ammo (say 22 of Ammo762mm). However, when I access the NPC's inventory in game (whether after killing or knocking them out), I only get 2 ammo - even if they hadn't shot a thing. Ideas?
-----
AT any rate, while none of these issues are that game-breaking, for one it'd be nice if they still could be fixed and on the other hand, it'd even look a bit better for me if I at least took some kind of effort in trying to fix them. >_> At any rate, if they can't be fixed the mod will be released anyway.
(Naturally, I hope the beta testers won't discover anything worse, and there are some instances of the game crashing due to odd NumLocked/Cache errors but if these errors won't dramatically increase in the wake of the final testing phase, I'm just going to mention them in the readme)
Cheers, fellas!