Recent content by DanScallion

  1. Resolved Broken weapon meshes and Weapon gap fix

    Summary: Some weapons have broken meshes or meshes at incorrect position, causing gap. Lod 4 of aserai_noble_blade_4 is broken and only half the mesh or more like one triangle. While lod 1-4 of aserai_noble_blade_5 are at incorrect position, you need to substract -0.07 on all lod levels. Both...
  2. In Progress The 1.8.0 crafted sword gap bug

    Summary: Swords whose blades are longer than the default length have an unsightly gap between the crossguard and the blade. This issue has existed since the Early Access launch, but was recently made worse in the 1.8.0 update. Previously, only certain weapon parts would cause a gap to occur, but since 1.8.0, a gap will always occur if the sword's blade length is longer than the default.
    How to Reproduce: Craft any sword using any parts and increase the length of the blade to any value greater than default
    Have you used cheats and if so which: Yes, but simply to teleport around the map and spawn money in order recreate the bug quickly on a new (unmodded) save. This problem occurs on cheat-free saves as well.
    Scene Name (if related): N/A
    Media (Screenshots & Video): See below
    Computer Specs:
    OS:
    GPU:
    GPU Driver Version:
    CPU:
    RAM:
    Motherboard:
    Storage Device (HDD/SSD):

    mjHoUY3_d.webp
    tG07flw_d.webp
    I found it the bug.

    Code here:
    public void SwitchToPiece(WeaponDesignElement piece)
    {
    this.SelectedPieces[(int)piece.CraftingPiece.PieceType].SetScale(100); //This line of code causes bug, change it to match weapon blade length or delete it altogether.
    CraftingPiece.PieceTypes pieceType = piece.CraftingPiece.PieceType;
    WeaponDesignElement[] array = new WeaponDesignElement[4];
    for (int i = 0; i < array.Length; i++)
    {
    if (pieceType == (CraftingPiece.PieceTypes)i)
    {
    array = piece.GetCopy();
    }
    else
    {
    array = this.CurrentWeaponDesign.UsedPieces.GetCopy();
    if (array.IsValid)
    {
    array.SetScale(this.CurrentWeaponDesign.UsedPieces.ScalePercentage);
    }
    }
    }
    this.CurrentWeaponDesign = new WeaponDesign(this.CurrentWeaponDesign.Template, this.CurrentWeaponDesign.WeaponName, array);
    this.ReIndex(false);
    }

    Some weapons have broken meshes or meshes at incorrect position, causing gap. Lod 4 of is aserai_noble_blade_4 is broken and only half the mesh or more like one triangle. While lod 1-4 of aserai_noble_blade_5 are at incorrect position, you need to substract -0.07 on all lod levels.
    4ypHWzA.gif
  3. In Progress Texture Error in Blacksmith Weapons e1.8.0

    I found it.

    Code here:
    public void SwitchToPiece(WeaponDesignElement piece)
    {
    this.SelectedPieces[(int)piece.CraftingPiece.PieceType].SetScale(100); //This line of code causes bug, change it to match weapon blade length or delete it altogether.
    CraftingPiece.PieceTypes pieceType = piece.CraftingPiece.PieceType;
    WeaponDesignElement[] array = new WeaponDesignElement[4];
    for (int i = 0; i < array.Length; i++)
    {
    if (pieceType == (CraftingPiece.PieceTypes)i)
    {
    array = piece.GetCopy();
    }
    else
    {
    array = this.CurrentWeaponDesign.UsedPieces.GetCopy();
    if (array.IsValid)
    {
    array.SetScale(this.CurrentWeaponDesign.UsedPieces.ScalePercentage);
    }
    }
    }
    this.CurrentWeaponDesign = new WeaponDesign(this.CurrentWeaponDesign.Template, this.CurrentWeaponDesign.WeaponName, array);
    this.ReIndex(false);
    }

    Some weapons have broken meshes or meshes at incorrect position, causing gap. Lod 4 of is aserai_noble_blade_4 is broken and only half the mesh or more like one triangle. While lod 1-4 of aserai_noble_blade_5 are at incorrect position, you need to substract -0.07 on all lod levels.
    4ypHWzA.gif
  4. In Progress Smithing weapons bug still not fixed

    Thank you for taking this issue seriously, because TW themselves sure aren't!!
    I found it.

    Code here:
    public void SwitchToPiece(WeaponDesignElement piece)
    {
    this.SelectedPieces[(int)piece.CraftingPiece.PieceType].SetScale(100); //This line of code causes bug, change it to match weapon blade length or delete it altogether.
    CraftingPiece.PieceTypes pieceType = piece.CraftingPiece.PieceType;
    WeaponDesignElement[] array = new WeaponDesignElement[4];
    for (int i = 0; i < array.Length; i++)
    {
    if (pieceType == (CraftingPiece.PieceTypes)i)
    {
    array = piece.GetCopy();
    }
    else
    {
    array = this.CurrentWeaponDesign.UsedPieces.GetCopy();
    if (array.IsValid)
    {
    array.SetScale(this.CurrentWeaponDesign.UsedPieces.ScalePercentage);
    }
    }
    }
    this.CurrentWeaponDesign = new WeaponDesign(this.CurrentWeaponDesign.Template, this.CurrentWeaponDesign.WeaponName, array);
    this.ReIndex(false);
    }

    Some weapons have broken meshes or meshes at incorrect position, causing gap. Lod 4 of is aserai_noble_blade_4 is broken and only half the mesh or more like one triangle. While lod 1-4 of aserai_noble_blade_5 are at incorrect position, you need to substract -0.07 on all lod levels.

    4ypHWzA.gif
  5. In Progress Smithing weapons bug still not fixed

    I did some testing and the reason there is a gap is because it does not save the length of the blade. Create weapon with all sliders on max. Then use crafting history to load that weapon, all size sliders except blade will be at max. I even modified ScaleThePiece method in crafting in Taleworlds.Core to allow changing size from as little as 10% up to 300% of weapon size (can be downloaded on nexus or workshop as Longer Crafting Parts). Weapon with 300% default size will have preview looks fine but the moment the scene changes, the blade will have 200% blade gap and 100% of default blade size. I just checked the 1.7 version and it works fine both with vanilla and both with my modification (but I had to recompile my modification to match 1.7)
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