Thank you for your prompt answer. I must admit that, most sadly, changing that value to false doesn't fix the issue, nor does impact performances much. Maybe you prefer to reproduce the behaviour on your end for more accurate bugcatching. Prophesy Of Pendor is nice for this because it has some parties roaming in the map that have many troops.try set bThreadedSkeletalAnimation=false in rgl_config.ini
please send me your Prophesy Of Pendor save before battle with huge freezesThank you for your prompt answer. I must admit that, most sadly, changing that value to false doesn't fix the issue, nor does impact performances much. Maybe you prefer to reproduce the behaviour on your end for more accurate bugcatching. Prophesy Of Pendor is nice for this because it has some parties roaming in the map that have many troops.
if (m_name == "skel_horse")
{
m_lowerBodyBones = MAKEFLAG64(hrsb_tail_2) | MAKEFLAG64(hrsb_tail_1) | MAKEFLAG64(hrsb_r_back_hoof) | MAKEFLAG64(hrsb_r_foot) | MAKEFLAG64(hrsb_r_calf) | MAKEFLAG64(hrsb_r_thigh) | MAKEFLAG64(hrsb_l_back_hoof) | MAKEFLAG64(hrsb_l_foot) | MAKEFLAG64(hrsb_l_calf) | MAKEFLAG64(hrsb_l_thigh) | MAKEFLAG64(hrsb_r_front_hoof) | MAKEFLAG64(hrsb_r_hand) | MAKEFLAG64(hrsb_r_forearm) | MAKEFLAG64(hrsb_r_upper_arm) | MAKEFLAG64(hrsb_r_clavicle) | MAKEFLAG64(hrsb_l_front_hoof) | MAKEFLAG64(hrsb_l_hand) | MAKEFLAG64(hrsb_l_forearm) | MAKEFLAG64(hrsb_l_upper_arm) | MAKEFLAG64(hrsb_l_clavicle) | MAKEFLAG64(hrsb_spine_3) | MAKEFLAG64(hrsb_spine_2) | MAKEFLAG64(hrsb_spine_1) | MAKEFLAG64(hrsb_pelvis);
m_rightSideBones = m_lowerBodyBones | MAKEFLAG64(hrsb_head) | MAKEFLAG64(hrsb_neck_3) | MAKEFLAG64(hrsb_neck_2) | MAKEFLAG64(hrsb_neck_1);
m_allBones = m_rightSideBones;
}
else
{
m_lowerBodyBones = MAKEFLAG64(hb_foot_l) | MAKEFLAG64(hb_calf_l) | MAKEFLAG64(hb_thigh_l) | MAKEFLAG64(hb_abdomen) | MAKEFLAG64(hb_foot_r) | MAKEFLAG64(hb_calf_r) | MAKEFLAG64(hb_thigh_r);
m_rightSideBones = m_lowerBodyBones | MAKEFLAG64(hb_item_r) | MAKEFLAG64(hb_hand_r) | MAKEFLAG64(hb_forearm_r) | MAKEFLAG64(hb_upperarm_r) | MAKEFLAG64(hb_shoulder_r) | MAKEFLAG64(hb_head) | MAKEFLAG64(hb_thorax) | MAKEFLAG64(hb_spine);
m_allBones = m_rightSideBones | MAKEFLAG64(hb_hand_l) | MAKEFLAG64(hb_forearm_l) | MAKEFLAG64(hb_upperarm_l) | MAKEFLAG64(hb_shoulder_l);
}
(agent_body_meta_mesh_deform_in_range, ":agent", bmm_head, 70, 60, 100),
so we can have skeletons with more bones now? Im not sure I understand what the new operations do.1.1.1.8
-Increased the maximum number of bones to 64.
-Added skeleton_model_set_bone_body_section and skeleton_model_clean_body_sections operations.
-Extended prop_instance_intersects_with_prop_instance operation - additional check_polygon_to_polygon parameter.
-Fixed and extended try_for_agents operation - additional parameter for mission grid iterator.
Thanks to SHOCKERFACE for sponsoring development.
For modders:
To process more bones you will need to recompile your mod's shaders. Edit this string in mb.fx
#define NUM_WORLD_MATRICES 32
Warning! Due to the limitation of the number of variables in shaders, working number of bones can be below 64! For example, for native shaders it is 51!
#define NUM_WORLD_MATRICES 51
The head works differently since half the mesh is generated in engine, and they blend multiple shape keys instead of just using one linear deformation.
This does not work on the head mesh:
yesso we can have skeletons with more bones now? Im not sure I understand what the new operations do.
What autosell are you talking about? What mod?autosell is broken on wse2 with most recent version when it did not used to be, it just fizzles and does nothing
This mod was created for a very old version of wse and cannot work correctly with wse2 without updating the modHey, My game just crashes after the character creation, im playing on Steam btw, any ideas?
Here's the crash Log
Perisno and 1257 ED both are busted for meWhat autosell are you talking about? What mod?