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Problems With Heroes And FFX3.3

Started by UltraSuperGuy, August 01, 2014, 05:06:07 AM

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UltraSuperGuy

 So i've been playing the Son of Customforce mod in  :ffvstr: with FFX 3.3. I've branded my custom heroes with FFEdit so they can use FFX attributes, etc. But a weird thing happens occasionally on a mission. Sometimes the heroes will acquire some of the other hero's attributes, like telekinesis or something. Sometimes the heroes will have no FFX attributes at all on a mission and I have to go back, dismiss them from the team, re-recruit them, and then go on the mission again for their FFX attributes to show up. It's really weird.

Anyone else ever have these problems or know what the solution might be?

Epimethee

In case it might help someone pinpoint the source of the bug, could you post a script.log from a CustomForceX mission?
FFX add-on for FFvsTTR at ffx.freedomforceforever.com

spydermann93

Also, if you ever made m25ai files for any of your heroes, make sure that you don't have any syntax errors in their ai files.  That will also prevent attributes from working.

UltraSuperGuy

Quote from: Epimethee on August 02, 2014, 06:14:28 PM
In case it might help someone pinpoint the source of the bug, could you post a script.log from a CustomForceX mission?

Where would I find that?

Epimethee

It should be right inside your FFvsTTR folder.
FFX add-on for FFvsTTR at ffx.freedomforceforever.com

UltraSuperGuy

Quote from: Epimethee on August 06, 2014, 12:02:04 AM
It should be right inside your FFvsTTR folder.

Well, here it is. Don't know what it might help anyone with. It's from a most recent saved game but it's with a character that is showing its FFX attributes so there's no problem with this one. Maybe it won't help.

>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.256000
loading cshelper ...
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.3.0 build 3; branch = Gold v.3.3 with Patch
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1407219417.819000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 July 27, 2008
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\users\bawookles\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
euros/precache
updateFFX: mid level save game detected
MLOG_Read: likely mid-mission load
! GetMapInfo
retrying cell door
sky_king_ground
speakInternal
0
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'mapinfocaliper3'
7.0
8.0
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_gunner5'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_gunner5'
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_gunner11'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_gunner11'
9.0
10.0
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_gunner4'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_gunner4'
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_gunner10'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_gunner10'
UseHPPowerup: called for object=sc_powerup_hp3 hero=black_jack
UsePowerup: called for object=sc_powerup_hp3 hero=black_jack
addArrow south_arrow switch_south 0 0
approaching second switch
custom_template_63
wrong hero on mission?
11.0
12.0
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_gunner1'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_gunner1'
13.0
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_grenadier4'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_grenadier4'
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_grenadier3'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_grenadier3'
open cell now
custom_template_63
wrong hero on mission?
addArrow cell_arrow _impobj_door_bullets_entry 0 1
second time through, fight now
cshelper: Cutscene [cell_fight_cs] submitted for playing
cshelper: Now playing cutscene [cell_fight_cs]
Step 1 of 5
Step 2 of 5
first line for cell fight CS
black_jack
0
speakInternal
0
Step 3 of 5
speakInternal
0
Step 4 of 5
last line for cell fight CS
sky_king_ground
speakInternal
0
Step 5 of 5
addArrow tower_1_arrow _impobj_energy_extractor_1 0 1
addArrow tower_2_arrow _impobj_energy_extractor_2 0 1
cshelper: Cutscene [cell_fight_cs] has ended
initAttribsForChar: working on nazi_cell_1 (nazi_gunner)
initAttribsForChar: working on nazi_cell_2 (nazi_gunner)
initAttribsForChar: working on nazi_cell_3 (nazi_grenadier)
initAttribsForChar: working on nazi_cell_4 (nazi_gunner)
initAttribsForChar: working on nazi_cell_5 (nazi_grenadier)
14.0
15.0
16.0
17.0
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_cell_1'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_cell_1'
18.0
clearCarrierRegistration: clearing attribute 'speedincreasetopullblack_jack' for destroyed object 'nazi_cell_5'
clearCarrierRegistration: clearing attribute 'limeyluretomagnetpullsky_king_ground' for destroyed object 'nazi_cell_5'



Epimethee

Yeah, starting a mission with a character with which the bug occurs might give more obvious cues. However, from the symptoms and the "wrong hero?" message, I suspect a problem with the character ID branding used by the FFX Control Centre.

It's been way too long since I've played around this stuff, so I'm not positive about the solution, but you probably want to re-run the FFX Control Centre on the mod and, post a new script.log as needed.
FFX add-on for FFvsTTR at ffx.freedomforceforever.com