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Post by njebobok on Jul 17, 2021 17:56:38 GMT 10
does anyone know a solution for enemy combine crash fix in same room?
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dale home
Posts: 288
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Post by kTeo on Jul 17, 2021 21:09:56 GMT 10
there's two things you have to do in order to fix this:
1- be sure to use Companion DLL from Raz0r and write these lines into dinput8.cfg:
[LIMITS] TotalPolygonsOnScreenFix = true
ResetOrder = true
2- you need to organize your .esl management so that all areas have an order of enemy IDS from lowest to highest index slot. for example, if you try to add enemy entries into r100 and your .esl looks like this: 20 16 2C 00 16 02 16 03 20 16 20 16 2C 00 16 02
the game WILL crash. from what i understood the engine will keep reading and re-reading the emXX.udas for every different entry. for fixing this, you can arrange your .esl like this: 16 02 16 02 16 03 20 16 20 16 20 16 2C 00 2C 00
make it like that and the game will read EVERYTHING, including non-compatible enemies (ganados with zealots and soldiers at the same time, for example) depending on the map you're on, you'll be able to load more than 3 different IDs at once, reaching a maximum of i believe 6.
if your area can't load more than 3 entries, for example, the fourth and next ones will be loaded in when an existing ID have been wiped out of the area and you reload the map by a checkpoint.
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Post by ehand on Jul 23, 2021 11:18:30 GMT 10
And if there is no crash with a chaotic order. Should I leave it as it is, or can it affect in the future?
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dale home
Posts: 288
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Post by kTeo on Jul 23, 2021 21:09:06 GMT 10
it can affect you in the long term, maybe later on when you're editing the area the game will stop loading and the map will begin to crash forever
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Post by chrisjk8080765jjlj on May 2, 2022 8:13:58 GMT 10
No entendí muy bien me puedes dar una explicación más detallada
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Post by ndorobei on May 15, 2023 15:39:24 GMT 10
there's two things you have to do in order to fix this: 1- be sure to use Companion DLL from Raz0r and write these lines into dinput8.cfg: [LIMITS] TotalPolygonsOnScreenFix = true
ResetOrder = true
2- you need to organize your .esl management so that all areas have an order of enemy IDS from lowest to highest index slot. for example, if you try to add enemy entries into r100 and your .esl looks like this: 20 16 2C 00 16 02 16 03 20 16 20 16 2C 00 16 02
the game WILL crash. from what i understood the engine will keep reading and re-reading the emXX.udas for every different entry. for fixing this, you can arrange your .esl like this: 16 02 16 02 16 03 20 16 20 16 20 16 2C 00 2C 00
make it like that and the game will read EVERYTHING, including non-compatible enemies (ganados with zealots and soldiers at the same time, for example) depending on the map you're on, you'll be able to load more than 3 different IDs at once, reaching a maximum of i believe 6.
if your area can't load more than 3 entries, for example, the fourth and next ones will be loaded in when an existing ID have been wiped out of the area and you reload the map by a checkpoint.Sir, can this method be done for ubisoft version?
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dale home
Posts: 288
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Post by kTeo on May 16, 2023 0:00:55 GMT 10
yes, you can also organize your ESL in Ubisoft version and it will give the same results.
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Posts: 15
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Post by alexandregamer on Nov 3, 2023 6:19:56 GMT 10
there's two things you have to do in order to fix this: 1- be sure to use Companion DLL from Raz0r and write these lines into dinput8.cfg: [LIMITS] TotalPolygonsOnScreenFix = true
ResetOrder = true
2- you need to organize your .esl management so that all areas have an order of enemy IDS from lowest to highest index slot. for example, if you try to add enemy entries into r100 and your .esl looks like this: 20 16 2C 00 16 02 16 03 20 16 20 16 2C 00 16 02
the game WILL crash. from what i understood the engine will keep reading and re-reading the emXX.udas for every different entry. for fixing this, you can arrange your .esl like this: 16 02 16 02 16 03 20 16 20 16 20 16 2C 00 2C 00
make it like that and the game will read EVERYTHING, including non-compatible enemies (ganados with zealots and soldiers at the same time, for example) depending on the map you're on, you'll be able to load more than 3 different IDs at once, reaching a maximum of i believe 6.
if your area can't load more than 3 entries, for example, the fourth and next ones will be loaded in when an existing ID have been wiped out of the area and you reload the map by a checkpoint.
Where can I finding the Raz0r's dll and the dinput8.cfg file to download too?
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dale home
Posts: 288
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Post by kTeo on Nov 3, 2023 23:22:53 GMT 10
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dale home
Posts: 288
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Post by kTeo on Nov 3, 2023 23:25:00 GMT 10
also i want to point out that "ResetOrder = True" is not necessary, all it does is update the ESL on each checkpoint, so it makes testing your changes easier by just retrying than having to go back to the menu. it has no effect on your ESL capabilities and sometimes we would rather leave that deactivated to be able to backtrack while another ESL is loaded.
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Post by alexandregamer on Nov 4, 2023 5:51:40 GMT 10
Thank you so match for quoting this link, kTeo!
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Posts: 15
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Post by alexandregamer on Nov 4, 2023 6:00:09 GMT 10
also i want to point out that "ResetOrder = True" is not necessary, all it does is update the ESL on each checkpoint, so it makes testing your changes easier by just retrying than having to go back to the menu. it has no effect on your ESL capabilities and sometimes we would rather leave that deactivated to be able to backtrack while another ESL is loaded. Thank you for your explanation, kTeo! I understood your reference.
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