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Wrong Weapons Shown on Actor in Cutscene...


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#1
JPArante

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Hello all.  Very raw toolset newbie here looking for assistance.  So here's my problem:

I have been trying to change the appearance of Duncan's weapons (specifically his dagger) in the intro, darkspawn charge, and Loghain betrayal cutscenes to no avail.

I have tried changing the creature resource for Duncan that is referenced by all the cutscenes I want to change.  I check out the resource, make the changes I want, save it, and check the resource back in.  I even export a copy of the changed resource to the override folder.

It is genuinely bizzare because almost all other ingame cutscenes accept the changed/overriden item & creature resources.

I have tried checking out the desired cutscene, modifying it, saving it, and checking it back in.  Still no sale.

I have also tried exporting the actual cutscenes to possibly manipulate separately. Unfortunately, in many cases, the *.cut file fails to export for some reason and the *.cub file is all I get.

Did I miss something simple?  Or are those particular cutscenes something the toolset wasn't designed to tamper with?  Is there somewhere on the forum where someone did the same thing and had a successful workaround?  Any help would be very much appreciated.

#2
Yara C.

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I will sum up some considerations.

In case that
a copy of a creature resource is created (best practice not to alter the original resources) - with a changed weapon in the inventory (assuming an existing item should be overriden) -, the copy creature resource is exported (without dependent resources), the .utc file moved to the override folder and renamed to the original resource name

then
there are in general these reasons why a custom weapon does not show up in a cutscene:
  • a bik file is embedded in the cutscene. Bink files are pre-rendered files. Customization will have no effect. (e.g. the intro or Duncan´s death scene)
  • more than one instance of the npc is in use (You have been apparently aware of the several instances of Duncan)
  • a model of another weapon is used in the cutscene (e.g. archdemon slain scene)
Checking resources in / out is a good practice to save versions and avoid potential backup problems under specific circumstances. But is not relevant for the export - override procedure.

I can´t tell you anything on the issue of missing .cut files after export. As far as I remember vaguely former related posts it can have something to do with references, hierarchy references maybe.
Have you created your own module? Any useful log file entries?
I am certain someone else more familiar with this export failure will add a comment.

Bearbeitet von Yara Cousland, 07 Juni 2013 - 06:48 .


#3
DahliaLynn

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I've experienced the missing *.cut file myself on many occasions. Usually I remove the newly exported *.cub (or leftover from a previous export), save the file, export again and it seems to work. Why this happens I have no clue. Since it worked after the second export I had no real need to research the issue.

Bearbeitet von DahliaLynn, 07 Juni 2013 - 07:28 .