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它仍在 1.7.X 版本中,至少在 1.8.X 版本发布之前应该可以正常工作。
@手冲爱好者 杨永信
战神合集是将所有官方 DLC 捆绑在一起的合集,其中包括 Blood Reign DLC。
@Dogface_08
Overall this mod doesn't really make drastic changes to the blood and is primarily making the timer on the decals longer than in the original DLC and thus more "realistic".
Ideally I would have liked them to be on the map for the entire battle duration, but due to how they were originally implemented into the game they get buggy if there are too many blood decals on the map and I wasn't able to find a solution to this.
Instead I tweaked the timer roughly around that threshold and assigned a variable despawn window so it would be more organic when they inevitably do start despawning.
很不幸的是,不行
这是一个我无法修复的已知错误。
当由于游戏生成它们的方式导致地图上的血贴花过多时,就会发生这种情况,而不是单个贴花,而是看似无限的贴花序列。
如果您仔细观察,您可以观察到这种行为。
因此,我将贴花设置为可变计时器而不是无限,以尝试阻止它在大多数情况下发生。
可悲的是,这是一个不完美的解决方案,但我能提供最好的解决方案。
Aye, there's always the potential for some files in these mods having weird interactions when merging them together like this, likely some overlap in the files somewhere which then breaks the mod pack causing the game to crash instead of overriding the other mod lower in the load order if they were separate mods for instance, that'd be my guess at any rate.
It's a crude but efficient method that works well enough for this use case scenario, probably best reserved for single entity mods and or making sure there isn't any file / entity overlap if merging multi entity mods into the pack, likely not worth the extra effort however.
1. Set up and run RPFM
2. Create New PackFile
3. Right click unknown.pack > Add... > Add from PackFile
This is the path for TWTK workshop content:
C:\Program Files (x86)Steam\steamapps\workshop\content\779340
4. Locate the mods you want to merge into your new mod pack and add them, they'll open up in the box on the right hand side in RPFM and you double click the .pack to transfer the files over to the new pack, repeat to add more mods.
5. When finished save the mod pack file with a unique name.
6. Create a 256x256 .png file with the same name as your mod pack.
7. In order for the mod manager to recognise your new mod pack as a mod place the mod.pack and mod.png in: C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER\data
Merging them would presumably solve the issue, if it's simply a limitation based on amount of mods in use.
Merging reskin mods should also be a relatively straight forward task with the right tools and know how.
RPFM [github.com] is the tool you need to repackage them.
Thank you so much for your reply. I finally figured this out. You are right, this is not caused by conflicts of any mods. It always works when I deactivate a mod, but the total number of mods can't be more than 83. Once I activate 84 mods it will crash immediately(the same problem happens to WARHAMMER II). Most mods I subscribed to are reskin mods, so I guess merging them up should be a feasible way to address the issue?
Given these two mods have effectively nothing in common, it's very unlikely they are the cause of the issue.
Regardless, I went ahead and looked at both of the mod packs and found no files that could be causing a conflict between the mods.
I also tried booting the game up with only those two mods enabled and did not have a crash occur on launch, in battle or on the campaign map.
In conclusion, given that I was unable to recreate the crash and there are no obvious file conflicts between the two mods, I'm afraid there's little I can do on my end to help you out.
That said, what you could do is disable all your other mods and only enable the two mods you believe are causing a conflict to isolate and verify that those are in fact the mods causing the crash, if you haven't already.
https://steamcommunity.com/sharedfiles/filedetails/?id=2310863404
Just to confirm, do you own and have the Reign of Blood DLC installed?
I have the 1.7.1 version
在非常低端的机器上它可能会,但据我所知它应该是最小的
Yes, this version of the mod works without any manual installation.
As for the sliders, it has been a while since I played the game / worked on the mod, I honestly couldn't confirm that off of memory, but looking at my notes in the description it would seem that it does adjust both to some degree.
There is however one decal I could never quite figure out how to adjust, and that's the one big splat that spawns on the ground (seems to generate in bigger group fights and may be tied to executions) that does not seem to respond to even the slider in the settings menu, no idea why this is the case and couldn't for the life of me figure it out at the time.
Doesn't the particle scale refer strictly to the size of the blood particles that fly off of a soldier? Or does this slider also affect the blood decals on the ground?
我相信我记得看到过这个,它与大血颗粒在代码中的编写方式有关。
可悲的是,我不知道如何更改它们,与其他代码的一些奇怪的交互是我的猜测,当时无法找到问题。
I assume this is happening after let's say roughly ~15-20 minutes into a battle?
It's an issue that I am aware of and unfortunately wasn't able to solve despite various attempts, someone more familiar with the games code / coding in general would need to look into it.
There doesn't appear to be much I can do to fix it besides finding a more optimal (shorter) timer to set on the blood decals to attempt circumventing the issue as much as possible.
In short, it has to do with how the game handles blood decals.
Whenever the blood is triggered it doesn't just spawn 1 decal and call it good, for some reason it triggers a sequence where it keeps spawning in decals seemingly indefinitely until it despawns.
You can read my comment below this one for a more elaborate explanation to another comment but this is the cause of the flicker, just too many decals on screen due to how the game handles the decal spawning.
Thank you for your detailed explanation,very kind and useful。Pay tribute to your great work。
The reason I set them to a long timer instead of infinite is because of how the decals spawning works, something I tried looking into without much success at the time.
Whenever the blood is triggered it doesn't just spawn 1 decal and call it good, for some reason it triggers a sequence where it keeps spawning in decals seemingly indefinitely until it despawns.
What this results in when you have a lot of blood decals sitting around for a long time is that they start glitching / flickering through each other which isn't all that pretty to look at.
So as a mediation I opted for a decently long randomised timer, I forget the specific duration but think it was 4-8 minutes maybe, about that range.
That way most of the blood will stick around for the duration of your average battle duration without hitting that "critical mass" and start bugging out.
How can I extend the duration of blood?They began to fade away after 10 minutes
按照此链接中的步骤操作。
https://steamcommunity.com/workshop/filedetails/discussion/2437515689/3073117690269329677/
如果重新安装 mod 不能解决问题,那么很可能某处存在 mod 冲突。
Pretty certain that the bodies stay on the battlefield for the entire duration of the battle by default, certainly do so in my game without the aid of mods etc, so I am rather confused by your question.
Maybe you're experiencing some bug of sorts?
"the aminations are also less"
This mod shouldn't affect the animations at all as there is no code in it related to the animations / triggers nor their frequency.
"some places have, some places don't", can you elaborate further?
I assume you're referring to how blood decal spawning tends to be concentrated in places of heavy fighting while smaller skirmishes generally don't have much blood if any at all?
This mod does not alter what triggers the effect and should neither increase nor decrease the rate at which blood decals spawn and is for all purposes in a vanilla state in relation to this aspect.
What it does do is alter timers and size modifiers for the blood decals and what effects are enabled per trigger / animation.
The blood effect could actually look a lot more dramatic in battles but there's a problem with some of the effects repeating when you bring the camera back over "old" pools of blood, would need further experimenting as I was unable to solve this issue at the time.
Glad you liked it.
For the time being I have updated it with a 4-8 minute lifetime on the blood decals, let me know how that works out for you.
All the nonsense aside.
1. I can make them last for the entire duration of a battle but the end result might not be desirable because of how glitchy the decals seem to become when there are too many on the field.
2. I can make them last longer and try to find a sweet spot where they're slowly getting culled over the course of the battle but still have high enough of a maximum timer set so that there will still be blood scattered somewhat evenly over the battlefield depending on how long it is.
I've been playing around with it for some time now (5+ hours, most of which was spent playing around with other unrelated blood values and stuff) and have some results from my testing.
Modifying the timer is quite simple, just two min / max values that you need to adjust for the blood decals. Code sample: emitter_lifetime_bias_min="300.00" emitter_lifetime_bias_max="600.00"
There is a problem I've noticed however, after a certain amount of decals have been generated you can start to see flickering on the blood decals, like there are too many in one spot and they're "glitching" through each other even if there's obviously just one in that location.
But even when running the same battle replay multiple times for consistency it was somewhat random if it happened at all.