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#593556 17/10/16 01:19 PM
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Recently I've been plagued by a bug involving metal helmets and several Google inquiries have yielded no results

Whenever I equip a metal helmet onto a character the helmet floats several feet above the characters head and makes them bald

Bug can be seen here: http://imgur.com/xURDuTj

It's quite hilarious but also game breaking and totally insufferable

Any help would be appreciated

PS All of my punctuation keys are toast so I can't add periods commas and question marks My apologies

PPS I'm also making a thread regarding this topic on the D:OS subreddit

Last edited by SpookyXperiments; 17/10/16 01:28 PM.
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Please always give full information on mods you use with the game (in this case I see the XC_Bags mod on your screenshot), so devs and modders can better evaluate where the problem might come from.

Edit: To complete this with your reddit-post (would make more sense to post that here or tell the mod creators, so they can have a look on it):

https://www.reddit.com/r/DivinityOr...s_but_obnoxious_helmet_bug_with_picture/

Used mods:

'Sneaking mode without cover' (Nexus), 'QuietDayOnTheMarket' (Nexus), 'XC_Bags' (Steam/Nexus).

The Sneaking-Mod is the only mod that's related to models (Assets\Effects\Effects_Models).
My scripts don't touch those things or anything related.

Last edited by Abraxas*; 17/10/16 05:25 PM.

My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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To add, my mod uses one effect played on characters that uses 'Bip Head' (or similar) as the effect bone, I don't know if playing an effect at this bone can lift up a helmet forever, it should not at least.
(It should not lift up a helmet at all actually even for the time of the effect.)

If it does, I'd consider it as a game bug.

A mod that modifies effects could interfere though, but I don't know anything about all the graphics stuff, so I can't say.


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Right thanks for pointing that out

Posting about this the second time on reddit resurfaced some key info in my head regarding the whole scenario and I forgot to come back over here and edit the post

Here's some food for thought: The bug remains regardless of whether or not I have mods active

Furthermore at one point I tried using "Small changes in the UI" by vito740 but this had major conflicts with controller mode and I had to uninstall it

Last edited by SpookyXperiments; 17/10/16 06:21 PM.
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Does this happen when using the keyboard UI?
A possible workaround would be to enable the 'hide helmet' option on the equipment screen (when using the keyboard/mouse) and save the game; helmets would continue to be hidden loading the save with the controller UI.

Try verifying local files: in the Steam library, right click on Divinity Original Sin Enhanced Edition and select Properties, switch to the Local Files tab and then click on the 'Verify Integrity of Game Cache...' button.
With the GOG version, in the (optional) Galaxy client, select Divinity: Original Sin Enhanced Edition in the left column, then click on the More button, and in the Manage menu select 'Verify / Repair'.

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Originally Posted by SpookyXperiments
Right thanks for pointing that out

Posting about this the second time on reddit resurfaced some key info in my head regarding the whole scenario and I forgot to come back over here and edit the post

Here's some food for thought: The bug remains regardless of whether or not I have mods active

Furthermore at one point I tried using "Small changes in the UI" by vito740 but this had major conflicts with controller mode and I had to uninstall it

With 'no mods active' you mean starting a new game or did you only deactivate mods in the mod menu and continued playing from a save where the mod was still active ?

Mods cannot be deactivated for a running game as far as I know. You can use brute force and delete a mod which would only mean that the game might not find resources needed anymore, the story code would not change I think.
That's the case at least for my mod because it has tons of story code.

I still fail to understand why playing an effect on 'Bip Head' could lift a helmet and I don't think it does. Could only be that a played effect shifts the effect bone up and a shifted effect bone is then used as the anchor for helmets to be placed. If it's that, then it must be a bug I guess. But I don't know if it's the effect from my mod.

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Originally Posted by FrauBlake
Originally Posted by SpookyXperiments
Right thanks for pointing that out

Posting about this the second time on reddit resurfaced some key info in my head regarding the whole scenario and I forgot to come back over here and edit the post

Here's some food for thought: The bug remains regardless of whether or not I have mods active

Furthermore at one point I tried using "Small changes in the UI" by vito740 but this had major conflicts with controller mode and I had to uninstall it

With 'no mods active' you mean starting a new game or did you only deactivate mods in the mod menu and continued playing from a save where the mod was still active ?

Mods cannot be deactivated for a running game as far as I know. You can use brute force and delete a mod which would only mean that the game might not find resources needed anymore, the story code would not change I think.
That's the case at least for my mod because it has tons of story code.

I still fail to understand why playing an effect on 'Bip Head' could lift a helmet and I don't think it does. Could only be that a played effect shifts the effect bone up and a shifted effect bone is then used as the anchor for helmets to be placed. If it's that, then it must be a bug I guess. But I don't know if it's the effect from my mod.


Yeah I noticed this as well

I have no idea if it has anything to do with your mod or not (personally I doubt it)

I'm just gonna have to finish my current playthrough and do a fresh reinstall of the game

I have no idea how to approach this bug since like you said I can't actually deactivate mods mid-game

Last edited by SpookyXperiments; 18/10/16 06:57 AM.
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It depends.

Some things can be deactivated, some can not. The things the game picks up on every load could be deactivated I think, like crafting recipes. Other things too, like extensions to existing character scripts. But things like story code cannot be disabled.
And I have some additional skills in the mod and don't know what happens if the game expects them but does not find them anymore.

Your helmet bug is a really weird one. I do not have understanding of graphics or 3D stuff, I only learned that there are 'bones' used as anchors to attach some graphical stuff to some other stuff. Like the effect I play when the Control skill is used. I think that gear might be attached to those bones too. So maybe this 'head bone' got shifted up by something.
The played effect is a possible source of that bone shifting in my simple understanding.

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I do not remember if I had changed it in XC_Bags by accident - most likely - or if it was in vanilla EE already ...
(It might have been one of the editor 'special tricks' that still edited the original when I hought I edited a copy made from it. ;-)

Anyway, the source of the bug seems to have been found: it was a wrong 'scale' in the root template of one of the metal helmets. The scale was changed from 1.0 to 1.5.

I do not remember who was the first one who found the bug, I think it was Smarmbot - thanks a lot Smarmbot, or it was the ever present Abraxas - thank Abraxas ;-)

The bug has been fixed some time ago in XC_Encounters and recently I found the motivation to fix it in both XC_Bags versions.

... still amazed how a wrong item scale can produce this effect ;-)


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