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Cloak Issue with Changing Phenotypes

Posted: Sun Jan 11, 2009 2:34 pm
by Pstemarie
Well I thought I had a major issue with cloaks getting all borked while I was testing the new "Enlarge" spell I've created. Seems the issue is a limitation of the Engine...

Here's what happens:

When you equip a cloak to a PC model then change its phenotype cloaks act kind of wonky. In the case of the mounted phenotypes, cloaks disappear entirely from the model. With the new "enlarged" phenotype, cloaks render properly.

However, in both phenotypes' cases you can't get rid of the damn things. For example, if you unequip the cloak while "mounted" or "enlarged", the cloak reappears on the model when the PC is restored to their original phenotype (i.e. "dismounts" or "reduces"). In the inventory panel the cloak still shows up as being unequipped!!!!

This same error occurs if you "drop" the cloak while mounted or enlarged - it'll be there, back on the model, when the character's normal phenotype is restored.

Interestingly enough it seems that you can equip another cloak after this error occurs and the engine will render the new cloak on the model as its supposed to.

YES, I DID empty my override to confirm the problem existed with mounts - and no haks were installed into the test module...

I'm going to continue testing this out and see what happens; I have some theories...

Posted: Sun Jan 11, 2009 9:01 pm
by Bannor Bloodfist
Pheno type changes ARE wonky in the engine.

Not sure if you heard about the 'horse hat' issue with WCoC?

It is caused by the way the engine stores the 'state' of the character prior to the change and that darn pesky "clear all actions" script command.

Basically, yes, it's broken, and you can beat yourself to death attempting to fix it, and the 'fix' will only work on certain systems etc.

In the cloak case, putting a different cloak on and taking it back off clears it. In WCoC, sometimes mounting a new horse would clear it, sometimes not.

Posted: Sun Jan 11, 2009 9:18 pm
by OldMansBeard
Does it help if, in your script, you use a sequence like:
  • ActionUnequip the cloak
  • ActionDoCommand(SetPhenoType
  • ActionWait about 1.0 maybe
  • ActionEquip the cloak again?
Just an idea. Haven't tried it.

OMB

Posted: Sun Jan 11, 2009 10:29 pm
by Pstemarie
Bannor, OMB

I've done further research and it a limitation of the Aurora Engine. Basically what happens is that the cloak gets "locked" in the buffer. The only way to truly clear it is to save, quit, and reload the saved game.

I tried a few alternative fixes - re-sequencing like OMB suggested for one, but they don't do the job as well as what I stated above.

Since it not an issue I created, I won't worry about it any longer. Sides how many players actually will be un-equipping cloaks for the short time they are "enlarged" :D