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Stillquest

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About Stillquest

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  1. You're welcome, and that's a very good question. When I originally created the fix, the speed problem (almost?) always manifested as one character's movement becoming too slow, and another's too fast (by the same amount). It made me suspect that the source of the bug was a temporary speed debuff used against a party member that was removed incorrectly - that is, the lost movement was added back to the wrong character. The last few days, people complain of only one character becoming too slow, and so far it seems like it's always Itumaak. It's plausible we're dealing with a new bug, possibly one that was introduced with the latest DLC/patch.
  2. It's been two weeks, so I suspect it won't help you much, but I've taken a look at your save. The speed values for Itumaak were borked, here's your (hopefully) fixed save file.
  3. Glad it worked out, and sorry for the late reply. I kinda stopped following this thread since patch 1.04 came out, as the release notes mention this bug specifically as fixed, retroactively as well. Isn't it? If not, the developers should be notified. As for the monk speed buff (I assume you mean Fast Runner), good catch. I didn't play a monk, but I suspected something of the sort might be an option for some characters at some point. That's why I left in the option to manually edit the speed values, and didn't just set them to the default values. I would've edited the OP to reflect your info, but unfortunately this forum does not allow changes to posts after a certain amount of time. Hopefully people will bother reading the thread.
  4. You've been hit by a well known bug. I've written a program that fixes saves suffering from it, but it currently doesn't deal with PC animal companions. If you wish, post your latest save here, and optimally an earlier save (before the problem appeared). I'll repair your save manually and possibly gather enough data to add animal companion support to my fix.
  5. Drone, if you'll post your save as requested, I can take a look at it. I've got some exprience with debugging PoE save files.
  6. Try moving a single character at a time - there's a bug that changes the speed of certain characters, and the game defaults to the slowest character's speed when moving as a group. If that's indeed the case, you can try using the fix I made.
  7. Bug found and fixed. Evidently the strings I was using to identify the missing characters were indeed unique, but do not appear under some circumstances. Replaced to mandatory ones.
  8. Could you post your save? I'll take a look. EDIT: Actually, considering you're still under the first 5 posts rule, it would be quicker if you'd send it to me by a private message.
  9. You're probably right on the money about debuffs being removed incorrectly. It's a known problem, there's a solution here.
  10. Here you go. Your main character was sped up, Aloth slowed down. https://www.dropbox.com/s/b2ukh8sdwrvxfnj/1e9ace0e-13e2-42e7-bd63-b0b30b2ec1ab%20autosave.savegame?dl=0
  11. I've released the program I've written to fix characters' speed. You can download it from this thread.
  12. I've written a small program that can be used to fix saved games which suffer from this bug. The problem usually presents as some characters moving too slowly while others move too fast. Caveats: You need .net 4 installed for the program to work. Hopefully you have it already as many games install it. Sorry for that one. That's what I get for using Visual Studio Express. Keep a backup of your save! I've yet to break a game with this fix, but there's always a first time. Make sure you unequip any items that change your character's speed (e.g. Boots of Speed) before running the program. Currently, the fix can only deal with the main character, the default companions and Itumaak. If your problem character is a hired adventurer or a non-Itumaak animal companion, it will need to be fixed manually. I can help, but you'll have send me your save file. Make sure and mention the exact names of the characters needing a fix. Download PillarsSpeedFix How to use: Your savegame files are actually zipped archives. Open the savegame you want to fix (Winrar will do the job), and extract the file MobileObjects.save. By default, the game keeps the save files in [userfolder]\Saved Games\Pillars of Eternity. Run PillarsSpeedFix.exe, click the "Open File" button, select the extracted MobileObjects.save. For each companion you've already encountered in this playthrough, you'll get two values: Running speed and walking speed. Companions you've not yet met will be greyed out. For all the characters except the fox companion Itumaak, running speed should be 4 and walking speed should be 2. Itumaak is supposed to have a running speed of 5.5 and a walking speed of 2. You can either edit them manually, or click the "Defaults" button to automatically set the speeds to their initial values. Click "Save Changes" to write the new speed values to the file. The program will then close. Put the fixed MobileObject.save file back into the savegame file you extracted it from. If you're using winrar, you can simply drag and drop the file into the Winrar window. Start the game, load your save, and if all went well you're good to go. Please report any bugs on this thread.
  13. Thanks. There you go: https://www.dropbox.com/s/nq6gbn6m9ed5ryt/8b99ab4554204c87b2801a1f2c5c7cac%2015330047%20HearthsongMarket.savegame?dl=0
  14. I initially located the speed variables ingame using Cheat Engine - a memory scanner/editor program. I described what I was doing there in a couple of posts near the beginning of this thread. As a programmer, you'll probably have no problems using this method to repair your game if you're (understandably) uncomfortable with subjecting it to an unknown fan fix. CE was certianly enough to let me fix my game, and provide some basic understanding as to what variable type and values I'm dealing with. However, doing it this way is both fiddly and time consuming. I decided to look at the save files instead. Fortunately, the saves are simple zip archives. They contain a couple of data files for each map you've explored, and another called "MobileObjects.save" that's used for all non-area-specific data - including characters' movement values. As I already knew what numbers I was looking for, it didn't take long to locate the speed variables. Problem is, the savefile is very haphazardly organized, with structures representing character data mixed up with dozens of others, representing who knows what. If I weren't lazy I suppose I could have tried disassembling, or install Unity and get to grips with the code on a higher level... But I am. Some manual hex reading let me find unique identifiers for each party member, and from there it's just a matter of using known offsets to reach the speed variables. Then I've whipped up a small, ugly Visual Basic program to do this for me. It reads the MobileObjects file as a binary stream, puts it into a string variable, and then looks for the previously mentioned unique indentifiers by string compares, keeping the offset value of each identifier found. Then I read the variables into textboxes, which I can change either manually or automatically, using default values. I then use offset values to write the new values directly into their place in the save file, put it back into the zip, and voila. I need to put some finishing touches to the code, mostly gui stuff and error handling, but I'll probably release it tomorrow. Meanwhile, feel free to send your save file, it's very little bother, and helps me QA my program.
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