It would appear that the bandit keeps have a propensity for savegame questdata.txt bloat, specifically the 'final boss' (_spells_), as their resource specific spellqueue just EXPLODES with endlessly growing entries until death - and we're talking tens of thousands of lines in a matter of minutes here.
If the boss isn't killed (you run or the quest doesn't properly trigger), the boss will remain to continue bloating the save file UNTIL YOU DISABLE THE MOD, leading to increased save sizes (100+ mb for the questdata.txt file), as well as performance degradation across the board. Killing the boss does end the bloating, but doesn't remove any of the bloat itself - the quest remains permanently saved to file.
An example of the spellqueue (it repeats that range of IDs + a few more ad nauseum): " { "ClassicID": 82, "CustomKey": "" }, { "ClassicID": 13, "CustomKey": "" }, { "ClassicID": 10, "CustomKey": "" },"
Thanks for the comment, my questdata.txt file is currently 1.5 GIGABYTES, and I was wondering what was going on... I guess the best thing to do is disable the mod until the author releases a fix.
[1.6] I found my QuestData.txt file steadily increasing per second after getting "You see a figure headed your way..." encounters, specifically for warriors, knights and muggers (priest encounters was only a flat +80kb per encounter). Moving far enough away stops but doesn't reset the increase afaik. Might be related to what you ran into.
I had to deactivate the mod too and switch back to WildernessNPCs, my saves are 180+mb ... I don't know if there's a way to reduce the size of future saves ...
Had the same issue (I think), glad I caught it before I lost too much progress, my questdata.txt was over 100MB causing loading issues. I deleted those saves before it occurred to me that I should look at the json to try and figure out which mod was responsible, but the Mod Issue Checker - Bugs and Compatibility Warnings mod specifically flags this mod as having that problem so I'm inclined to trust them bro.
I'm having the same issues. I'm playing a run-through where I'm using zero fast travel except what Travel Options allows, and I want to keep WA around for encounters, but all the carts and stuff in the way interrupting my travel. Turning off "3-D Models" got rid of the carts, but I do still keep seeing "Breaks in the Landscape" and other such non-event events. It would be lovely if these kind of non-encounters didn't stop travel when using Travel Options.
They all should work fine, though you might want to mess with the settings of those that have them or you'll be busy dealing with encounters constantly.
Both will run fine together, though you may be overwhelmed with encounters depending on the settings you use in both mods. Personally, I use Advanced Wilderness Encounters on its default settings and Warm Ashes with just animal ancounters enabled for the additional hunting opportunities.
[1.6]: Not sure if this is a bug or a conflict with Travel Options, but when fast traveling sometimes I get stopped by friendly adventurers or orcs, but the game doesn't pause with a "you see something blahblahblah", and the Travel Options top bar is still there so I have to press Esc to get out of it.
I'm taking a break from WA Wilderness since the current release is stable. I will be taking suggestions. If there is something you'd like to see in a future update, let me know in replies below.
I've got an idea how you could trigger those encounters midway during Fast Travel:
1. When the Travel button is hit, a series of rolls are made to predict on which day/hour of travel an encounter occurs, and how far the character will have traveled by that moment.
2. A line of sorts is drawn between the departure and destination points, the predicted distance is projected along that line and that's how you get the coordinates of the encounter.
3. If needed, terrain / location type is queried at that spot, to see if it affects the encounter.
4. The actual destination point is shifted to those coordinates.
5. "Normal" fast travel towards that spot is initiated, and the rolled event occurs once you have reached the amended coordinates.
6. To resume traveling, you must initiate another fast travel, which will roll for the next encounter once again.
7. Eventually, you roll an encounter-less arrival to the destination once the final leg of your journey gets short enough. This way you arrive to the destination as expected.
This way we could have a crude yet efficient emulation of the travel system from the classic Fallout games (unless you could mod a faithful recreation)
I think Luck affects avoiding negative encounters, but it would be cool if encounters (type, distance, difficulty, etc) were also effected by other things, like: * the time of day * weather conditions * Climate * player's criminal status in the region (maybe the guards and friendly adventurers would recognize an infamous criminal and act) * if the player's using a personal light source at night
Hello, I'm using Android, so this is my first time using this mod and I'm not 100% sure how it all should work. Are the random travellers that pop up meant to be interactable? I feel like they should be, but clicking on them does nothing. So I wanted to check if there's a mod conflict going on that I need to suss out.
After playing around a bit with only this loaded, it seems to be just an issue with the solo travellers, yes. Merchants with guards and adventurer parties are all fine, no issues with interactivity there. On starting a new game, and fast traveling back and forth between Gothway and Privateers, eventually I can get a solo traveller to spawn upon entering Gothway, but none of those are interactable. Do the ones that generate during real time work differently than those that generate on fast travel?
Yea so the previous version loads fine but the latest df.mod file doesn't show up ingame at all. Rechecked the naming thinking it was a symbol/spacing issue in df.mod file naming, but its spelled the same as version 1.3.
I forgot to add an ocean check to spawns like everything else. So wandering encounters can spawn out there. That means a ship of any enemies could be there. Ships need more work though and won't save so if you save on a ship, it's likely gonna disappear on load. The plan was for next update to be able to remember ships so random ship battles can occur.
I was about to comment that tigers and lions being around would be weird, but then I remembered how much of an africasian pothole of cultures and places Hammerfell was in lore... Which really is weird when you stop to think about it.
177 comments
If the boss isn't killed (you run or the quest doesn't properly trigger), the boss will remain to continue bloating the save file UNTIL YOU DISABLE THE MOD, leading to increased save sizes (100+ mb for the questdata.txt file), as well as performance degradation across the board. Killing the boss does end the bloating, but doesn't remove any of the bloat itself - the quest remains permanently saved to file.
An example of the spellqueue (it repeats that range of IDs + a few more ad nauseum):
" {
"ClassicID": 82,
"CustomKey": ""
},
{
"ClassicID": 13,
"CustomKey": ""
},
{
"ClassicID": 10,
"CustomKey": ""
},"
since I updated to last version 1.5, I'm being spammed with messages like this every few minutes (and sometimes I get several in a row):
I'm travelling using Travel Options's accelerated real time travel (x3).
Here are the mod settings I'm using:
DFU v1.1.1 Windows
encounters constantly.
EDIT: I took a look and they still currently do that though you are less likely to encounter anything.
I've got an idea how you could trigger those encounters midway during Fast Travel:
1. When the Travel button is hit, a series of rolls are made to predict on which day/hour of travel an encounter occurs, and how far the character will have traveled by that moment.
2. A line of sorts is drawn between the departure and destination points, the predicted distance is projected along that line and that's how you get the coordinates of the encounter.
3. If needed, terrain / location type is queried at that spot, to see if it affects the encounter.
4. The actual destination point is shifted to those coordinates.
5. "Normal" fast travel towards that spot is initiated, and the rolled event occurs once you have reached the amended coordinates.
6. To resume traveling, you must initiate another fast travel, which will roll for the next encounter once again.
7. Eventually, you roll an encounter-less arrival to the destination once the final leg of your journey gets short enough. This way you arrive to the destination as expected.
This way we could have a crude yet efficient emulation of the travel system from the classic Fallout games (unless you could mod a faithful recreation)
* the time of day
* weather conditions
* Climate
* player's criminal status in the region (maybe the guards and friendly
adventurers would recognize an infamous criminal and act)
* if the player's using a personal light source at night
I'm using Android, so this is my first time using this mod and I'm not 100% sure how it all should work. Are the random travellers that pop up meant to be interactable? I feel like they should be, but clicking on them does nothing. So I wanted to check if there's a mod conflict going on that I need to suss out.
Try running it last on the mod list and see if that works.
Only Warmer Ashes Textures is being loaded on the in game mod list.
Rechecked the naming thinking it was a symbol/spacing issue in df.mod file naming, but its spelled the same as version 1.3.
What an awesome update!
Loving the mob filled ships being out at sea!
So much more life out in the wilderness.
For me it can never feel too busy nor populated!
Edit: Oh it's fixed, TY ^^