Hey man quick question, you think you could add a slow-mo activation only for when you jump in midair or like a controller bind that activates it in midair or whenever you press that button?
ty for mod, a nice addition. im having trouble with the screen color change not working, not sure if its from another mod im using or not yet
(https://www.nexusmods.com/dragonsdogma2/mods/94?tab=posts) Simple Realistic 3D for Dragon Dogma 2
im guessing maybe, but i was a warfarer class when i installed this and none of the mod kept working after switching weapons and back to bow, had to restart game for it to work again, just fyi and thx again
edit: seems to be fine after switching back to warfarer again and switching weapons, although the screen color isnt working still, just turned it off but not sure what caused it to bug first time, if it does again i will do some tests to find which other mod im using may have caused it.
Thanks for dropping a line. I myself have seen the color transition drop out from time to time. I know that the latest version of REFramework on the latest DD2 update is known to have issues with the screen effects so it may not be another mod that is causing it. It could be the interaction between REFramework and the Gamefiles. In which case we will have to wait for an update. Regardless, the next time you notice that it is not working do the following: 1. Pause the game, 2. press the Insert key to open the REFramework UI 3. Expand the ScriptRunner section. 4. If you see any red colored text in that section, copy or take a screenshot of that text and post it here or in a bug post.
would there be a possible way to make the magic casting time and bow draw/magic archer speeds to instant? so that i can go around spamming chaos and destruction
Technically yes, there is a parameter called WorkRate which is essentially the relative speed at which each of the individual movement animations occur. The Keep Player Speed Normal option hooks into that value so that when the world speed is slowed down, the player's WorkRate increases by an offsetting amount. i.e. world speed goes from normal (1.0) to half (0.5) then the player workrate goes from(1.0) to (2.0) if the Keep Player Speed Normal option is enabled.
All of that to say that if we have a timescale setting of x and a player workrate of x*10 then the animations associated with charging up a weapon skill will complete 10 times faster than the world timescale setting. The question is how goofy would it look if that workrate was adjusted high enough for it to be instant. Still a fun Idea to play around with.
Thank you, thank you! and thanks for the image uploads on the Medusa Head mod. They all look so ominous with those pink glowing eyes in low light situations. I never really looked at it at night from any angle other than the back of the character player.
There are more mods on the way, I have two more that I am finishing up but each time I dig deeper into the game code I make a new discovery that sidetracks me into another mod for a bit. This all started a few weeks ago just to fix a small problem with an existing mod from another author and I have been in the rabbit hole ever since.
That error is related to the new code which attempts to compensate the gamepad. It could mean that your values for your game pad Yaw and Pitch rate are not numeric. A few followup questions: 1. Do you get the error only when you have the sync Controller Aim Speed enabled? 2. What type of controller are you using? 3. What values for Speed, Bow, Magic Bow, Keep Player Speed Normal are set when you are getting that error?
I maxed out my controller aiming speed in the settings to compensate for it being slow. And I lowered it down to middle to test and it was exactly the same.
1. Yes it only pops up when I have the Sync setting enabled. 2. I use a Ryzen Raiju Ultimate PS4 controller, but Steam detects it as an xbox controller. 3. Not sure what you mean by this question. I have every box checked in your mod.
I applied a hotfix for that error and replaced the existing 1.0.3 version file. Delete the mod and download again and let me know if you are still getting an error.
Does the speed that you can move your aim cursor (with the Left Analog Stick) fell any different between the different Speeds with the Sync Controller Aim Speed disabled? FOR EXAMPLE: if you have the following settings applied: SPEED: Glacier (10%) BOW: Enabled MAGIC BOW: Enabled KEEP PLAYER SPEED NORMAL: Disabled SYNC CONTROLLER AIM SPEED: Disabled
does that feel like the movement of your aim reticle is 10 times slower than if you had the same settings but changed the SPEED to Normal?
It's so hard to describe the issue. Lol, I feel like my brain will explode trying to.
Ok, here's what I've done to counteract the slow aiming. I maxed out my bow camera for this. But when I enable Sync controller aim speed, it reduces it to its own desired speed, whatever the mod is setting it to, like a normal average speed it seems. If I disable SYNC, and I set aim speed to NORMAL 100%, then my aiming is fast (again my aiming speed is set to max in settings). But when I set it to GLACIER 10%, then it's unbearably slow. Enabling Sync just seems to disregard whatever aim speed I have set in settings and do its own speed, which is about average speed. But if it's on Glacier, then it starts off slow and then builds up back to a normal speed with SYNC ON. If it's OFF, then aiming is just slow. That's pretty much what I'm getting right now. Keeping Player Speed ON/OFF makes no difference with the aiming speed it seems.
It makes sense. I get exactly what is going on. You are experiencing the exact same effect I am personally seeing with my XBOX Wireless controller which is why I added the fix in the latest version. Essentially what the fix does is change the Pitch(Y) and Yaw(X) of the analog stick gamepad aim speed relative to the reduction in world speed. In my case, the game values for both of those are 1.000 when the game is not slowed down. With the Sync Controller Game Speed option enabled, when the mod lowers the game speed it also increases the Gamepad Aim Speed. So on HALF speed the world timescale goes from 1.000 (Normal) to 0.500, and the gamepad aimspeed is set to 2.000. When the slowed timescale is exited the compensation method sets the timescale back to 1.000 and applies the values that were originally set for your Gamepad Aim Speed which was saved prior to changing from its original value . . . and holy s*** I just realized the actual issue as I was typing this out. I feel like an idiot . . . Your default gamepad speed settings may not be the default 1.000 and my code assumes it will be. You said as much in your last reply that it was maxed. I think I have a solution to this that only requires a few tweaks . . . hold please.
1.0.4 should prevent your default aim speed from being reset to default. If not I left logging on so you could spawn a debug console in REFramework Menu and see what your camera/aim settings are getting set to before and after each time you aim. I can def see the difference with my controller on this new version. It basically feels within 20% of the normal responsiveness of aiming speed. I dont think there is a way to get it perfect when we are messing with the games timescales and animation chains the way this mod does. There is bound to be some differences the further the global timescale and input timescale get pushed away from each other.
I do the same thing in emails, texts and at work. I rarely ever delete sentences I have already typed . . . like I am using a Typewriter and I don't have any WhiteOut.
Hey I wanted to give an update. So the new aiming and Syncing works really well now. And also about the Celerity causing a character slowdown issue (when Keep Player Speed Normal is toggled ON), turns out it's not just Celerity. It seems that any kind of buff/magic effect that hits you from a mage causes the slowdown to character speed. Like even getting hit by the healing Anodyne spell's bubble will cause the slowdown. It's so weird.
Ya that is odd. I did some testing and I see some odd things happening when the SceneUse Application Timescale and Timescale options are enabled. If you open the REFramework UI window in game and set the following options under Scene * Use Application Timescale - Disabled * Timescale - Disabled Does that fix the issue with the Spell Shells that you are seeing?
Cool module, but I found that after using it, the battle became too easy. You can almost shoot everything slowly without risk. I have an idea that I don't know if it can be realized, that is, without changing the character's speed, the preparatory movements before attacking are at normal speed, and only when they are ready to shoot do they start to slow down.
You are not alone in that sentiment. When using or testing the mod I have never felt any sort of "challenge" -- and I play with zero pawns. Finding that clever balance between Realistically Challengingand Fever Dream Powerful is something I have never been all that good at. Whenever I play one of these RPG games my goal is to get as overpowered as possible. When I reach the limits of the game as-is -- and still want to play it -- that is when I start trying to figure out how to break the game. Whether that be with existing mods, creating new ones or finding glitches or bugs to exploit -- a meta-challenge, if you will, to see how far I can push it. That being said, the suggestion is interesting. I think it would be possible to add a feature that limits the slower timescale for only when the player is actively aiming and the bow or ability is fully charged. I will add it to the feature request list.
Wow, that's bullet time for Dragon's Dogma 2. I always thought how nice it would be if DD2 had bullet time like Link in The Legend of Zelda, and you actually made it happen. Amazing.
Thanks for the kudos! Glad you are enjoying the mod. I almost called the mod Arrowtime but thought better of it. So many games out there do some sort of timescale shifting but Max Payne and the Matrix ingrained the term "Bullet Time" in to our collective consciousness much that any other "Something-Time" term just doesn't feel right. --Cheers!
Last update is working much better than previous version. 2 things though. I noticed that if you have the Character Normal Speed toggle On, and you get buffed by the Celerity spell to increase your speed, then your speed gets reverted back to slow motion, like it doesn't register that toggle. And for the second thing, you think you could add a toggle for throwable aiming as well? Like boulders and barrels and such?
And a couple of other suggestions, you think you could add a slow-mo activation only for when you jump in midair, so that you can aim and shoot like in Zelda? Or when you kick off an enemy and you're in the air and aim, it triggers slow-motion?
I just thought of another idea. What if you added a slow-motion hotkey that we could bind to our controller, and when we enter aim and press that key it toggles slow-motion. You could even allow it to function as a toggle/hold so that if we're holding the Ability skills modifier button for example, that's when slow-motion is enabled, and when you let go of it, then real-time is resumed. Just different ideas I'm throwing out there :)
All good ideas. I think I will start an article to track all the feature suggestions and their status. There have been many good suggestions. Glad to hear you can see the improvement. I will look into the Celerity interaction first because that sounds like a true bug and surely not an intended interaction. It is also something I would not have found or tested on my own because I have not played with pawns since my first NG+.
Now that I'm actually using it, I'm noticing some problems with it. Abilities that require time to charge now take 2x as long to charge, and aiming speed is reduced by half as well. Makes the entirety of aimed combat too slow. Hmmm...I was hoping this would simply just slow the world and enemies around you while everything else still worked in real time. I don't know how doable that would be or if that kind of mechanic is impossible to seperate from just slowing down time. But as it is right now, the mod makes Bow combat really really slow.
I noticed that as well with skills like Arctic Bolt. I have not found a way to separate player/enemy/world speed as of yet though I have not given up on my search. I think the path of least resistance would be to reduce the charge time for bow and magic bow skills proportional to the reduction in the timescale. I will mess around with that and see if there are any issues with changing those on the fly.
I did figure out how to adjust the player speed to compensate for when the world speed is adjusted down, But man does it ever feel like cheating. It also would need some sort of visual and/or audio queue to reinforce that you are on a different scale than the world around you. I was playing around at 25% speed and just hurling Arctic Bolts at everything before they could even react. I will include this option in the next update but I am pretty sure I will have it off by default. Those who want it on would have to toggle it but that preference would be saved like the other values. I am also a bit concerned with how it is triggered and checking every frame when the player is aiming to make sure the work rate is updated properly. My system can handle that no problem but maybe not midrange systems.
Sounds great. Could it work as though it sets your character speed to default speeds while the world around you is still in slow-mo? It would be good enough for now, but if there was a way to make it so that slow-mo is deactivated upon firing an attack and then reactivated again when drawing another arrow/skill that would work best I think. Like it only enters slow-mo while your arrow/skill is drawn, and once its fired, it enters regular speed for that small interval until another arrow is drawn again/skill activated again. But skills would still need to be able to activated at normal speed, not at 1/2 half the speed while you're in slow-mo, otherwise yeah...skills like Arctic Bolt and such would suck to use.
Uploaded. My controller (XBOX) seems to slow its responsiveness relative to the time scaling. Mouse and Keyboard do not seem to be affected. I will look into potential fixes down the line.
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(https://www.nexusmods.com/dragonsdogma2/mods/94?tab=posts) Simple Realistic 3D for Dragon Dogma 2
im guessing maybe, but i was a warfarer class when i installed this and none of the mod kept working after switching weapons and back to bow, had to restart game for it to work again, just fyi and thx again
edit: seems to be fine after switching back to warfarer again and switching weapons, although the screen color isnt working still, just turned it off but not sure what caused it to bug first time, if it does again i will do some tests to find which other mod im using may have caused it.
ty have good day
Regardless, the next time you notice that it is not working do the following:
1. Pause the game,
2. press the Insert key to open the REFramework UI
3. Expand the ScriptRunner section.
4. If you see any red colored text in that section, copy or take a screenshot of that text and post it here or in a bug post.
Glad you are enjoying it, even with the "quirks"
All of that to say that if we have a timescale setting of x and a player workrate of x*10 then the animations associated with charging up a weapon skill will complete 10 times faster than the world timescale setting. The question is how goofy would it look if that workrate was adjusted high enough for it to be instant. Still a fun Idea to play around with.
I guess, 50% slo-mo can feel a bit too OP, so I try with a lighter, less forgiving/less slow option.
There are more mods on the way, I have two more that I am finishing up but each time I dig deeper into the game code I make a new discovery that sidetracks me into another mod for a bit. This all started a few weeks ago just to fix a small problem with an existing mod from another author and I have been in the rabbit hole ever since.
https://postimg.cc/DmjQ1NQZ
1. Do you get the error only when you have the sync Controller Aim Speed enabled?
2. What type of controller are you using?
3. What values for Speed, Bow, Magic Bow, Keep Player Speed Normal are set when you are getting that error?
1. Yes it only pops up when I have the Sync setting enabled.
2. I use a Ryzen Raiju Ultimate PS4 controller, but Steam detects it as an xbox controller.
3. Not sure what you mean by this question. I have every box checked in your mod.
FOR EXAMPLE:
if you have the following settings applied:
SPEED: Glacier (10%)
BOW: Enabled
MAGIC BOW: Enabled
KEEP PLAYER SPEED NORMAL: Disabled
SYNC CONTROLLER AIM SPEED: Disabled
does that feel like the movement of your aim reticle is 10 times slower than if you had the same settings but changed the SPEED to Normal?
Ok, here's what I've done to counteract the slow aiming. I maxed out my bow camera for this. But when I enable Sync controller aim speed, it reduces it to its own desired speed, whatever the mod is setting it to, like a normal average speed it seems. If I disable SYNC, and I set aim speed to NORMAL 100%, then my aiming is fast (again my aiming speed is set to max in settings). But when I set it to GLACIER 10%, then it's unbearably slow. Enabling Sync just seems to disregard whatever aim speed I have set in settings and do its own speed, which is about average speed. But if it's on Glacier, then it starts off slow and then builds up back to a normal speed with SYNC ON. If it's OFF, then aiming is just slow. That's pretty much what I'm getting right now. Keeping Player Speed ON/OFF makes no difference with the aiming speed it seems.
I hope this at least made sense to you XD
I feel like an idiot . . . Your default gamepad speed settings may not be the default 1.000 and my code assumes it will be. You said as much in your last reply that it was maxed.
I think I have a solution to this that only requires a few tweaks . . . hold please.
I do the same thing in emails, texts and at work. I rarely ever delete sentences I have already typed . . . like I am using a Typewriter and I don't have any WhiteOut.
* Use Application Timescale - Disabled
* Timescale - Disabled
Does that fix the issue with the Spell Shells that you are seeing?
That being said, the suggestion is interesting. I think it would be possible to add a feature that limits the slower timescale for only when the player is actively aiming and the bow or ability is fully charged. I will add it to the feature request list.
I always thought how nice it would be if DD2 had bullet time like Link in The Legend of Zelda, and you actually made it happen.
Amazing.
--Cheers!
And a couple of other suggestions, you think you could add a slow-mo activation only for when you jump in midair, so that you can aim and shoot like in Zelda? Or when you kick off an enemy and you're in the air and aim, it triggers slow-motion?