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Three Houses: No Monastery


triabolical
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So, here's a new problem: after completing a paralogue, I'm sent to monastery exploration. Even with battle points left over, it happens anyway. This wasn't happening until updating to 1.3. It may also be happening because I'm playing the mod in conjunction with the cutscene skipper, but I'm not sure.

Edit: I can now confirm the problem is the cutscene skipper. I played the paralogue I was on again with the cutscene files reverted, and it didn't happen again.

Edited by Augmented Antics
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12 hours ago, Augmented Antics said:

So, here's a new problem: after completing a paralogue, I'm sent to monastery exploration. Even with battle points left over, it happens anyway. This wasn't happening until updating to 1.3. It may also be happening because I'm playing the mod in conjunction with the cutscene skipper, but I'm not sure.

Edit: I can now confirm the problem is the cutscene skipper. I played the paralogue I was on again with the cutscene files reverted, and it didn't happen again.

Looks like paralogues actually needs the ending cutscene or the game thinks it should load the monastery script. Very interesting.

Anyways, I updated the file to add back in the post battle paralogue cutscenes for the rest of the paralogues (the one you don't receive items for), so they all should not bring you back to the monastery unless I missed one.

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If anyone else starts crashing on boot with 1.3, try removing Aldebaran if you're using it for cosmetic mods. It's probably not something that can be fixed on this mod's end, but I'll happily drop my one minor cosmetic mod to use this one, just sharing in case anyone else runs into the same trouble. Thanks again for your work on the mod 🙂

Actually, might have spoken too soon. I just finished Chapter 6 and I think the game is softlocking when the calendar for the next month would normally come up, just gets stuck on a black screen after the monthly intro. Tried out a new game as well just in case, but after beating the first map there and advancing through some save prompts, the game freezes with Byleth stood in front of Rhea in the monastery.

Works as of 1.3.1! Though I have the ability to explore the monastery again on the day before the final free day, everything else is working as normal though.

Edited by Funyarinpa
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Actually started to play the mod myself and decided to tweak a few things (1.3.1)

  • Felix, Ingrid, Ashen Wolves recruitment moved to paralogues. (Recently figure out how to do recruitment in paralogue, for Awakening/Fates style recruitment)
    • Ingrid in Verdant Wind is now Chapter 17 only, paralogue should be available post time skip for Verdant Wind (report if it not available after recruiting Ingrid and Dorothea)
    • Tested Felix, Yuri/Constance, and Ingrid recruitments
    • Report there are issues with Hapi and Balthus recruitments. 
  • Felix and Ashen Wolves paralogues are available regardless of recruitment status.
    • Felix and Ashen Wolves are forced deployed on the paralogue, just like the vanilla game, only if they are not recruited. Map retains free deployment if the unit(s) are recruited.
    • Units are quite strong as controllable green units and have their personal battalions equipped in the map.
  • Felix can be recruited if you satisfy the conditions for Chapter 7's Blessed Lance, which is apparently defeat 13 units, otherwise finish his paralogue for the recruitment prompt.
  • Sothis paralogue restored. Report if the map isn't working as intended.
  • Master and Abyssian Seals are now used in the Master tier and Abyssian tier. They are both buyable based on story progression. Removed the useless Beginner Seal.
    • Now only DLC classes are locked behind Cindered Shadows Chapter 1
    • Dancer is moved to Intermediate Tier and only requires the unit to be Level 10 (along with Solon dropped Dancer Seal)
  • Aegis Shield is obtained in the post cutscene of Felix's paralogue due to possible recruitment in the chapter. Same conditions apply, must save all villagers and Felix must be recruited and alive.
  • Prologue and Hunting by Daybreak now has battle preps and should be identical in function besides that.

 

Edited by triabolical
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I'm experiencing a freeze/crash on the prologue the moment I use wind with Linhardt. Any ideas on what the problem may be or a possible fix? If it helps, I'm also unable to load the game afterward because it freezes on the last shader. I've been able to get back in by deleting my existing shaders, but experienced the whole issue all over again immediately.

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13 hours ago, Ashe Ciel said:

I'm experiencing a freeze/crash on the prologue the moment I use wind with Linhardt. Any ideas on what the problem may be or a possible fix? If it helps, I'm also unable to load the game afterward because it freezes on the last shader. I've been able to get back in by deleting my existing shaders, but experienced the whole issue all over again immediately.

Strange bug but I fixed it. Download the newest version 1.3.2.

 

On 12/21/2022 at 12:42 AM, Magically Inclined Dunmer said:

Great looking mod and it looks like it fixes a majority of the issues I had with the game.

I'll try it out in a few months or so once its been tested more.

Its basically complete, gameplay-wise, right now just smoothing things out with dialogue and such.

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I'm not sure if this intentional or not but a ton of the primary effects just aren't working for most equipment & certain weapons (mainly the devil weapons & weapons that give start of turn healing).

& after looking at the game in a hex editor, I noticed that "Skill Property 1" is disabled for all the above mentioned. So like I said before, not sure if this is intentional, but just making sure since I found it weird that none of the descriptions were changed & values were still set just not active.

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2 hours ago, Solol said:

I'm not sure if this intentional or not but a ton of the primary effects just aren't working for most equipment & certain weapons (mainly the devil weapons & weapons that give start of turn healing).

& after looking at the game in a hex editor, I noticed that "Skill Property 1" is disabled for all the above mentioned. So like I said before, not sure if this is intentional, but just making sure since I found it weird that none of the descriptions were changed & values were still set just not active.

Not sure how you got that. All of those weapons retain their effects.Devil Weapons have self 10 damage and blessed weapons have self healing, just checked it.

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Update Version 1.3.3

  • Fixed deployment slot where units would be deployed in an inactive deployment slot in Prologue and Hunting by Daybreak
  • Hunting by Daybreak dialogue restored.
  • Silver Snow now has 22 chapters, Chapter 21 is Verdant Wind's Chapter 22
  • Added Edelgard, Hubert, and Jeritza to the monastery for Crimson Flower 19-21, to allow them to hold seminars.
  • Fixed map issues in Legend of the Lake, Land of the Golden Deer, and Retribution.
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Hey, been playing this mod through on maddening since it allows me to play a Maddening playthrough for Silver Snow without having to do monastery stuff one last time. I just finished Ingrid's Paralogue (my characters are around 17-21 ish level range right now), and felt like this might be a mistake, so I wanted to bring it up:

ce2a0de14a.jpg

Ingrid joins the chapter much more powerful because she's a guest unit, and it seems like she just... Keeps those stats when you recruit her, when I imagine she should be level 21 or so (or whatever the Paralogue level is). If this is intentional, that's fine, but it seemed bizarre enough that it came off as worth bringing up.

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43 minutes ago, MPID_BLACKKNIGHT said:

Hey, been playing this mod through on maddening since it allows me to play a Maddening playthrough for Silver Snow without having to do monastery stuff one last time. I just finished Ingrid's Paralogue (my characters are around 17-21 ish level range right now), and felt like this might be a mistake, so I wanted to bring it up:

ce2a0de14a.jpg

Ingrid joins the chapter much more powerful because she's a guest unit, and it seems like she just... Keeps those stats when you recruit her, when I imagine she should be level 21 or so (or whatever the Paralogue level is). If this is intentional, that's fine, but it seemed bizarre enough that it came off as worth bringing up.

Not intentional, paralogue recommended level was set to 35 instead of 21. I replaced that one number in the file that controls it.

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On 12/28/2022 at 9:55 AM, triabolical said:

Not intentional, paralogue recommended level was set to 35 instead of 21. I replaced that one number in the file that controls it.

Another weird bug I thought I should just document for awareness, although I didn't get to take a shot of it since I noticed at the end of the chapter. in Hapi/Balthus' paralogue, it seems like there's an issue with counting the number of units deployed? My Petra, despite being deployed, was not on the map at all.

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1 hour ago, MPID_BLACKKNIGHT said:

Another weird bug I thought I should just document for awareness, although I didn't get to take a shot of it since I noticed at the end of the chapter. in Hapi/Balthus' paralogue, it seems like there's an issue with counting the number of units deployed? My Petra, despite being deployed, was not on the map at all.

Yeah the game apparently always count anything that is a deployment tile as deployed regardless if it's used or not. So Petra was probably on a conditional deployment tile, which should only spawn under set conditions. Those are a bit tricky to catch and fix. 

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1 hour ago, triabolical said:

Yeah the game apparently always count anything that is a deployment tile as deployed regardless if it's used or not. So Petra was probably on a conditional deployment tile, which should only spawn under set conditions. Those are a bit tricky to catch and fix. 

What an interesting glitch, yeah that definitely sounds more tricky to fix. I figured out how to get around it personally, I just mapped two units I am not using to those placements so they could be removed instead. Can also confirm this happens in the Yuri/Constance paralogue:

d7620a56bb.jpg

94ac5b737e.jpg

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1 hour ago, MPID_BLACKKNIGHT said:

What an interesting glitch, yeah that definitely sounds more tricky to fix. I figured out how to get around it personally, I just mapped two units I am not using to those placements so they could be removed instead. Can also confirm this happens in the Yuri/Constance paralogue:

d7620a56bb.jpg

94ac5b737e.jpg

Yup its because the two that are "missing" are in the same positions as ally Yuri and Constance. DLC paralogues are a pain to edit so I rather not do them until some non DLC maps have the issue, which I'm sure probably some of the Silver Snow's one have it due to Rhea forced deployed and her deployment position is swapped for a deployment slot in the other route.

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