fortuni on 24/6/2023 at 05:33
That doesn't sound like a problem with the dml rather than a problem with the scripting. dml's work by changing specific objects (location, behaviour etc) but not events inside a predetermined script, especially if none of the the gems are mentioned in the above dml.
Have you checked your cam_mod.ini file :laff::laff:
Have you got a save before you used the first gem? Got any object numbers?
baeuchlein on 24/6/2023 at 18:16
Well, the cam_mod.ini was right, but that actually was wrong.:p
I had the usual settings in the file, meaning that the T2FMDML package was active. But apparently, the old DMLs for "Calendras Legacy" and the new ones, which I had included in the FM archive, did conflict. Not the first time this happened. Now that I have removed T2FMDML from my mod_path setting, everything works as it should when assembling the amulet - with the new DMLs, of course.
fortuni on 24/6/2023 at 19:54
Hey Mr B
Fancy playing mission 2 again? :cheeky:
Jax has updated the dml again, and this time it has a } at the end of it. :thumb:
My way of altering my cam_mod.in file to make FMDML package inactive without removing any line or code (and thus avoid any potential issue such as BR4ZIL had with Night in the Pub) is simply to change T2FMDML to T4FMDML. Nice and simple way to easily revert back to original setting when required.
baeuchlein on 24/6/2023 at 21:16
My way of altering the setting is not very different from yours - I place a semicolon before the standard mod_path line, and remove the semicolon from a second line that is similar to the first, but without the T2FMDML path in the mod_path string. So I have now removed the T2FMDML path by just activating the other path settings line, and can easily reverse this once I am done with any updated DML that is not yet part of T2FMDML. It's just when I forget about that change that mysterious problems tend to appear.:sweat:
Anyway, I have now put the new DML into place and indeed intend to test this once again. Jax has done more than just repair the truncated DML, so a new testing round seems to be in order.
I'm also interested in seeing whether the massive slowdowns vincentlacon reported about two years ago will reappear - I did not encounter anything like this in "Midnight in Murkbell" up to now, but today while testing again notable slowdowns happened several times. Weird.:weird: