Update: The launch parameter "thqno_overlay_disabled" also helped me.
After today's update, I encountered the same problem. Although you had this problem before today's update, but perhaps it will help you too. 1. Make a backup copy of the thqnocfg.dat file (in the folder where the game is installed). 2. Download and replace with this file - https://drive.google.com/file/d/18dpQCI8_iJrVK-2UjXMThPr0RIZNI4RG
The file was taken from the previous version. If you are afraid to download the "ready" file, you can "get" the file manually: 1. Open the Steam console (you can see how to do this on the Internet). 2. Insert the command: download_depot 475150 475152 690755830458149562 After the download is complete, the path to where the downloaded file was saved will be indicated, there you can find the thqnocfg.dat file (see screenshot).
Spoiler for Screenshot:
Since you had this problem before today's update, this file may not help, then you need to find an update in which everything will be fine for you: 1. Go to https://steamdb.info/depot/475152/manifests/ 2. Choose any update up to 690755830458149562 (690755830458149562 at the time of writing the post is in second place (i.e. choose any starting from third), if there are ever more updates, the order may shift), but where there is no inscription "publicbeta". 3. In the command: download_depot 475150 475152 690755830458149562 replace 690755830458149562 - with the ManifestID of the selected update. 4. Run the command in the Steam console.
Made a dll file that hides mob bodies after death, as well as items (loot) on the map. Items have "physics" disabled, so they do not move and are visible for picking up immediately (therefore there should be no bug when an item is not visible until it stops completely). It can (and perhaps better) be used together with the dll above. https://drive.google.com/file/d/18RstzF_sTFDV8s4xWyUjOd78zESHcM0X (for current Steam version v2.10.21415).
I answered you in a PM (and you succeeded), but I’ll duplicate the answer here (with some editing), maybe someone will need it in the future.
1. In this case, it’s easier not to import dbrs one by one, but to unpack the entire database.arz. Unpack database.arz completely in a way convenient for you (attention, this can take a very long time, since for the current version it is ~74,000 files (~650 MB)). Although the forum recommends using ARZ Explorer (which unpacks both arc and arz files), I use ARZExtractor (since I use my own program to unpack arc, and this one is intended only for arz). You can find ARZ Explorer on the forum - https://titanquestfans.net/index.php?topic=350.0, and if you need ARZExtractor - https://drive.google.com/file/d/1UGwUA2G1wiBHFkQkz1wUZ51BZax0CL0R 2. Either delete all other files that are not relevant, or move/copy the enemy files to a separate folder (you can directly into the modification folder (empty)) (I recommend copying):
3. Run the PowerShell script (REMEMBER TO CHANGE THE PATH TO THE FOLDER IN THE SCRIPT): Open the Start menu, start typing "powershell" (without quotes) and open the "Windows PowerShell ISE" application. Paste the script code from the spoiler below. Change the first 3 values (path to the folder and, if necessary, the remaining 2). Run the script by clicking on the green triangle (see screenshot), a red square will appear (see screenshot). The script will finish when the red square disappears and the green triangle appears again.
I made it for myself, but maybe someone will need it. "Converts" textures so that new textures open in Texture_Viewer_1.1. Drag and drop to .exe or pass the file path as the first argument. It only takes the file as an argument, because in order to convert all the textures from the folder I use .bat. https://drive.google.com/file/d/1M1uQg-SsEEOaQBOJ3shoVX6mZCWPXDeH
P.S. The program edits the file (replaces) rather than creating a modified copy. So, be careful if this is the only copy of the texture, without backups.
I'm not sure what you're talking about in your last post, maybe it's the number of differences / same files between vanilla and SV dbrs ?
Yes, I already have a version with only the changed files. Not Exist - available in SV and not in vanilla; Not Identical - exists in vanilla and was changed in SV; Identical - exists in vanilla and has not been changed. Those. I have a version where there are only files from the “Not Exist” and “Not Identical” categories, as well as logs (.txt list of files, separately for each category). I thought that if you do not have a version where there are only modified files, then you would be interested in knowing such statistics, so I posted a screenshot.
@HekTo Do you have the .dll that allows to fix an actor's dbr with noHighlight parameters ?
Sent you a PM (dll from the Steam version of the game). But in this case (using this dll), the previous .exes are most likely useless, since all the highlighting is now controlled from .dbrs.
Try setting all 4 parameters to 0 with this dll for those mobs that highlight black.
Only I'm not sure if I should put the DLLs as a separate download file. Maybe it's better, so they don't have to be verified again with each new update?
The highlight values in the .dbr files (noHighlightDefaultColorR/G/B/A) seem completely useless, as changing them has no effect.
@soa, In fact, this is true. From a code point of view, these values are read from the .dbr into the highlight color value when creating the mob, but any call to the highlight enable function will overwrite this value that was taken from the .dbr with the constant value from the .exe
I did this, but not in the .exe, but in Engine.dll (change a few bytes there). But the dll most likely needs to be done separately for different versions (Steam/GoG/Epic). You must also understand that in this case ALL highlight will be taken from [dbr_file]->[Actor]->noHighlightDefaultColorR/G/B/A and you will need to change them in a huge number of files .
Actually it has an effect in the game, because now the "Dream Guide" pet (Phantasm you get at lvl 40) shows correctly. Before, when you had the cursor over it (and it was often the case, because the pet is quite big), it was floating in an ugly light brown cloud. The Storm Wisp is fixed as well when it's a player's pet.
Well then, if this is not useless, I forgot to write, it was TQ.exe from the Steam version of the game. Do not use if you have the GoG/Epic Games version. To do this for other versions, in the hex editor find: 75 30 83 C8 01 A3 C8 52 67 00 C7 05 CC 52 67 and replace the first byte (75) with EB. Upd. I checked the TQ.exe hash of the Steam and GoG versions and they are identical.
@soa, Just now I realized that I did highlight tests with “character.SetPlayerInvisible true”, that is, the highlight in the screenshots above was for friendly mobs, lol. So that .exe is useless - the only thing it essentially does is set the highlight for friendly mobs as enemies. Sorry. I checked the highlight of this monster wisp (r = 0.0;g=0.0;b=0.0;a=1.0) - this is a normal value (checked on a regular .exe). I already wanted to write that the issue is not highlight, but I decided to try setting a forced highlight for all mobs (r = 1.0;g=1.0;b=1.0;a=1.0) and yes, after that it looked fine, so it’s highlight .
I decided to ask, are you interested in the version of Soulvizier for the Android version of the game? I could try to port (I have experience, for example, I ported the Cataclysm mod). But I need the mod in the form it would look like to run through CustomMaps (and not by replacing the original files). As far as I remember, there is a version for CustomMaps, but essentially the entire database is embedded there - even those files that have not been changed. And for porting I only need the changed files. I understand that the chance of this is very small (that you don’t have a version with only modified files, so as not to depend on updates), but it was worth trying to ask (on another forum (Android version only), in which I post modifications ported by me, the most a large number of requests specifically for Soulvizier).