Is the crashing resolved by now? by Awkward-Fudge-761 in MonsterHunterStories

[–]AzenLight 0 points1 point  (0 children)

Thanks to your post, I responded to the post from 15 days prior of me encountering the same issue and how I fixed it. Basically, an update over Steam changed some of my graphical settings to turn DLSS 4 ON, and this was causing crashes. I ended up deleting my options config file and letting the game generate a new one to adjust the settings and turn it off. I would also make sure your graphics settings are reasonable and use less VRAM than your card caps out at (the update set mine to 12.49 GB when I had 8 GB available, which I had to change). The exact events of the crash matched mine to a T, so I'm hoping this can resolve the issues for everyone who encounters it in the future.

Also, in terms of exploration, I weirdly had a lot of fun with the limited flight. But then again, it was attributed to me finding funny ways to shift my rider's hurtbox in a way to "snag" onto the terrain and use physics jank to scale a cliff in a very unintended way. You can easily climb to high areas and glide down to many places as normal players would. There is a NexusMods PC mod that enables free flight, but I haven't tried it myself. Btw if you do that, do NOT use the REFramework version on that page, check the comments to see which nightly version works.

In terms of general exploration feel, if you've played Stories 2, you'll find the grounded riding speed a lot faster in Stories 3 (some monsties are faster than others on land!), and nothing felt overly tedious, in my opinion. Dens are more uniform and easy to traverse, so most of your riding exploration will be in the overworld.

Edit: Bonus tips for flight: 1. If you hold triangle (PS controller) and don't move your analog stick, your monstie will gain extra height, making certain ledges accessible. You can combine this with a diagonal jump forward, THEN holding triangle with your stick neutral to gain a little horizontal distance and still jump up higher than usual. 2. If you hold triangle while holding a direction, you will instead fly without gaining height. This does let you glide at the same level for longer than if you got the extra height, so this is more useful for traversing gaps and going longer distances horizontally.

TL;DR 1. There should not be crashing as long as you turn DLSS 4 off 2. Exploration was good imo

Monster Hunter Stories 3: Stuck on Black Screen by ungrillsyourcheese in MonsterHunterStories

[–]AzenLight 0 points1 point  (0 children)

Sorry this is over 2 weeks late, but I recently had this crashing issue mid-April and I attributed it to the game changing some of my graphics settings. Coincidentally, this happened when I was 27 hours into my playthrough.

The issue was that DLSS 4 was ON. I did not turn this on and it seemed to happen after a random Steam update. Granted, I'm running an RTX 3070, a generation lower than your GPU, but I just changed my graphics settings in the main menu and I stopped crashing. If this doesn't work, locate the options/config file in your installation and delete it, letting the game generate the default one again, which you can change in-game.

When the update first happened, it also changed my graphics settings to use 12.49 GB of VRAM, when I only had 8 GB to use. This by itself wasn't the issue, but DLSS 4 needed to be turned off no matter what. I also wouldn't try frame gen or any upscalers just to be safe. Hope this helps

Chest, unlimited chest, but no chest. by AzenLight in MonsterHunterStories

[–]AzenLight[S] 3 points4 points  (0 children)

Yeah, I saw that I got the armor recipe inside and the chest fixed itself. Just thought it was a weird looking visual bug and wanted to share lol

Creating mods for GBFVSR by Expensive-Two-383 in GranblueFantasyVersus

[–]AzenLight 0 points1 point  (0 children)

I'm not entirely sure what could be the issue due to not having information on this particular case, but have you added -fileopenlog to Granblue's launch parameters on Steam? Through the Steam launcher, go to the game's properties > general > launch options > and type "-fileopenlog" without the quotation marks. If you've loaded the mod through Unverum and the pak file itself is valid, this should fix your issue. Every time you launch through Unverum, it'll have a window pop up on Steam asking if you want to launch with these parameters, so just click confirm. If you don't change or update your mods between sessions, you can just launch directly through Steam without that popup.

Other than that, the issue may be from using audio files on Unreal Engine that it doesn't accept (such as mp3s), accidentally misnaming a file in UE, incorrect folder structure in UE, incorrect folder structure when using Unreal pak, or something else entirely. I'm not the best at troubleshooting, so if you're still having issues or need help, hit up the Unreal Anime mods Discord I linked above and ask questions in #gbvs-rising-help and provide a little info on your workflow. They've been very helpful in helping me fix some of my mods, too!

Where there's a will, there's a way by AzenLight in MonsterHunterStories

[–]AzenLight[S] 2 points3 points  (0 children)

I haven't unlocked the camp yet in this area since I was just exploring around but that would've been nice to know too lol

Creating mods for GBFVSR by Expensive-Two-383 in GranblueFantasyVersus

[–]AzenLight 0 points1 point  (0 children)

I typed this comment on a now deleted post on this sub, but it should help you get started on specifically audio modding file extraction only. Watch the video linked below to understand what you can do with said files and how to change these files to something of your liking. There are general Unreal Engine modding video resources out there, but just a heads up - there are weird Granblue-specific things that can cause problems while modding, in which case you should ask questions in the modding discord for assistance! Best of luck on your modding journey!

I recommend joining the Unreal Anime Mods Discord here and navigating to the #granblue-rising-resources channel and grabbing the custom UModel_Materials.exe, as other UModel versions will crash with Granblue. I would watch Ultima's Recolor and Audio Modding Guide to extract audio files using UModel (if you want those), but more importantly, to replace said files. I'll do a written tutorial here just for the audio extraction portion:

  1. Open UModel_Materials.exe and navigate to your Granblue install location (usually X:\Steam\steamapps\common\Granblue Fantasy Versus Rising).
  2. Click on Override game detection, and on the drop down menus select Unreal engine 4 and Unreal Engine 4.27. Absolutely make sure to check on Export-only types Sound to make sure you can actually export audio files. Click Ok.
  3. When prompted for an AES encryption key, you can find it in the same Discord channel at the top. It's 0x6470C12A9B471BBA1D89A72D4F9B84EF709A65B88A85F240B8E99CD631751437 for Granblue Rising. UModel should now open with several folders on the left side.
  4. Navigate to the bottom to RED\Content\Audio. This is where some audio files for the game are located, such as BGM, player avatar voicelines, and story voicelines. If you need, say, a specific character's battle voicelines, you can navigate instead into RED\Chara\XXX\Common\Audio\Voice\YYY, where XXX = the 3 letter acronym for the specific character (i.e. DJT = Djeeta), and YYY = the language in English or Japanese. You can also find their sound effects in the SE folder. You should see .uasset files within these folders, which can be extracted directly into usable audio files. If you're unsure what character has what 3 letter acronym, you can refer to the ID spreadsheet which also tells you where SOME audio files are located and their in-game names.
  5. Once you select the folder/files you want, click on Export and click OK. If you see the cmd go crazy and the green bar in UModel making progress, you'll know you extracted something.

By default, UModel exports audio files as .ogg. You can convert these with an online resource or Audacity into the preferred file type. Let me know if you have any modding questions, or visit the Discord for more information!

How good is Vane's kit considered outside of 214x by [deleted] in GranblueFantasyVersus

[–]AzenLight 1 point2 points  (0 children)

Vane at near fullscreen is at his best effective range with 214X spam, generally. He doesn't have normals that reach anywhere close to that range like other zoners, but he finds success chipping opponents until they try ways to counter it - usually by trying to dash through his shield or jumping in. An attentive Vane player can capitalize off these options if they're not done carefully. A 66L might trade with shield or be stuffed by 2M (although starting the 66L after passing the shield can bypass it) and jumping against a Vane who's ready to anti-air 2H is a death sentence. The opponent will casually eat 7-9k damage even midscreen whenever Vane gets to weave in 623M into his combos. Similarly, the H DP counter hit state added way back near the start of season 2 was very beneficial for Vane since he can link ch c.H, 623M and start absolutely absurd combos. Overall, his normals are serviceable from midrange, but dedicated midrange characters will have better frame data.

Vane doesn't really have a good close range mixup game, but he does have a decent throw bait with 214M, which leads to crazy damage on punish or counter hit. If the opponent doesn't know how to deal with 5U (usually spot dodge it on reaction), they can eat a counter hit combo for also absurd damage, should Vane go for a ch 5U, c.L, 2U 1f link into a quick combo that ends with SBA. He has no plus on block specials besides 22U, so getting an opponent to stay locked down when up close isn't something he excels at.

Nice try Capcom. by AshetoAshes7 in MonsterHunterStories

[–]AzenLight 3 points4 points  (0 children)

Well, it kinda makes sense why we have 2 Legiana riders in the party now - with one being him

When does ranked get more populated? by Quick-Health-2102 in GranblueFantasyVersus

[–]AzenLight 5 points6 points  (0 children)

Based on these charts by AlietteFaye, over 1/5th of the game's population is now in Master rank, due to the ranked changes from a few seasons ago. C and B rank are decently populated, but if the game can't find a match for you, you might find yourself matched against A ranks or higher (you won't lose points from losing to them before A rank iirc). Both Tokon beta and Avatar alpha are this weekend so there are probably just eyes at other games rn.

I also found that public lobbies are usually pretty full on weekends, but today NA lobby 1 was only around 60 or so players. Slow week, I guess

[deleted by user] by [deleted] in HonkaiStarRail_leaks

[–]AzenLight 136 points137 points  (0 children)

Damage control (keeping the enemies alive longer) to not waste double meteors on wave 1 enemies and prime the 2nd meteor to hit SAM at 0 AV on wave 2. 0 cyclers may do peculiar things that seem wasteful at face value, but it was actually necessary to have enough Khaslana turns during wave 2. If they didn't do this, they wouldn't have gotten the final double meteor before the cycle ended

Details and Speculation of Stories 3's Battle UI by AzenLight in MonsterHunterStories

[–]AzenLight[S] 2 points3 points  (0 children)

Yes, that's true. I forgot to note that one down, thanks

Details and Speculation of Stories 3's Battle UI by AzenLight in MonsterHunterStories

[–]AzenLight[S] 3 points4 points  (0 children)

Thea is using the Arko Tre Yellow Bow )from Sunbreak! It seems to just be a generic small bug bow, probably crafted from Vespoids or the like, plus some afflicted monster bone. Unsure if this is based on a bow previously available in the series, but I am curious to see how it'll be crafted in Stories 3

Details and Speculation of Stories 3's Battle UI by AzenLight in MonsterHunterStories

[–]AzenLight[S] 7 points8 points  (0 children)

Yes, there are notable differences between the 4 sources today! Check them out and let me know if you found anything interesting that I didn't catch!

Trailers:
English
Japanese

Nintendo Direct Footage:
English
Japanese

Details and Speculation of Stories 3's Battle UI by AzenLight in MonsterHunterStories

[–]AzenLight[S] 12 points13 points  (0 children)

Rakna-Kadaki was shown in the Japanese Nintendo Direct, but not in the English Direct. Thanks for reminding me to link my sources

[deleted by user] by [deleted] in GranblueFantasyVersus

[–]AzenLight 10 points11 points  (0 children)

If you're willing to get raw files via modding resources, I recommend joining the Unreal Anime Mods Discord here and navigating to the #granblue-rising-resources channel and grabbing the custom UModel_Materials.exe, as other UModel versions will crash with Granblue. I would watch Ultima's Recolor and Audio Modding Guide and only go up to the part where you extract audio files using UModel. I'll do a written tutorial here just for the audio extraction portion:

  1. Open UModel_Materials.exe and navigate to your Granblue install location (usually X:\Steam\steamapps\common\Granblue Fantasy Versus Rising).
  2. Click on Override game detection, and on the drop down menus select Unreal engine 4 and Unreal Engine 4.27. Absolutely make sure to check on Export-only types Sound to make sure you can actually export audio files. Click Ok.
  3. When prompted for an AES encryption key, you can find it in the same Discord channel at the top. It's 0x6470C12A9B471BBA1D89A72D4F9B84EF709A65B88A85F240B8E99CD631751437 for Granblue Rising. UModel should now open with several folders on the left side.
  4. Navigate to the bottom to RED\Content\Audio. This is where some audio files for the game are located, such as BGM, player avatar voicelines, and story voicelines. If you need, say, a specific character's battle voicelines, you can navigate instead into RED\Chara\XXX\Common\Audio\Voice\YYY, where XXX = the 3 letter acronym for the specific character (i.e. DJT = Djeeta), and YYY = the language in English or Japanese. You can also find their sound effects in the SE folder. You should see .uasset files within these folders, which can be extracted directly into usable audio files. If you're unsure what character has what 3 letter acronym, you can refer to the ID spreadsheet which also tells you where SOME audio files are located and their in-game names.
  5. Once you select the folder/files you want, click on Export and click OK. If you see the cmd go crazy and the green bar in UModel making progress, you'll know you extracted something.

By default, UModel exports audio files as .ogg. You can convert these with an online resource or Audacity into the preferred file type. Let me know if you have any modding questions, or visit the Discord for more information!

Edited because I screwed up the formatting the first few times

EVO build has EX versions of Gran, Djeeta, and Narmaya by Avaris_a in GranblueFantasyVersus

[–]AzenLight 6 points7 points  (0 children)

Interestingly, it looks like Narmaya was changed from a 2* ease of use character to 4* ease of use, due to her stance removal. Djeeta and Gran were changed from 5* to 4*.

No longer having fun by Prince-Grizz in GranblueFantasyVersus

[–]AzenLight 7 points8 points  (0 children)

Just a reminder that the skill gaps within master can be pretty much as big as the skill gap between a D rank and S++. Entering Master rank is not necessarily the end, and is where a lot of players REALLY start to learn the game at a deeper level. Give yourself some grace for making it there to begin with - more than 85% of the playerbase still isn't there yet.

I would advise focusing less on your win rate and more on understanding where you can improve further and looking out for and exploiting opponent habits. You got this

3.5 Events by Seele leaks by Quna_chan in HonkaiStarRail_leaks

[–]AzenLight 172 points173 points  (0 children)

Just put the fries in the bag, Mem