Recent posts
#41
V9.0 / Follow-up: Practice at a perso...
Last post by tos1 - July 06, 2024, 04:56:10 PMOriginal topic:
Practice at a personal settlement ends oddly in v8.* by me.
Related topic:
Training does not progress at North's training village in v9.* by me.
I expected the solution for the "Training does not..." above also resolves this "ends oddly", but it doesn't.
After I patched unnecessary scn_training_ground_ranged_melee_2 | entry(6) of trp_lair_master_at_arms in troops.txt into 0 and starting New Game, the scene of "Training Village" (note: it's a unique name) in North region is (as I expected) not used. However the guy named "{!}multiplayer end" appeared again after I knocked down the 1st opponent, and the practice ended.

If there is a practice field scene for (private) settlement prepared, it will have to be specified to the scene record (but I'm experimentally specifying it as 0 as wrote in the related topic above)
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.1. Warband v1.174 downloaded
Practice at a personal settlement ends oddly in v8.* by me.
Related topic:
Training does not progress at North's training village in v9.* by me.
I expected the solution for the "Training does not..." above also resolves this "ends oddly", but it doesn't.
After I patched unnecessary scn_training_ground_ranged_melee_2 | entry(6) of trp_lair_master_at_arms in troops.txt into 0 and starting New Game, the scene of "Training Village" (note: it's a unique name) in North region is (as I expected) not used. However the guy named "{!}multiplayer end" appeared again after I knocked down the 1st opponent, and the practice ended.

If there is a practice field scene for (private) settlement prepared, it will have to be specified to the scene record (but I'm experimentally specifying it as 0 as wrote in the related topic above)
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.1. Warband v1.174 downloaded
#42
V9.0 / Initial state of "Religious fi...
Last post by tos1 - July 06, 2024, 03:54:36 PM
After the 1st improvement of a (private) settlement, the "Hire staff" screen shows that s "Religious Figure" has been already hired. When the player clicked the choice, selected the same person who was initially displayed, and clicked "Accept" button, the cost is paid. It seems to be inconsistent between the displayed information and actual state about whether already-hired or not.
In addition, the player cannot know the cost till it is paid.
- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
#43
V9.0 / Settlement downgrades
Last post by tos1 - July 06, 2024, 02:59:05 PMThe player can improve a (private) settlement twice. I did that but downgraded. When the 1st improvement was done, it was wide, had pedestrian deck for sentries just within the wall, and Master at Arms stands there. After 2nd improvement, the settlement became narrow, the deck disappeared, and Master at Arms stood outside of the wall.

AFA I checked, after each building term, each of two simple triggers sets slot 396 of the Settlement to 2 if it's 1, and to 4 if it's 3.
On the other hand, when the player selected "Take a walk around your settlement" in the settlement menu, its code reads the slot 396 to decide scene. If the value of the slot is 4 then scn_player_hideout_5, if 3 then scn_..._4, ..., if 1 then scn_..._2, else scn_..._1 is used.
So, scn_player_hideout_3 is used after the 1st improvement, and scn_player_hideout_5 is used after the 2nd improvement.
I experimentally entered each scene from report menu. As the screen shots above, scn_player_hideout_3 is the most rich, so actually in game, the settlement degrades from scn_player_hideout_3 to scn_player_hideout_5.
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2. Warband v1.174 downloaded

AFA I checked, after each building term, each of two simple triggers sets slot 396 of the Settlement to 2 if it's 1, and to 4 if it's 3.
On the other hand, when the player selected "Take a walk around your settlement" in the settlement menu, its code reads the slot 396 to decide scene. If the value of the slot is 4 then scn_player_hideout_5, if 3 then scn_..._4, ..., if 1 then scn_..._2, else scn_..._1 is used.
So, scn_player_hideout_3 is used after the 1st improvement, and scn_player_hideout_5 is used after the 2nd improvement.
I experimentally entered each scene from report menu. As the screen shots above, scn_player_hideout_3 is the most rich, so actually in game, the settlement degrades from scn_player_hideout_3 to scn_player_hideout_5.
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2. Warband v1.174 downloaded
#44
V9.0 / Re: Training does not progress...
Last post by tos1 - July 04, 2024, 02:13:09 PMI found the cause. A record of troops trp_lair_master_at_arms [Master at Arms] has mistakenly the same scene/entry-point with trp_trainer_2 [Anthor Barner]. Hand-patching 393378 (i.e. scn_training_ground_ranged_melee_2 | entry(6) ) of trp_lair_master_at_arms in troops.txt into 0 and starting New Game resolves the issue and "Anthor Barner" correctly appears in the "Training Village" instead of "Master at Arms".
- Game version (and steam or downloaded):
AWoIaF v9.4, v9.1, v8.2. Warband v1.174 downloaded
----
In addition:
AFA I checked, this troop trp_lair_master_at_arms is a staff who the player can hire at a (private) settlement. I don't know whether there is the scene for training ground of a settlement or not, but I think that setting it to 0 as above may resolve also another topic below:
Related topic:
Practice at a personal settlement ends oddly in v8.* by me.
I experimentally tried to check it after set 0 as above, but realized that it cannot be checked after cleared all training level. Moreover trp_trainer_2 [Anthor Barner] appeared for some reason when talk trp_lair_master_at_arms [Master at Arms] and won a training battle at a (private) settlement. I'll sort this out a bit more and then post a follow-up to the related topic above.
- Game version (and steam or downloaded):
AWoIaF v9.4, v9.1, v8.2. Warband v1.174 downloaded
----
In addition:
AFA I checked, this troop trp_lair_master_at_arms is a staff who the player can hire at a (private) settlement. I don't know whether there is the scene for training ground of a settlement or not, but I think that setting it to 0 as above may resolve also another topic below:
Related topic:
Practice at a personal settlement ends oddly in v8.* by me.
I experimentally tried to check it after set 0 as above, but realized that it cannot be checked after cleared all training level. Moreover trp_trainer_2 [Anthor Barner] appeared for some reason when talk trp_lair_master_at_arms [Master at Arms] and won a training battle at a (private) settlement. I'll sort this out a bit more and then post a follow-up to the related topic above.
#45
V9.0 / Follow-up: Reward of the kidna...
Last post by tos1 - July 03, 2024, 05:24:48 PMReleted topics:
- Reward of the kidnapped girl quest in v8.* by me.
- "Rhaesh Loy", outlaw/bandit/clansman says in V9.* by me.
- Follow-up: "Number of troops killed will be the new lady/lord" in V9.* by me.
As I wrote few days ago in the "Number of troops ..." topic above:
----
I assumed that the Consequences block would be executed after the text was displayed, but I was wrong. I confirmed the text is displayed after both Conditions and Consequences blocks are executed.
----
Using display_message, I confirmed that reg8 is constantly 1 in the displayed dialog text (below) at rewarded for qst_kidnapped_girl quest though both Conditions and Consequences blocks are executed and reg8 is set correctly. (To test this, I temporarily changed scripts.txt so that the mayor requests always this quest, as described later.)
----
dlga_mayor_begin:close_window.1
{playername} -- I am in your debt for bringing back my friend's daughter. Please take these {reg8} silver stags that I promised you. My friend wished he could give more but paying that ransom brought him to his knees.
----
One of solutions is replace reg8 (both in assign ope and in the text) in dlga_mayor_begin:close_window.1 with reg9. CAUTION: This change affects all translation files i.e. languages/*/dialog.csv.

- How to reproduce it/when/why it happens:
(How to force this quest: scripts.txt -> get_quest -> search and remove 5th and 6th operations that use local variable 35 (count from 0. It's ":quest_no" in mod system v1.171). The opes are check_quest_active|neg ":L35" and quest_slot_ge|neg ":L35" 25 1. Add 1 ope, assign ":L35" "qst_kidnapped_girl"[Ransom Girl from Bandits] there.)
Visit a town, meet the mayor, and select "Do you happen to have a job for me?". If above patch was done, the mayor constantly gives the player character the quest qst_kidnapped_girl. Do the job and return to the mayor.
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2. Warband v1.174 downloaded
(Probably earlier versions also have the same problem)
- Reward of the kidnapped girl quest in v8.* by me.
- "Rhaesh Loy", outlaw/bandit/clansman says in V9.* by me.
- Follow-up: "Number of troops killed will be the new lady/lord" in V9.* by me.
As I wrote few days ago in the "Number of troops ..." topic above:
----
I assumed that the Consequences block would be executed after the text was displayed, but I was wrong. I confirmed the text is displayed after both Conditions and Consequences blocks are executed.
----
Using display_message, I confirmed that reg8 is constantly 1 in the displayed dialog text (below) at rewarded for qst_kidnapped_girl quest though both Conditions and Consequences blocks are executed and reg8 is set correctly. (To test this, I temporarily changed scripts.txt so that the mayor requests always this quest, as described later.)
----
dlga_mayor_begin:close_window.1
{playername} -- I am in your debt for bringing back my friend's daughter. Please take these {reg8} silver stags that I promised you. My friend wished he could give more but paying that ransom brought him to his knees.
----
One of solutions is replace reg8 (both in assign ope and in the text) in dlga_mayor_begin:close_window.1 with reg9. CAUTION: This change affects all translation files i.e. languages/*/dialog.csv.

- How to reproduce it/when/why it happens:
(How to force this quest: scripts.txt -> get_quest -> search and remove 5th and 6th operations that use local variable 35 (count from 0. It's ":quest_no" in mod system v1.171). The opes are check_quest_active|neg ":L35" and quest_slot_ge|neg ":L35" 25 1. Add 1 ope, assign ":L35" "qst_kidnapped_girl"[Ransom Girl from Bandits] there.)
Visit a town, meet the mayor, and select "Do you happen to have a job for me?". If above patch was done, the mayor constantly gives the player character the quest qst_kidnapped_girl. Do the job and return to the mayor.
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2. Warband v1.174 downloaded
(Probably earlier versions also have the same problem)
#46
V9.0 / Horse modifier values are cont...
Last post by tos1 - July 03, 2024, 11:40:33 AMHorse speed and maneuverability values are inconsistent with the modified difference (in blue text when mouse-hovered). One of them (white value and blue value) should be incorrect. Below are just some examples. There may be more.

- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
(Perhaps since at the latest AWoIaF v7.11?)

- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
(Perhaps since at the latest AWoIaF v7.11?)
#47
V9.0 / Follow-up: "CREDITS and CONTRI...
Last post by tos1 - July 03, 2024, 07:17:15 AMRelated topic:
Prelude, "CREDITS and CONTRIBUTIONS" is displayed from halfway. in V8.* by me.

I hand-disassembled the code and found that the cause is the scroll starting position. Currently the value passed to position_set_y for the last overlay_animate_to_position is -1100. Changing this to e.g. -2100 resolves the scroll-from-halfway problem.
This will reveal some sentences that have been HIDDEN from ANY PLAYER except translators since v7.11 or earlier:
----
The Dothraki take what they need through pillage and plunder and are said to dis-trust the oceans because their horses will not drink from it. Rape is rife in these parts and one would do well to stay well away...^^Welcome to the Game of Thrones and lets hope your adventures lead to better ends than that of most folk within the continents of Westeros and Essos!^^^CREDITS......(and first 11 or 12 lines)
----
I was also concerned about TOO LONG DURATION for most texts and the IRREGULAR fade-in/fade-out durations, and adjust them. For reference, I experimentally changed values for "gt" operations in my environment as below:
A World of Ice and Fire^^^^^^ If you wish... (3 lines)
5500 -> 5500
7000 -> 7000
Westeros, Dark times has befell this... (4 lines)
27000 -> 15000
29500 -> 16500
To the north of this vast continent is... (11 lines)
50000 -> 36000
51500 -> 37500
In order to bolster their influence... (6 lines)
63500 -> 47500
65000 -> 49000
Located in the Vale, an isolated... (5 lines)
85000 -> 57000
87000 -> 58500
Heading south Lord Mace Tyrell,... (3 lines)
107500 -> 65500
109000 -> 67000
King of Salt and Rock, Son of... (8 lines)
129000 -> 85000
131500 -> 86500
This turmoil continues past the... (3 lines)
150500 -> 93500
152000 -> 95000
A Game of Thrones is a TV series (6 lines)
190000 -> 104000
191500 -> 105500
The Dothraki take what...Welcome to the...CREDITS...
240500 -> 175500
Incidentally, currently the presentation is terminated with a click, but this is not convenient for both players and developers/testers. It would be better to move from the displayed text to the next text, so (if you haven't done so already) I recommend that you define the value passed to "gt" operations as a Python tuple or list (including several constants) rather than a literal at the top of module_presentations.py like:
fade1 = 1500
#----
story_t1 = 5500
story_t2 = story_t1 + 4000
story_t3 = story_t2 + 11000
story_t4 = story_t3 + ... # (Or these lines also should be a tuple like (5500, 4000, 11000, ...).)
:
#---- (If previous lines are set in a tuple, below could be made dynamically)
story_durations = [
story_t1, story_t1 + fade1,
story_t2, story_t2 + fade1,
... ]
This should make it easier to write the code to jump to the next text by incrementing the sequence number of the currently displayed text.
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2. Warband v1.174 downloaded.
AWoIaF v8.1, v7.11.Warband v1.167 downloaded.
Prelude, "CREDITS and CONTRIBUTIONS" is displayed from halfway. in V8.* by me.

I hand-disassembled the code and found that the cause is the scroll starting position. Currently the value passed to position_set_y for the last overlay_animate_to_position is -1100. Changing this to e.g. -2100 resolves the scroll-from-halfway problem.
This will reveal some sentences that have been HIDDEN from ANY PLAYER except translators since v7.11 or earlier:
----
The Dothraki take what they need through pillage and plunder and are said to dis-trust the oceans because their horses will not drink from it. Rape is rife in these parts and one would do well to stay well away...^^Welcome to the Game of Thrones and lets hope your adventures lead to better ends than that of most folk within the continents of Westeros and Essos!^^^CREDITS......(and first 11 or 12 lines)
----
I was also concerned about TOO LONG DURATION for most texts and the IRREGULAR fade-in/fade-out durations, and adjust them. For reference, I experimentally changed values for "gt" operations in my environment as below:
A World of Ice and Fire^^^^^^ If you wish... (3 lines)
5500 -> 5500
7000 -> 7000
Westeros, Dark times has befell this... (4 lines)
27000 -> 15000
29500 -> 16500
To the north of this vast continent is... (11 lines)
50000 -> 36000
51500 -> 37500
In order to bolster their influence... (6 lines)
63500 -> 47500
65000 -> 49000
Located in the Vale, an isolated... (5 lines)
85000 -> 57000
87000 -> 58500
Heading south Lord Mace Tyrell,... (3 lines)
107500 -> 65500
109000 -> 67000
King of Salt and Rock, Son of... (8 lines)
129000 -> 85000
131500 -> 86500
This turmoil continues past the... (3 lines)
150500 -> 93500
152000 -> 95000
A Game of Thrones is a TV series (6 lines)
190000 -> 104000
191500 -> 105500
The Dothraki take what...Welcome to the...CREDITS...
240500 -> 175500
Incidentally, currently the presentation is terminated with a click, but this is not convenient for both players and developers/testers. It would be better to move from the displayed text to the next text, so (if you haven't done so already) I recommend that you define the value passed to "gt" operations as a Python tuple or list (including several constants) rather than a literal at the top of module_presentations.py like:
fade1 = 1500
#----
story_t1 = 5500
story_t2 = story_t1 + 4000
story_t3 = story_t2 + 11000
story_t4 = story_t3 + ... # (Or these lines also should be a tuple like (5500, 4000, 11000, ...).)
:
#---- (If previous lines are set in a tuple, below could be made dynamically)
story_durations = [
story_t1, story_t1 + fade1,
story_t2, story_t2 + fade1,
... ]
This should make it easier to write the code to jump to the next text by incrementing the sequence number of the currently displayed text.
- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2. Warband v1.174 downloaded.
AWoIaF v8.1, v7.11.Warband v1.167 downloaded.
#48
V9.0 / Initial Raven and Training Pea...
Last post by Anonymous - July 03, 2024, 02:54:18 AMMore of a design flaw perhaps.
First time playing this mod, avoid mobs all the way to Winterfell, but since I'm blocked out of talking to Lord Stark, I venture over to a local village and with decent starting Training skill, take on the Train Peasants mission.
While in the Village training them, the first Raven appears, telling of Hand/Lord Stark's death, and I agree to deliver the news as quest. Then while I'm training peasants a 2nd time, goons from Lannister arrive to challenge me even though I'm "locked in" to the town, so it presents an odd situation.
I fight and lose, as my party and skills weren't sufficient. They capture me, but the screen is wonky because I'm still locked in the village, so it's an invisible trip around the map, and then on timer - the training of Peasants completes and I have to fight another peasant in the village with a polearm.
So I have this dual existence here in early game - I'm training peasants in a village, yet I'm also defeated and captured and all over the map. Not sure if you can pause/delay the raven thing, maybe not, but this gives a bit of an odd start to the game.
First time playing this mod, avoid mobs all the way to Winterfell, but since I'm blocked out of talking to Lord Stark, I venture over to a local village and with decent starting Training skill, take on the Train Peasants mission.
While in the Village training them, the first Raven appears, telling of Hand/Lord Stark's death, and I agree to deliver the news as quest. Then while I'm training peasants a 2nd time, goons from Lannister arrive to challenge me even though I'm "locked in" to the town, so it presents an odd situation.
I fight and lose, as my party and skills weren't sufficient. They capture me, but the screen is wonky because I'm still locked in the village, so it's an invisible trip around the map, and then on timer - the training of Peasants completes and I have to fight another peasant in the village with a polearm.
So I have this dual existence here in early game - I'm training peasants in a village, yet I'm also defeated and captured and all over the map. Not sure if you can pause/delay the raven thing, maybe not, but this gives a bit of an odd start to the game.
#49
V9.0 / Re: Jon Snow's hair sometimes ...
Last post by Produno - July 02, 2024, 04:29:06 PMThe correct face code is not assigned for some reason here. I use the native api call to do this, but it seems it does not always work. Potentially a bug in native code.
#50
V9.0 / Re: [Fixed at v9.4] Follow-up:...
Last post by Produno - July 02, 2024, 04:23:21 PMThanks! 
