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#1
V9.0 / Beric Dondarion's "book" neede...
Last post by tos1 - March 27, 2024, 09:27:44 AM
(Spoiler)

In the quest "A Lannister always pays his debts" from Beric Dondarion at Hollow Hill:
1. It's hard that the player remembers the need for a book from the Beric's words "You lying ..." and the quest text "Beric Dondarrion has asked ...". (Especially when there was a real-week playing gap between accepting the quest and the battle.) Both texts should include words for the book.
2. The speaker of "You lying ..." and "The only one ..." must be Beric.



Related lines:

Quest
---- ### The book should be mentioned here.
qst_relic_text|Beric Dondarrion has asked you to despatch a Lannister raiding party that has been reported pillaging the villages around Hollow Hill. Once completed, you must return to Beric.
----

Dialog
----
dlga_start:relic_find_question
Have you dispatched the Lannister raiding party yet?
----
dlga_relic_find_question:relic_znaleziona
Yes! They all lie slaughtered. They won't be causing any more problems around here.
----
dlga_relic_find_question:close_window
No, not yet.
----
dlga_relic_find_question:relic_cannot_complete
I am afraid I have failed. They managed to escape.
----

----
dlga_relic_znaleziona:close_window
Excellent! I've something a little different as your reward, {playername}. This book you recovered, It's extremely valuable and now it's yours. Feel free to sell it if you don't want to keep it for yourself.
----

---- ### The book should be mentioned here, and ### the speaker must be Beric.
dlga_relic_znaleziona:close_window.1
You lying bastard! You remember me saying, 'We've been watching you'?!
----

---- ### The speaker must be Beric.
dlga_relic_cannot_complete:close_window
The only one that has failed is me, thinking someone like you would have been able to succeed in the first place.
----

- How to reproduce it/when/why it happens:
Visit Beric Dondarrion, accept the quest, find the enemy, and fight. Test all combinations (a) x (b); (a) Return with the book / without the book (*1), (b) Select "Yes! They all lie ... " / "I am afraid I ...". Check the dialog text and the quest text. Check the speaker of "You lying ..." and "The only one ...".

*1  To make the situation "without the book", fill up the inventory before the fight or abandon/sell the book after the fight.

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#2
Help & Support / Sea Smoke
Last post by Dovabearsk - March 26, 2024, 01:42:14 PM
So did anyone manage to locate the Sea Smoke sword chest? Ive been looking all over Driftmark, but found nothing.
#3
V9.0 / Unspecified text in lord info ...
Last post by tos1 - March 26, 2024, 11:17:41 AM


The image above is of AWoIaF v8.2 but the code seems to be unchanged for v9.3.

As long as I did disassemble the code in the script dplmc_troop_political_notes_to_s47, it seems that the initialization for s45 is possibly not done before it is used for s47.

----
  str_store_string 47 "str_s46s45s44s48[{!}{s46}{s45}{s44}{s48}]"   # 2320 2 47 216172782113786834
----

s45 is set only while the try_for_range loop (from 35 to < 38) as the 71st (from 0) operation in the script. When the two str_store_string here are skipped, s45 (global scope AFAIK) retains an old value before coming to this script.

----
    try_for_range ":L5" 35 38   # 6 3 1224979098644774917 35 38
      troop_get_slot ":L6" ":L0" ":L5"   # 520 3 1224979098644774918 1224979098644774912 1224979098644774917
      is_between ":L6" "trp_knight_1_1_wife"[Error_-_knight_1_1_wife_should_not_appear_in_game] "trp_heroes_end"[{!}heroes_end]   # 33 3 1224979098644774918 360287970189640928 360287970189641170
      str_store_troop_name 39 ":L6"   # 2322 2 39 1224979098644774918
      call_script "script_troop_get_relation_with_troop" ":L0" ":L6"   # 1 3 936748722493063679 1224979098644774912 1224979098644774918
      str_store_string 45 "str_dplmc_s40_love_interest_s39[{s40}. Aside from that his love interest is {s39}.]"   # 2320 2 45 216172782113788301
      try_begin   # 4 0
        troop_slot_eq ":L0" 34 ":L6"   # 540 3 1224979098644774912 34 1224979098644774918
        str_store_string 45 "str_dplmc_s40_betrothed_s39[{s40}. Aside from that he is betrothed to {s39}.]"   # 2320 2 45 216172782113788302
      try_end   # 3 0
    try_end   # 3 0
----

It seems that two sub scripts called from it also don't set s45.
----
call_script "script_troop_get_relation_with_troop" ":L0" ":L4"   # 1 3 936748722493063679 1224979098644774912 1224979098644774916
call_script "script_troop_get_relation_with_troop" ":L0" ":L6"   # 1 3 936748722493063679 1224979098644774912 1224979098644774918
call_script "script_troop_get_relation_with_troop" ":L0" ":L2"   # 1 3 936748722493063679 1224979098644774912 1224979098644774914
----
call_script "script_calculate_troop_political_factors_for_liege" ":L0" ":L2"   # 1 3 936748722493063676 1224979098644774912 1224979098644774914
----

I haven't looked into the details of whether the castle menu uses s45 to display the "Manage this castle".
----
qstr_Manage_this_{reg0?to
Manage this {reg0?town:castle}
----

Other related parts.
----
str_dplmc_reputation_upstanding
It is said that {s46} is an upstanding person.
----
str_dplmc_relation_mnus_30_ns
{reg4?She:He} seems to be resentful against {s59}.
----

- How to reproduce it/when/why it happens:
Play as an independent faction, attack and get a enemy's castle. Hire the Master of Whisperers, visit the castle, meet him, select "I require information about a lord.", "The Vale", and "Lord Brynden Tully" (or "Lord Edmure Tully"). Repeat the visiting till unexpected text inserted after the first sentence.

- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded
#4
V9.0 / Spawn point in the Lorathi are...
Last post by tos1 - March 18, 2024, 03:42:55 PM
During melee fights (crowd) in the arena of Lorath, some participants are trapped behind a large door and cannot enter into the arena, forcing the player to abort the fight using the Tab key. Sometimes also the player character is trapped at the initial random position. Either the spawn point is at wrong position or the closed door is wrong.

As I observed, the participants who were lucky enough to enter the arena seemed to pop out from within the wall near the door.



- How to reproduce it/when/why it happens:
Visit Lorath, visit the arena, take part in melee (crowd) fight, stand near the large door, face it, observe the wall in your left, and wait (i.e. fight) until participants emerge from the wall. As you repeatedly do the fight, there is a chance that you will see a participant or your character trapped on the other side of the door.

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#5
V9.0 / Calypso Eranelar speaks like a...
Last post by tos1 - March 18, 2024, 02:37:06 PM
When the player won against Calypso Eranelar's army and caught him, he says the sentences something like a narration. It should either the speaker (i.e. Dialogue partner) or text be wrong (unless it's intentional that he calls himself Calypso Eranelar).
----
dlga_start:close_window.52
You and your valiant warriors have crushed the army led by the High Bearded Priest Calypso Eranelar!    ^^It is up to you to decide the fate of Calypso Eranelar.
----

(Spoiler)
- How to reproduce it/when/why it happens:
Prepare enough soldiers and money, make Calypso Eranelar angry by doing something, fight against his army. Repeat till you win. (Sometimes he runs away after a really long fight. If he ran away, you will have to start the battle all over again.). He says the sentences above "You and your valiant warriors...".

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#6
V9.0 / Text: "assesed" [v9.3]
Last post by tos1 - March 07, 2024, 08:51:11 AM
quick_strings
----
qstr_You_must_gather_a_sm|You must gather a small force and possibly a Valyrian weapon and scout deep within the lands of always winter. Return to the Lord Commander once you have interacted with and assesed the threat.
----

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#7
V9.0 / Follow-up: "Power Draw skill =...
Last post by tos1 - March 06, 2024, 05:49:00 AM
Related topic (v8.* but inherited to v9.1):
"Power Draw skill = 0 in Companions overview (details page)" by me

Not only "Power Draw" but also "Persuasion" and "Entertainment" are wrong. I hand-disassembled the *.txt and found out the cause and the solution.



As shown in the image above,
- In case that via the [P] key (party member list) we ask a specific companion about their skills, the correct value appears to be displayed, as it seems to be hard-coded.
- In case of companions overview (Market menu or Report menu), "Power Draw", "Persuasion", and "Entertainment" are wrong.
- The code that cause the problem is a try_for_range_backwards in jq_brows (scripts.txt)

My hand-disassembly for a part of it:
try_for_range_backwards reg1 0 37  # 36, 35, 34, ... 1, 0
  is_between|neg reg1 3 4    # other than 3
  is_between|neg reg1 5 8    # other than 5, 6, 7
  is_between|neg reg1 21 22  # other than 21
  is_between|neg reg1 29 34  # other than 29, 30, 31, 32, 33
  store_skill_level reg2 reg1 "$jq_dude"
  str_store_string 1 "@{s1}^{reg2}"
  overlay_set_text "$jq_allskills" 1
try_end

The four ranges should be corrected as the solution below;
2 3    # other than 2
4 7    # other than 4, 5, 6
21 22  # other than 21
28 33  # other than 28, 29, 30, 31, 32

By doing this (solution), the set of numbers used as skill will correctly change as below.
(I don't have header_skills.py of AWoIaF, and use the file of Module system 1.171 instead. I experimentally checked (cut-and-tried) and understand that "skl_reserved1 = 3" is assigned for the "Entertainment" skill of AWoIaf.)
# v9.1  correct
  36    36
  35    35
  34    34
  28    33 <--
  27    27
  26    26
  25    25
  24    24
  23    23
  22    22
  20    20
  19    19
  18    18
  17    17
  16    16
  15    15
  14    14
  13    13
  12    12
  11    11
  10    10
   9     9
   8     8
   4     7 <--
   2     3 <--
   1     1
   0     0

- How to reproduce it/when/why it happens:
Hire several companions, take screen shots their skill by asking from [P] (party member list) as true values. Visit a town, select "Trade with locals" - "Companions overview", or "Report" - "Companions Overview" at the world map. Select each companion you have, and compare the "Power Draw", "Persuasion", and "Entertainment" skills with the true value.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
(Note: v8.1 + WB v1.167 has the same problem. v7.11 + WB v1.167 has no problem)
#8
V9.0 / Follow-up: "Farmer-works somet...
Last post by tos1 - March 05, 2024, 01:41:26 PM
Related topic (v8.1 but inherited to v9.1):
"Farmer-works sometimes gives me not food but Village's name" by me

Recurred on v9.1. After a farmer work, the village name is displayed as the gained item and actually a sack of grain was added to inventory.

On the other hand, bottom-left messages "You got 16 experience." and "Got 1 Sack of Grain" were correctly displayed.



- How to reproduce it/when/why it happens:
Visit a village, select "Perform some very basic work for the village (be a farmer)." and "Yes I am sure.", repeat the basic work several times till the village name is displayed as the gained item.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
AWoIaF v8.1, Warband v1.167 downloaded
#9
V9.0 / Follow-up: Two same choices "I...
Last post by tos1 - March 05, 2024, 11:06:33 AM
Related topic (v8.* but inherited to v9.1):
<Two same choices "I guess the Lannisters..."> by me

I checked the code in .txt and probably found the solution.

There are 3 choices in mno_find_raven_choice_1. Each of them sets a global variable "$quest_b_and_b" into 1, 3, or 2. In case of this "Throw away the letter...", the value is 3, and the line in menus.txt seems to be right.

After that, the poacher who caught up the player character says:
---- conversation.txt
dlga_poachers_introduce:poachers1 4095 2694  0 Oi,_you!_It_was_us_that_got_that_bird,_now_give_it_back,_or_else!  2695  0 NO_VOICEOVER
----

The ending dialog-states 2695 above links to each of 4 lines below that has 2695 as the starting dialog-state. These can be candidates of player's choice.

----
dlga_poachers1:poachers1_attack 69631 2695  0 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky?  2696  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack1 69631 2695  1 31 2 144115188075856574 1 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway.  2697  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack2 69631 2695  1 31 2 144115188075856574 2 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway.  2698  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack3 69631 2695  1 31 2 144115188075856574 3 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky?  2699  0 NO_VOICEOVER
----

Only the first line in above has no condition block. Other 3 lines checks if "$quest_b_and_b" is 1, 2, or 3. The value of global variable is 3 in the "Throw away..." case, so the 1st and 4th line is displayed as actual player's choices. As a result, they are the two same text "I guess the Lannisters ...".

Therefore, the text in the 4th line (dlga_poachers1:poachers1_attack3) is probably the bug, and it should be replace with the same text with 2nd and 3rd ("Ok here take...").

Their next destinations 2687, 2698, 2699 seem to be correct.

I experimentally corrected the text to "Ok here take..." and got the expected behavior.



- How to reproduce it/when/why it happens:
Start a new game from Westeros, walk a few days till pick the letter (with 3 choices; Take/Throw/Take), select "Throw away...", meet the appeared poachers.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
#10
V9.0 / Follow-up: Negative values in ...
Last post by tos1 - March 05, 2024, 05:19:27 AM
Related topic (v8.* but inherited to v9.1):
<Negative values in the "Companion Overview" at towns> by me

I found out the cause and the solution! There is not enough level checking in a script. It checks only level 1 thru 30 (That was enough for Brytenwalda), and does not support AWoIaF's NPCs with higher levels.

My hand-disassembly of current code:

jq_xp_to_next_lvl, script.txt,
----
store_script_param ":L0" 1   # 23 2 1224979098644774912 1
try_begin   # 4 0
  lt ":L0" 600 # 2147483678 2 1224979098644774912 600
  assign ":L1" 600   # 2133 2 1224979098644774913 600
else_try   # 5 0
  lt ":L0" 1360 # 2147483678 2 1224979098644774912 1360
  assign ":L1" 1360   # 2133 2 1224979098644774913 1360
else_try   # 5 0
  lt ":L0" 2296 # 2147483678 2 1224979098644774912 2296
  assign ":L1" 2296   # 2133 2 1224979098644774913 2296
:
else_try   # 5 0
  lt ":L0" 412091 # 2147483678 2 1224979098644774912 412091
  assign ":L1" 412091   # 2133 2 1224979098644774913 412091

###### Add code for level 31 thru 50 here. (*1)

try_end   # 3 0
store_sub reg1 ":L1" ":L0"   # 2121 3 72057594037927937 1224979098644774913 1224979098644774912
str_store_string 1 "@{reg1}"   # 2320 2 1 1585267068834414851
----

*1  The conversion table (perhaps hard-coded) is here:
Modding Q&A [For Quick Questions and Answers], TaleWorlds forums

I checked NPC with max level in troops.txt, experimentally added else_try blocks for level 31 thru 50 to "jq_xp_to_next_lvl" in scripts.txt (and increased the number of operations), and got correct result.



In addition, the script is called from not only town's market-menu but also [Report]-[Companions Overview].

- How to reproduce it/when/why it happens:
Hire companions who have higher level than 30, Visit a town, select "Trade with locals", select "Companions overview", and see the column "to next lvl".

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded