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#16
Original 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
#17


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
#18
V9.0 / Settlement downgrades
July 06, 2024, 02:59:05 PM
The 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
#19
I 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.
#20
Releted 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)
#21
V9.0 / Horse modifier values are contradict
July 03, 2024, 11:40:33 AM
Horse 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?)
#22
Related 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.
#23
I confirmed the behavior was corrected at v9.4. Also I read the code and understand my try-block was redundant. (I don't know why the judgment distance has become smaller, but I interpret this as a change in specifications.) Thanks.
#24
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.

The cause of the problem was that the engine cannot deal with when the string register specified as a parameter to a runtime ternary operator pointed to a string that contains a colon. I checked by setting several existing quick strings into s11 and confirmed that.

In the case,  the ternary operation is {reg7?You:{s11}} and s11 is "Number of troops killed: xx". Probably the string pointed by a string register are filled in the parameter of the ternary operator before the engine interpreting the ternary operator.

One solution is to clear not only reg6 and reg7 but also s11. I confirmed also that.



- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2 Warband v1.174 downloaded
(Note: v8.1 or v7.11 + WB v1.167 has the same problem of missing initialization for s11. Seems to be inherited from Bryten... or mod development system 1.171)
#25
V9.0 / "Rhaesh Loy", outlaw/bandit/clansman says
July 02, 2024, 08:29:25 AM
When the player character met a group of Northern Clansman and challenged to fight, the opponent said the village name "Rhaesh Loy". In some case of other enemies (but not lord), it happens after the player char payed once.

Strangely enough, the related code (dlga_bandit_attack:close_window in conversation.txt) seems to be correct. It must display one of s11 - s14 after doing below.

My hand-disassembly:
----
store_random_in_range ":L0" 11 15
str_store_string 11 "@Another fool come to throw {reg59?her:him}self on my weapon, eh? Fine, let's fight!"
str_store_string 12 "@We're not afraid of you, {reg59?wench:sirrah}. Time to break some heads!"
str_store_string 13 "@That was a mistake. Now I'm going to have to make your death long and painful."
str_store_string 14 "@Brave words. Let's see you back them up with deeds, cur!"
str_store_string_reg 5 ":L0"
----

AFA I added display_message just after above and checked, s5 is correctly set at the conversation timing, but the opponent says "Rhaesh Loy".

- It happens even just after started the new game before the first game-save, so saving game doesn't affect it (though the "Rhaesh Loy" is saved actually).

- The {!} doesn't affect the result. However, it must be removed to keep translation works:
What is {!} for in module_dialogs, Modding Q&A, TW forum.


- Replacing s5 (for str_store_string_reg and {s#}) to s6 resolves the issue, but I don't know why so and why suddenly AWoIaF had the issue at v9.4. Native (made from mod system 1.171) has similar code using s5.







- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
#26


I tried from a few saved data one or two in-game days before the Craster's Keep quest is triggered, and his hair unstably disappeared 4-5 times out of 10. In case I saved the game just before (about 0.5 days?) or after the quest accepted, the state seems to be kept. I don't know the issue has existed since v9.3 or earlier, but I've never seen his hair look like that before.


Related lines:
----
menu_mutiny_at_crasters_keep_request
You have received a message from the Lord Commander of the Night's Watch. He has asked if you would meet with him.^Should you go?
----
mno_crasters_quest_choice_1
Sure, let's go.
----
mno_crasters_quest_choice_2
I'm too busy.
----

- How to reproduce it/when/why it happens:
(Unstable)
Complete all North quests up to the point where you encounter WW and talk to Jior. Save the game frequently. Select "Sure, let's go.".

You need to have about 2 or 2.5 in-game days after the last save before the next trigger where you receive the message above. If you used save data just before the trigger (about 1 day), it seems to cause a fixed action, i.e. the issue always happens or does not happen.

- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
#27
When the player character P meets with an enemy lord E and tells her/him that P wish to avoid a fight, E offers a price, and if P does not have enough money, P says "Let's fight!":

----
dlga_party_encounter_lord_hostile_attacker_2:party_encounter_offer_dont_fight
Is there no way to avoid this battle? I don't want to fight with you.
----
dlga_party_encounter_offer_dont_fight:party_encounter_offer_money
If you pay me {reg0} silver stags, I'll let you go, recreant.
----
dlga_party_encounter_offer_money:party_encounter_offer_money_no
Let's fight!
----

However, the "Let's fight!" above doesn't seem to connect well with possible answers below except for "I shall fight to...". (I checked that the script "lord_comment_to_s43" selects one of eight sentences using the persuasion type of E.)

----
str_lord_declines_negotiation_offer_default
That_may_be,_but_I_wish_to_fight_with_you
----
str_lord_declines_negotiation_offer_martial
That may be, but it is my duty to fight with you
----
str_lord_declines_negotiation_offer_quarrelsome
I shall fight to the death
----
str_lord_declines_negotiation_offer_pitiless
Why should I care? I wish to fight with you
----
str_lord_declines_negotiation_offer_cunning
Ah. Unfortunately, you see, I wish to fight with you
----
str_lord_declines_negotiation_offer_sadistic
Hold your tongue! You will have need of it shortly, while begging for mercy
----
str_lord_declines_negotiation_offer_goodnatured
I'm sorry -- I can't just let you ride away. No hard feelings?
----
str_lord_declines_negotiation_offer_upstanding
That may be, but my duty to my liege requires me to apprehend you
----

In Native, there should not be the price offering by E in Native, and the problem seems to be inherited from Brytenwalda (or upstream MOD).

it might make the connection well if the player character again asked for no battle instead of "Let's fight!".

Sorry if I misunderstood because of my imperfect English.

- How to reproduce it/when/why it happens:
Have small amount of money, meet an enemy lord, repeat till the choice "Is there no way to avoid this battle? I don't want to fight with you." appears. Select it, if opponent says "If you pay me ... silver stags, ..." then check the next answer by the player character is "Let's fight!". If not so, repeat with smaller money. The opponent will say one of the 8 sentences. Check connection with all of them.

- Game version (and steam or downloaded):
AWoIaF v9.4-developer_version 5, v8.*. Warband v1.174 downloaded
#28
V9.0 / A ship overlaps a pier in Tyrosh harbor
June 20, 2024, 07:01:31 AM
As I select "strolled through town" at Tyrosh, I came upon a harbor where a large part of a ship (cog) overlapped a large wooden pier. On that day, I didn't check it is a for-sale but at least it was not of the player character.

I returned on another day to check again, at least in the case, it was a ship for sale. From a cursory inspection, the other smaller ships appear to be moored in the correct position in the same spot.

I have never seen the overlapped problem up to v9.3, including v8.* and v7.11 (but it may that just I didn't notice).


- Game version (and steam or downloaded):
AWoIaF v9.4-developer_version 5, Warband v1.174 downloaded
#29
V9.0 / Tournament odds is 1:1 (Intended?)
June 20, 2024, 03:31:39 AM
Sometimes the odds for a tournament is the worst (1:1) and the stakes don't increase at all at win.

This can also happen in a town's first tournament since the new game. This has happened regardless of towns or castles since at latest at AWoIaF v8.2.

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

#30
After took the Always Winter quest from Jeor Mormont, when I found the White Walkers' party, they were fighting with Mance Rayder's party, and I saved game here.



After I joined the battle to help Rayder, regardless of the result (win/lose/retreat), state of the quest doesn't progress, and the text "... successfully completed ... Talk to ..." is not added in the quest window though the main text says "Return to ... once you have interacted with and assessed ...".

It should be difficult for players to know whether the quest has been completed or not. Some player may go back to Jeor.

(Of course, if I challenge the fight after Mance Rayder's party has been defeated and assimilated into WW, the quest ends successfully at a contact.)

Related lines:
----
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 assessed the threat.
----
qstr_This_quest_has_been_s
This quest has been successfully completed. Talk to {s59} to claim your reward.
----
mno_pre_join_help_defenders
Rush to the aid of the {s1}. ({s21})
----

- Game version (and steam or downloaded):
AWoIaF v9.4-developer_version 5, Warband v1.174 downloaded
(Perhaps since v9.3 or earlier version)