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#46
V9.0 / Text: "assesed" [v9.3]
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
#47
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)
#48
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
#49
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
#50
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
#51
Related topic (v8.* but inherited to v9.1):
"Number of troops killed will be the new lady/lord" by me


After looking into the code of v9.1 *.txt a bit, I found what seemed to be the cause why the words are not set correctly:
The code that sets values for reg6, reg7, and s11 etc. should be written in the Conditions block or earlier, but it seems to be written mistakenly in the Consequences block.

AWoIaF v9.1 conversation.txt line 149:
----
dlga_award_fief_to_vassal_2:close_window.1 4095 64  0 As_you_wish,_{reg59?my_lady:my_lord}._{reg6?I:{reg7?You:{s11}}}_will_be_the_new_{reg3?lady:lord}_of_{s1}.  6  25 2133 2 1224979098644774912 144115188075855971 1 4 936748722493063408 144115188075855973 1224979098644774912 0 4 0 542 3 144115188075856335 64 144115188075855973 502 3 144115188075856335 64 -1 3 0 2133 2 72057594037927942 0 2133 2 72057594037927943 0 4 0 31 2 1224979098644774912 144115188075855934 2133 2 72057594037927942 1 5 0 31 2 1224979098644774912 360287970189639680 2133 2 72057594037927943 1 5 0 2322 2 11 1224979098644774912 3 0 2330 2 1 144115188075855973 1506 2 72057594037927939 1224979098644774912 2109 2 72057594037927939 2 2133 2 144115188075855973 -1 4 0 31 2 144115188075856358 864691128455135421 2060 1 144115188075856358 3 0 NO_VOICEOVER
----

There is the text using reg6, etc., Ending dialog-state 6, and the Consequences block starting with the number of operations 25. The code where values are assigned to reg6 etc. follows it.

I don't know if this code should just be moved to Conditions block of the line or to another line, but it seems like it's too late, at least after the text. Also I don't know these reg# and s# are set correctly in other nearby cases.
 
- How to reproduce it/when/why it happens:
See the related topic above.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2 Warband v1.174 downloaded
(Note: v8.1 or v7.11 + WB v1.167 has the same problem. Seems to be inherited from Bryten...)
#52
A line "husband" was displayed instead of the degree of worshipped on the town menu screen. I hand-disassembled the line "menu_town" in the menu.txt and there appear to be two bugs.

1. The code uses 4 pairs of "lt" to compare the value of the local variable for each religion to 100 and 30, but "ge" appears to be correct.

2. Furthermore, since s15 has not been initialized, even if the all "lt" are corrected to "ge", the contents of s15 would remain unspecified in some conditions. So, it seems to that the s15 here must be initialize before.

My understanding of modding is incomplete. I'm sorry if my pointing out is wrong and mislead you.

(Spoiler)

My hand-disassembly. It does not conform to module syntax such as tuples, lists, commas, etc. I just replaced the numbers in the txt.
----
"town" 4352 {s30} none 261
assign ":L0" 0   # 2133 2 1224979098644774912 0
try_begin   # 4 0
  :
else_try   # 5 0
  :
try_end   # 3 0
store_encountered_party "$current_town"   # 2202 1 144115188075856314
  :
party_get_slot ":L12" "$current_town" 394   # 521 3 1224979098644774924 144115188075856314 394
party_get_slot ":L13" "$current_town" 392   # 521 3 1224979098644774925 144115188075856314 392
party_get_slot ":L14" "$current_town" 390   # 521 3 1224979098644774926 144115188075856314 390
party_get_slot ":L15" "$current_town" 391   # 521 3 1224979098644774927 144115188075856314 391
try_begin   # 4 0
  party_slot_eq "$current_town" 343 1   # 541 3 144115188075856314 343 1
  try_begin   # 4 0
    lt ":L14" 100 # 2147483678 2 1224979098644774926 100
    str_store_string 15 "@^The Old Gods are dominantly worshipped here."   # 2320 2 15 1585267068834417159
  else_try   # 5 0
    lt ":L14" 30 # 2147483678 2 1224979098644774926 30
    str_store_string 15 "@^The Old Gods are worshipped here, though not by many."   # 2320 2 15 1585267068834417157
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 341 1   # 541 3 144115188075856314 341 1
  try_begin   # 4 0
    lt ":L15" 100 # 2147483678 2 1224979098644774927 100
    str_store_string 15 "@^R'hllor is dominantly worshipped here."   # 2320 2 15 1585267068834417210
  else_try   # 5 0
    lt ":L15" 30 # 2147483678 2 1224979098644774927 30
    str_store_string 15 "@^R'hllor is worshipped here, though not by many."   # 2320 2 15 1585267068834417211
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 342 1   # 541 3 144115188075856314 342 1
  try_begin   # 4 0
    lt ":L13" 100 # 2147483678 2 1224979098644774925 100
    str_store_string 15 "@^The Faith of the Seven is dominantly worshipped here."   # 2320 2 15 1585267068834417212
  else_try   # 5 0
    lt ":L13" 30 # 2147483678 2 1224979098644774925 30
    str_store_string 15 "@^The Faith of the Seven is worshipped here, though not by many."   # 2320 2 15 1585267068834417213
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 340 1   # 541 3 144115188075856314 340 1
  try_begin   # 4 0
    lt ":L12" 100 # 2147483678 2 1224979098644774924 100
    str_store_string 15 "@^The Drowned Gods are dominantly worshipped here."   # 2320 2 15 1585267068834417214
  else_try   # 5 0
    lt ":L12" 30 # 2147483678 2 1224979098644774924 30
    str_store_string 15 "@^The Drowned Gods are worshipped here, though not by many."   # 2320 2 15 1585267068834417215
  try_end   # 3 0
else_try   # 5 0
  str_store_string 15 "@^No gods are worshipped here."   # 2320 2 15 1585267068834417173
try_end   # 3 0
:
try_begin   # 4 0
  :
  #----------------------------
  # Transferring s15-->s11
  #----------------------------
  :
try_end   # 3 0
:
#----------------------------
# Gathering to s30
#----------------------------
str_store_string 30 "@{s10} {s14}^{s11}{s12}{s13}"   # 2320 2 30 1585267068834417229
try_begin   # 4 0
  :
else_try   # 5 0
  :
try_end   # 3 0
----

In my case, the value of the local variable for R'hllor was 100, and both conditions of "lt" didn't meet. Even if x < 100 is true, checking of x < 30 will always skipped in current code, so as described above, the "lt" seems to be one of two bugs.

- How to reproduce it/when/why it happens:
Visit many towns and check the text on the left side of the town-menu till odd line (e.g. "husband") that follows the line "you are greeted by men loyal to...", etc. appears.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#53
Quote from: rumpelstilzz on February 27, 2024, 03:17:59 PMOn the issue of not specified numbers of tools and materials, is there any place where the material costs for ship building is listed? The shipwright's text is leaving me at complete guess.

Produno, I would also like to know about the numbers for building a ship.

Quote from: rumpelstilzz on February 27, 2024, 03:17:59 PMI encountered Ser Janis Lyren in my first play through and declined his quests since I didn't plan to spend time in Essos, but in later play through he didn't deign to show up anymore. Maybe bad odds of being in the same tavern as him, but statistics and reason say I should have encountered him again, so I'm not sure if my first declining him removed him for good and subsequent games :C

----
rumpelstilzz, For unrelated topics or multiple topics, I recommend writing them one by one in a new topic (with a title that makes it easy to understand the content at a glance). Otherwise, not only it's hard that the topic ends and the poster won't be able to mark the title as fixed or the developer to lock it, but also it will be difficult for developers, posters, and other readers to search/read/reply. :)

(The topic like Gift: ... that I sent the other day is one of exceptions. I wrote to point out multiple issues at once, but was limiting to a scene of asking a gift to send.)
----

Regarding Ser Janis Lyren, AFAIK, he has never disappeared by refusing his quest, but as we play this mod, we will occasionally have the opportunity to make decisive choices that cannot be reversed. One of those cases is choosing whether to go north first if you start in Westeros, and there are several other cases as well AFAIK.

So, it would be no surprise (at least for me) if they created the MOD so that Ser Lyren will disappear after several days if we decline his invitation. I'm enjoying as one of puzzles.

In a sense, the choice of gender, trait, etc. at starting a new game are also irreversible decisions. Thanks to these irreversible choices, the player character can live a different life and have new experiences every time we start a new game. I think that is one of the greatest aspect of this mod (at least for me).
#54
Even though he seems to have disappeared, isn't he actually just moving fast? Can you hover your mouse to check his speed?

As is the case with most MODs, if he is moving in a small group (especially alone), he is very fast and we won't be able to catch up with him. If that is the case, this is not a bug, and it would seem impossible to try to make peace with the faction. If there's a way, you might just have to repeat it until you corner him into a dead end.
#55
I'm not the developer and also don't have the answer. I sometimes meet the same situation. In some specific towns, it is often difficult to find the last person standing, making it a struggle. (The same can be said for prisonbreak missions including castles other than towns.)

I consider this to be one of the puzzles in this MOD and I enjoy playing. (Of course, sometimes I just can't find the enemy and time is up. In the case, I give up and discard the task of the game.)

While at least one companion left or the enemies shoot arrows, we can see which direction they are, but after all the companions are defeated and no arrow comes it can be difficult to spot the enemies. However, once we know the approximate location, they are usually in the same place, so we can deal with it the next time. The direction of the enemy's occasional shouts can also be a hint.

As I reported in the reply to a v8.* topic "So much bugs in Iron Islands" (today I added images to it), the last enemy is often getting stuck at a hole on the 2nd floor in case of Castle Black. This is obviously a different issue left inherited to v9.1 and the stuck enemy is hard to beaten using the player's powerless wooden stick, but it's not impossible to beat him. I'm enjoying also the stuck bug.
#56
I understand from your explanation that the plural is intentional. While the number of soldiers and amount of money to prepare is completely specified, the number of tools is not specified, so as mentioned above, the player unnecessarily spends in-game time and real time to collect multiple tools. I posted this because I thought it was unreasonable.
#57
The player can repeat to employ additional men JUST AFTER employed Eizniq na Shadhe + 86 men or Dregneiq Emde + 41 men at each tavern. Compared to other cases, they seem to be bugs. Even if it's intended behavior, it seems to be unnatural that the self-introduction by Eizniq/Dregneiq who has already been the member of the player's party is repeated.

(Two cases as far as I checked. I don't know if there are other cases similar to the above. )

- How to reproduce it/when/why it happens:
Prepare enough money, meet Eizniq na Shadhe at a specific tavern, talk and employ him + soldiers. Before go out the tavern, talk him again. He repeats self-introduction and the player can employ additional soldiers. (After once go out the tavern, the player cannot do that). Do the same for Dregneiq Emde.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#58
(Spoiler)
In the quest to rescue Reed from a camp, when the player character is defeated, it is difficult for the player to understand what happened, as being taken prisoner is not explained and time continues to advance in the same location. It is necessary to indicate that the player character has been taken prisoner, just as it done when lost to a lord.

----
qstr_You_have_managed_to_j
You have managed to just barely escape your disastrous defeat through the valour of your men and the gods sense of humour to not have you die this day.^You know in your heavy heart that you may not be so lucky next time.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Defeat Brog Matter at a quest, wait next quest from him, visit the camp, fight and lose, and read the sentence displayed.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#59
V9.0 / The player speaks weapon smith's words
February 16, 2024, 03:10:10 PM
(Spoiler)

Related topic:
(v8.2) A weapon smith speaks player's words by me

When the player character receives an ordered sword of valyrian steel, the player character herself/himself speaks "Ah, yes of course, here you go, ...".

As with the related topic above, I experimented by rewriting 69631 in the relevant line of conversion.txt to 4095, and weapon smith's face and name were displayed correctly.
(I believe 69631=0x10FFF="anyone|plyr" and 4095=0xFFF="anyone" in the source code of mod systems)



----
dlga_qohor_buy_sword_ready:qohor_buy
Ah, yes of course, here you go {playername}.
----

Also, choices like "Sure, let me see..." or "No thanks, ..." aren't connected well with the sentence "Ah, yes ...", so it seems like it should be made so that one click is required before the choices appear. It seem to be needed also in the case of the related topics above.

- How to reproduce it/when/why it happens:
(Spoiler)
Get a valyrian steel after a quest, explore a town, meet the weapon smith, order to reforge a sword from the steel. After a certain period, meet him again to receive the sword, select "Do you have my sword ready?". The player character speaks "Ah, yes of course, here you go, ...".

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#60
(Spoiler)
In the quest to find an abandoned castle requested from Ser Janis Lyren, one of the things the player need is "tool". Both the "tools" mentioned by the requester and the "some tools" in the quest description are plural, but in the game, just one tool is enough.

Since the number is unknown from the requester's words and the quest description, players must purchase some (at least two?) but it ends up in vain. It looks like you need to change the actual needed number of tool to more than one, or to modify both the requester's sentence and the quest description.

---- Requester's sentences
dlga_ruined_quest_choice_yes:ruined_quest_choice_yes1_new
Well, here's the thing, all I know is it's near Essos. Oh, and it's in ruins, did I forget to mention that part? Anyhow we will need tools, at least 50 men and possibly around 10k stags. It's a lot to ask I know. But if we do find it, then you have a castle for yourself and I can rest knowing I have fulfilled my fathers dream.
---- quest description
qstr_Ser_Janis_Lyren_has_a
Ser Janis Lyren has asked you to help find his ancestral home somewhere in or around Essos. He says you will need some tools, at least 50 men and 10,000 silver stags to rebuild it. Be wary of slavers and pirates near to the castle.
----

In addition, the similar line in the quests.csv (quests.txt) below seems not to be used. I don't know for what it is but it can become a potential bug.

---- A line in the quests.csv. When is this used?
qst_old_valyria_text
Ser Janis Lyren has asked you to help find his ancestral home in Essos. He says you will need some tools, at least 50 men and 10,000 silver stags to rebuild it.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Meet Ser Janis Lyren at a certain place, accept the quest, prepare 2 or 3 tools, find the castle, save the game here. Abandon some tools so that you have 0, 1, 2, or 3 tools and enter the found castle. Compare result of the cases and know how many tools are needed.

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

Related topic:
(v8.2) Qarthigar (castle) and Taelon (village) are listed but have no building by me