If you are saying "temples are not safe" in the last post, the hint_16 seems incorrect, i.e. the correct text should be "you cannot wait in a temple when being chased, you will be attacked.".
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#2
V9.0 / Re: [Fixed at v10.0 developer ver.7] Calypso Eranelar speaks like a narrator
November 29, 2024, 03:09:23 PM
Thank you. I confirmed.
#3
V9.0 / Re: [Fixed at v10.0 developer ver.7] Re: Beric Dondarion's "book" needed in ...
November 29, 2024, 03:03:38 PM
Thank you. I confirmed.
#4
V9.0 / Re: Bugged Dialogue/Freezing in Vale Bandit Lair Quest
November 14, 2024, 03:16:00 AMQuote from: Boom on October 22, 2024, 01:04:30 AM... I have screenshots of the issue that I cannot upload due to ...Regarding images, without taking up limited space in this site, we can display them by placing them in free open storage somewhere and by inserting the URLs using "Insert an image" button in the editor here.
#5
V9.0 / Re: Follow-up: Two same choices "I guess the Lannisters..."
October 23, 2024, 08:26:52 PM
It's a bug that the two sentences are the same but have different actions, but after I considered carefully, I realized my suggestion/solution above was wrong.
In the steps, the player gets the message that Raven was carrying, and then discards it in the next three choices, so the MOD should not display a player's option to hand it over to the poacher, such as "Ok here take...". Either should be fine whether the option that leads to a fight is kept or not, but the sentence for the other option (without fight) needs to be something like "I've already discarded it.". Of course the response followed by the poacher must be consistent with the sentences. Or it may also be possible to implement to have the poacher not mention the message once the player has discarded it.

In the steps, the player gets the message that Raven was carrying, and then discards it in the next three choices, so the MOD should not display a player's option to hand it over to the poacher, such as "Ok here take...". Either should be fine whether the option that leads to a fight is kept or not, but the sentence for the other option (without fight) needs to be something like "I've already discarded it.". Of course the response followed by the poacher must be consistent with the sentences. Or it may also be possible to implement to have the poacher not mention the message once the player has discarded it.
#6
V9.0 / Re: Follow-up: "CREDITS and CONTRIBUTIONS" from halfway
October 14, 2024, 09:00:14 PM
Thanks a lot. I've confirmed that most of the issues have been resolved in AWoIaF v10.0 dev.4.
Maybe my explanation was unclear. The example I wrote above does not mean to have the engine process the array while the game is running, but to write (in Python format) story_durations = [ story_t1, story_t1 + fade1, story_t2, story_t2 + fade1, ... ] at the beginning of module_presentations.py, and then reference it in the list of operations , e.g., as story_durations[ 3 ].
AFAIK, we can access like an array even at runtime (with some restrictions and conditions). We can reference a string adding an offset to it with "str_store_string" ope, as done in the script "lord_comment_to_s43", or can use unused slots, or read/write integers by bit partitioning and arithmetic operations. (I won't go into the additional operations in WSE2 here.)
Maybe my explanation was unclear. The example I wrote above does not mean to have the engine process the array while the game is running, but to write (in Python format) story_durations = [ story_t1, story_t1 + fade1, story_t2, story_t2 + fade1, ... ] at the beginning of module_presentations.py, and then reference it in the list of operations , e.g., as story_durations[ 3 ].
AFAIK, we can access like an array even at runtime (with some restrictions and conditions). We can reference a string adding an offset to it with "str_store_string" ope, as done in the script "lord_comment_to_s43", or can use unused slots, or read/write integers by bit partitioning and arithmetic operations. (I won't go into the additional operations in WSE2 here.)
#7
V9.0 / Re: Text: pl of Mercenary Deserter; Volnatis; two Inventory Mng.
October 06, 2024, 07:45:34 AM
The qstr_ and ui_ seem to have been fixed in v9.4 or earlier.
Is the lack of "Mercenary" in the plural of "Mercenary Deserter" intentional?
Is the lack of "Mercenary" in the plural of "Mercenary Deserter" intentional?
#8
V9.0 / Re: Initial Raven and Training Peasants
October 06, 2024, 07:34:59 AM
I'm not the developer.
The headstream/primordial problem doesn't seem to be the raven, but rather the fact that the Lanister men have access to the player character while training in the village.
(Incidentally, they roam elsewhere when the player character is staying in a town, but when staying at "The Old Stone Bridge" they wait outside. This seems odd, so I reported on Discord in July 2024.)
The headstream/primordial problem doesn't seem to be the raven, but rather the fact that the Lanister men have access to the player character while training in the village.
(Incidentally, they roam elsewhere when the player character is staying in a town, but when staying at "The Old Stone Bridge" they wait outside. This seems odd, so I reported on Discord in July 2024.)
#9
V9.0 / Re: Riding skill not reflecting when acquiring new horses
October 06, 2024, 07:09:33 AM
I'm not the developer.
What exactly is your "horse's stat"?
Do you mean that the value (of horse's stat) will change while your character's riding level is below 4, and then it will stop changing after level 4?
Is the changeable stat displayed somewhere? (If so, what steps result in it and where is it displayed?)
What exactly is your "horse's stat"?
Do you mean that the value (of horse's stat) will change while your character's riding level is below 4, and then it will stop changing after level 4?
Is the changeable stat displayed somewhere? (If so, what steps result in it and where is it displayed?)
#10
V9.0 / Re: hostile civilians in city ambush event / suicidal lords
October 06, 2024, 06:46:18 AM
Sorry, I missed your "unarmed civilians" part. I have recently found the cause of the commoner-mixed-in-with-night-bandits issue and reported to another topic;
Very well hidden bandit during Winterfell bandit robbery scene by RainbowStalin
About your another question, I would recommend putting it on a separate topic.
Very well hidden bandit during Winterfell bandit robbery scene by RainbowStalin
About your another question, I would recommend putting it on a separate topic.
#11
V8.0 / Re: Infinite loop: conversation with a lord companion
September 02, 2024, 10:40:42 PM
Thanks. There seems to be no problems.
I tested it with AWoIaF v10.0 dev.3, with 2-3 lord companions, 2-3 lords and unarmed 2-3 ladies in other countries. Also, as far as I read the v9.0's code a little, it seems that the cyclic Ending dialog-state and Starting dialog-state that was causing an infinite loop has been fixed.
I tested it with AWoIaF v10.0 dev.3, with 2-3 lord companions, 2-3 lords and unarmed 2-3 ladies in other countries. Also, as far as I read the v9.0's code a little, it seems that the cyclic Ending dialog-state and Starting dialog-state that was causing an infinite loop has been fixed.
#12
V9.0 / Re: "Rhaesh Loy", outlaw/bandit/clansman says
July 27, 2024, 05:27:45 AM
I found the cause.
The s5 set at the Conditions-block for displaying as {s5} is destroyed at the Consequences-block BEFORE it's displayed. As I already wrote, one of solutions is to use other string-register like s6 in the Conditions block and in {}.
(As another way, we may save and restore s5 to/from somewhere before/after calling a script in the Consequences-block, but where?)
Hierarchy of script-calling, loops, and operations:
----
dlga_bandit_attack:close_window
-> Consequences block (executed before {s5} is displayed)
-> script_make_kingdom_hostile_to_player
-> script_change_player_relation_with_faction
-> script_set_player_relation_with_faction
-> script_update_all_notes
-> try_for_range ":L1" "p_town_1"[Gulltown] "p_salt_mine"[Gold Mine]
-> script_update_center_notes
----
There are 3 str_store_party_name that writes to s5 in the deepest script script_update_center_notes. In my cace, the 2nd one is executed (it's followed by add_party_note_from_sreg ":L0" 2 "str_spy_not_present[You have no spy in {s5}.]" 0).
Why this didn't occur till AWoIaF v9.3? Yes, that's because the calling of script_make_kingdom_hostile_to_player at the Consequences block was added at v9.4.
- How to reproduce it/when/why it happens:
Meet a small group that a "leader" leads e.g. Northern Clansmen, Bandits, etc. At the first time, pay the leader free-tall. Meet soon again and challenge them to fight. The opponent says the village name "Rhaesh Loy" instead of correct (randomly selected) 1 of 4 sentences. In some cases, the payment is omittable.
- Game version (and steam or downloaded):
AWoIaF v9.4 - v10.0 dev.3, Warband v1.174 downloaded

The s5 set at the Conditions-block for displaying as {s5} is destroyed at the Consequences-block BEFORE it's displayed. As I already wrote, one of solutions is to use other string-register like s6 in the Conditions block and in {}.
(As another way, we may save and restore s5 to/from somewhere before/after calling a script in the Consequences-block, but where?)
Hierarchy of script-calling, loops, and operations:
----
dlga_bandit_attack:close_window
-> Consequences block (executed before {s5} is displayed)
-> script_make_kingdom_hostile_to_player
-> script_change_player_relation_with_faction
-> script_set_player_relation_with_faction
-> script_update_all_notes
-> try_for_range ":L1" "p_town_1"[Gulltown] "p_salt_mine"[Gold Mine]
-> script_update_center_notes
----
There are 3 str_store_party_name that writes to s5 in the deepest script script_update_center_notes. In my cace, the 2nd one is executed (it's followed by add_party_note_from_sreg ":L0" 2 "str_spy_not_present[You have no spy in {s5}.]" 0).
Why this didn't occur till AWoIaF v9.3? Yes, that's because the calling of script_make_kingdom_hostile_to_player at the Consequences block was added at v9.4.
- How to reproduce it/when/why it happens:
Meet a small group that a "leader" leads e.g. Northern Clansmen, Bandits, etc. At the first time, pay the leader free-tall. Meet soon again and challenge them to fight. The opponent says the village name "Rhaesh Loy" instead of correct (randomly selected) 1 of 4 sentences. In some cases, the payment is omittable.
- Game version (and steam or downloaded):
AWoIaF v9.4 - v10.0 dev.3, Warband v1.174 downloaded
#13
Bugs / Re: Lords from Westerlands following and talking to me.
July 13, 2024, 07:22:40 PM
I'm not the developer. When reporting problems, it's easier for developers to track it down if you provide as much detailed information as possible:
At least, AWoIaF version, Warband version(downloded or online), exact steps to reproduce (if you can't reproduce it, you should say so).
In your case, your faction, number of troops, speed on the map, the conversation text (screenshots or transcriptions), relation between the faction and you/your-faction ([Reports] menu), etc.
Also, there are separate rooms for AWoIaF ver.8.* and ver.9.*. Please refer my and other people's posts.
Edited to add on July 25 2024 UTC:
I also had the same problem in v8.1 or v8.2, and was chased by a Stormlands lord. I didn't report it until now because it didn't happen again after that, and it might have been because I was switching languages a lot (for translation purposes) at the time.
For when this or other hard-to-reproduce issues occur again at some point, I make sure to save frequently and move my save data out when the save slots are full.
At least, AWoIaF version, Warband version(downloded or online), exact steps to reproduce (if you can't reproduce it, you should say so).
In your case, your faction, number of troops, speed on the map, the conversation text (screenshots or transcriptions), relation between the faction and you/your-faction ([Reports] menu), etc.
Also, there are separate rooms for AWoIaF ver.8.* and ver.9.*. Please refer my and other people's posts.
Edited to add on July 25 2024 UTC:
I also had the same problem in v8.1 or v8.2, and was chased by a Stormlands lord. I didn't report it until now because it didn't happen again after that, and it might have been because I was switching languages a lot (for translation purposes) at the time.
For when this or other hard-to-reproduce issues occur again at some point, I make sure to save frequently and move my save data out when the save slots are full.
#14
V9.0 / Follow-up: Text: STR/INT attr. for Inventory Mng.
July 07, 2024, 12:33:34 PM
Related topic:
Text: STR/INT attr. for Inventory Mng. in v8.* by me.
The topic above is locked but "Inventory Management" is not displayed in the explanation of STR even at v9.4. The cause is that the engine does not read the 1st line of en/ui.csv (and of some other languages).

I experimentally added a new line before the ui_explanation_strength in the first line of en/ui.csv, then the "Inventory..." is expectedly displayed. The dummy line seem to be needed for some other languages like French, but ja/ui.csv doesn't require it. I don't know the reason.
- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
(AFA I checked using mod system 1.171 + former Warband v1.167 also skips the 1st line of en/ui.csv)
Text: STR/INT attr. for Inventory Mng. in v8.* by me.
The topic above is locked but "Inventory Management" is not displayed in the explanation of STR even at v9.4. The cause is that the engine does not read the 1st line of en/ui.csv (and of some other languages).

I experimentally added a new line before the ui_explanation_strength in the first line of en/ui.csv, then the "Inventory..." is expectedly displayed. The dummy line seem to be needed for some other languages like French, but ja/ui.csv doesn't require it. I don't know the reason.
- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
(AFA I checked using mod system 1.171 + former Warband v1.167 also skips the 1st line of en/ui.csv)
#15
V9.0 / The player cannot know about jetties till improve a settlement twice
July 06, 2024, 05:59:04 PM
After improved twice, the choice "I would like to land my ships here next to this settlement." for the first time. The player cannot know that ships is landable till improve twice, and can't have a strategy for whether or not to build the first and only settlement near the sea (or rivers leading to the sea).

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

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