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#1
Thank you. I confirmed.
#2
Thank you. I confirmed.
#3
Quote 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.
#4
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:o

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.
#5
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.)
#6
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?
#7
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.)
#8
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?)
#9
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.
#10
To AWoIaF developers:

I guess I have already identified the code position for this commoner-mixed-in-bandits symptom. It must be the same as the "The door to tavern spawns peasants in a town night bandit scene" that I have already posted on Discord on about Sep 14 2024. So, if that bug is fixed (i.e. if try_end is moved to the correct position in  the later line), this commoner-mixed-in-bandits issue should also be resolved.

As you know, the conditions for bandits to appear in the town at night are determined by the value of "$town_nighttime" set in town_menu and the value of party slot slot_center_has_bandits set in simple_triggers. If the former is 1 and the latter is 0, and the latter becomes 1 the moment we entered the town and the town menu is displayed, the commoner-mixed-in-bandits symptom should occur when we selected "Visit the Inn".

I saved the game at such a timing while outside a town, added debug messages to .txt, and tried it dozens of times, but it never reproduced in my environment.

So I tried acceleration tests to intentionally cause it to happen by doing the following for my .txt.
- I added a trigger that fires a few seconds after the 3D bird's-eye view displayed in the town menu begins, and it sets a troop ID (e.g. of Outlaw Poacher) to the slot.
- I entered the town when "$town_nighttime" is true and the slot is 0, and confirmed through the debug message that the trigger has fired after the town menu was displayed.
- I selected "Visit the Inn".
Using this steps, the bandits scene started and commoners joined in as I intended.
#11
I had overlooked the post in 2023 below.
https://www.aworldoficeandfire.co.uk/forum/v8-0/bandit-ambush-in-towns/
As some of you wrote, it seems that a bandits-scene can occur mistakenly when we select an Inn (etc.) from the town menu, not only when we enter a town. I've never encountered not only the commoner-mixed-in-bandits bug but also the bandits-appear-when-selected-inn bug, but the information narrows the scope to be checked considerably.
#12
Thanks. If I understand correctly, your steps in case of Winterfell is: Visit Winterfell -> Smoking Log Inn -> recruited some men -> leave the Inn -> leave the town -> visit the town again -> Trade with locals -> buy something -> Head back -> Smoking Log Inn -> the night-bandits scene.

I don't know if other people here are experiencing the commoner-mixed-in-bandits issue in the same/similar steps as you do (i.e. at the time when the player selected "Visit the Inn"), but if the case, I strongly guess the visiting-inn-jumps-to-invalid-menu bug I've already reported in the topic below may directly relate/cause this commoner-mixed-in-bandits issue.

https://www.aworldoficeandfire.co.uk/forum/v8-0/competitions-only-in-the-city-other-activities-menu/
(The "Other activities" in the title above was wrong and I corrected in the topic. Please read it as "Visit the Inn", and "city" as "town".)
Screenshots in the recent AWoIaF (developer) version:


I found the cause of this visiting-inn-jumps-to-invalid-classic-menu bug and reported to a forum channel for developers on Discord on about Sep 1 2024. If it is fixed in a later version, the bandits-bug (by your steps) may also be fixed automatically.

To others here:
Please let me know If you know other steps to recreate this commoner-mixed-in-bandits issue.
#13
Just to clarify, did you enter the town and then choose to visit the Inn and then the bandits-scene started? Or when you entered the town and it started?
#14
Another question from me.
When peasant/commoner are mixed in with the night bandits scene, has the pink message "The door is locked" always appeared in the bottom left corner of your screen?
(If so, the conclusion and countermeasures are simple.)
#15

I confirmed that when a code of certain menu item is executed in a scene with night bandits, unarmed peasants/commoners are added to the scene. I also confirmed that when one or more night bandits are present and we access the door to the inn, the item number in the Viking Conquest menu system shifts and an unexpected code is executed. However, I have not yet been able to determine what triggers/makes it by other than the door-access in your cases that I've not met.