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#31
V9.0 / Missing king-support question to Nymeria Sand
February 08, 2024, 09:18:16 AM
There is no player's choice "I suppose you know that I aspire to be..." when the player asked Nymeria. In case of many other companions including other Sand Snakes, the choice exists.

----
dlga_member_question_2:member_kingsupport_1
I suppose you know that I aspire to be {reg59?Queen:King} of this land?
----

The conversation with Nymeria (str_nymeria_kingsupport_xxxx) seems to be prepared but not to be used. For example:

----
str_nymeria_kingsupport_1
So, you fancy yourself as the claimant of the Iron Throne? I imagine you would make as fine a ruler as you do a warrior.
----
str_nymeria_kingsupport_2
Then I will leave at once to Dorne and gain support for you from my families banner men.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Start a new game with a specific condition needed, visit a specific place, hire Nymeria, talk to her from the party member list. Select "I'd like to ask you something.". Compare the player's choices with others. There's one missing.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#32
V9.0 / Goal of the Always Winter quest
February 03, 2024, 09:11:31 AM
Near the end of the quests in the northern region, after the player accept the request from Jeor to scout the Land of Always Winter, the purpose of the scout is not written in the quest description.
----
qstr_You_must_gather_a_sm
You must gather a small force and possibly a Valyrian weapon and scout the lands of always winter. Return to the Lord Commander to relay your findings.
----

Many players may be likely to get lost (like me). It would be okay while the player remember the series of conversations with Jeor Mormont, but the player will forget it after a while between plays. In reality, the quest is completed when the player character meet a group of White Walkers, so it seems like the quest description needs additional information that includes Jeor's words like "the bigger threat than Wildings" or more direct "White Walkers".

Jeor's words just before the player accepts "The Lands of Always Winter" quest:

---- Jeor
dlga_lord_10_btb_quest:lord_10_btb_quest1
Well, this is most unfortunate. I fear we will not last long if the Wildings decide to attack our walls and I have heard rumours of an even bigger threat stirring in the depths of the far north.
---- Jeor
dlga_lord_10_btb_quest1:lord_10_btb_quest2|I'm afraid it's up to you now {playername}. I shall need you to gather a small army and scout the lands of always winter and see what truth these rumours hold.
---- Jeor
dlga_lord_10_btb_quest2:lord_10_btb_quest3|Jon Snow will accompany you. He holds a Valyrian weapon and if the rumours are indeed true then mere mortal weapons will be useless against these creatures. He knows the lands north of the wall better than anyone and he can vouch for anything you witness whilst out there.
----

As you see, the words "White Walkers" is not spoken here though it was spoken by both the player character and Jeor in the preceding quests. Not all players may remember it when she/he accepts the Always Winter quest. Especially if she/he saw the words and then resume playing again a week or so later.

- How to reproduce it/when/why it happens:
Start a new game from Westeros, accept the first quest to the North, complete all preceding quests and accept the scout quest from Jeor Mormont, use Q key to read the description of the quest "The Lands of Always Winter".

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1, v7.11. Warband v1.174 downloaded
#33
It would be easy to delete the choice of duel, but duels are probably the only opportunity to have the fun of "slowly appreciating" armor, weapons, and the strength of such special opponent. Of course, you are the one who decides. :)


Edited to add on Feb 3 2024 UTC:
I've just remembered. There were chances that the problem (at least win-case) has occurred at duels with any parties when AWoIaF v8.1, and I've already pointed out that in the topic;
The player defeats herself/himself
#34
While the "Blood Sacrifice" quest by Draqen Ormatis of Qohor, the player have a (random) chance to duel with the enemy (Calypso Eranelar) before starting the battle with Calypso's army. In each case that you won or lost the duel, the winner's/loser's name is wrong.

----
The duel is over, and you have defeated xxxxxx. Bards will...
----
xxxxxx was an opponent too skilled for you. You have been defeated. While xxxxxx's fame will grow...
----

As long as I checked several times, all of the three xxxxxx above was the player name. It must be "High Bearded Priest Calypso Eranelar".



Note that the one-on-one duel happens randomly. In order to recreate the situation, we must repeat till the duel happens and repeat the duel at least twice to check both cases (win/lose).

The case of the Sparrow may have the same problem but I've not check it. Please check also it. On the other hand, there seems to be no problem in case that the opponent is one of lords met in the world map, as far as I tried with 7-8 factions.

Related lines in csv:

---- Calypso Eranelar
dlga_bearded_priests_introduce:bearded_priests1
HALT!! You have committed crimes against the bearded priests and must now confess your sins of atonement.
---- Player (Whichever you choose, the result is the same)
dlga_bearded_priests1:bearded_priests_attack
We confess!! We confess!! (you fall to the ground whimpering)
--
dlga_bearded_priests1:bearded_priests_attack.1
Sins of atonement?! Pah.. Lets see how shiny that axe stays when I use it to take your head!
---- C
dlga_bearded_priests_attack:close_window
So be it.
---- P
mno_tactical_nuevo
Commander's Options.
---- P
mno_choice_2
Call your enemy forward for a duel of honour.
---- (Repeat above from the beginning till your enemy accept the duel)
menu_lucha_1_p
The general of your enemy stands out in front of his army and points towards you, inviting you to a duel.
---- P
mno_defendiendo_7
Accept.
---- (Repeat the duel till you get two results, win/lose)
menu_viking_duel_win
The duel is over, and you have defeated {s1}. Bards will talk about your victory, and the fame of your feat will spread by word of mouth.
--
menu_viking_duel_lose
{s1} was an opponent too skilled for you. You have been defeated. While {s1}'s fame will grow from the victory, thanks to the songs of bards, men will remember your name only as that of the beaten.
----

- How to reproduce it/when/why it happens:
Acquire sufficient financial and military strength, visit Inn of Qohor, meet Draqen Ormatis, accept the quest to defeat Calypso Eranelar, and visit the Temple of the Bearded Priests. Save game here, and raze the temple. Save again to another slot if you had chance to save game before the following fight. Meet (or being caught) Calypso Eranelar's party. In the menu to start the fight, select "Commander's Options." and "Call your enemy forward for a duel of honour.". If you get other message than "The general of your enemy stands out in...", then reload and restart from the point before the meeting. Read the sentences after each of you won and lost.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#35
When the player asks the Master of Whisperer to send gifts, some problems occur.

1. As gift for lady, "tile" and "fine cloth" are included but they don't exist in item_kinds. If "tile" is "silk hat" and corresponds to "itm_raw_silk|Silk", then the shown word should be "silk". Also, instead of "fine cloth", it must be "fine velvet" (I checked one fine velvet was used as the gift).

2. The number of needed items for gift to a lady (dyes, tile or fine cloth) is not shown when the player sends to a lady. As far as I checked, 2 dyes are used, silk seems to be uncirculated at markets, 1 fine velvet is used.

3. In needed items for gift to a lord (ale, wine or oil), oil seems to be uncirculated at markets. We might be able to see oil at delivery quests from guild master, but it seems not to be sold in stores at least AWoIaF v8.2 and later.

4. When the player tries to send a gift to a lord/lady/settlement of hostile faction, the Master of Whisperer mistakes the faction name. For example, when Iron Islands is hostile and you ask the Master of Whisperer to send gift to any of a lady/lord/settlement of Iron Islands, he says "Given that we're currently at war with the Braavos and ...".

- How to reproduce it/when/why it happens:
(1) Explore all towns/villages and find "Silk" or "Oil" for sale. I cannot find them.
(2) Play as an independent faction, hire the Master of Whisperer, collect enough items for each gift, talk to the M of W, select "Please send a gift." and try following selections. You will see undefined items "tile" and "fine cloth" in both the M of W's sentence and the player character's choice (The "tile" might be "silk" but is not sold. The "fine cloth" must be "fine velvet" as far as tested). Also you will not be able to know the number of dyes/tile/velvet to collect.
(3) While Iron Island is one of your hostile, try to send gift to a lady, a lord, or a settlement (i.e. town or castle) of the faction via the Master of Whisperer. He will say "... Braavos ..." instead.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#36
V9.0 / Re: i keep getting an errorcode
January 06, 2024, 02:24:16 PM
Quote from: rbn61 on January 05, 2024, 06:20:47 PMit appears first when i go into a shop then it continues on the world map. it stops when i restart the game. i am using a new save for 9.0

edit: it happens when i hover over items in the store

I don't know the cause or what to do about it, but can provide some information.

The error is occurring in troop_get_player_relation in scripts.txt. The first of the two opcode=520 corresponds to "line no: 1". (The first 43 is the number of opcodes, opcode=21 is the line number 0 and has one parameter.)

---- scripts.txt, AWoIaF v9.1 or v9.0
troop_get_player_relation -1
43 21 1 1224979098644774912 520 3 1224979098644774913 1224979098644774912 52 520 3 1224979098644774914 1224979098644774912 22 2133 2 1224979098644774915 0 4 0 31 2 1224979098644774913 2 <snip>
----

---- scripts.txt, Native
troop_get_player_relation -1
30 21 1 1224979098644774912 520 3 1224979098644774913 1224979098644774912 52 520 3 1224979098644774914 1224979098644774912 22 2133 2 1224979098644774915 0 4 0 31 2 1224979098644774913 2 <snip>
----

Up to that point, it's the same with Native. In the source code of Module system 1.171 for generating Native *.txt, the only parameter passed to this script is stored in ":troop_no", and troop_get_slot (opcode=520) tries to read the slot based on the number.

---- module_scripts.py, Module system 1.171 (I added comments ###)
# script_troop_get_player_relation
# Input: arg1 = troop_no
# Output: reg0 = effective relation (modified by troop reputation, honor, etc.)
("troop_get_player_relation",
  [
    (store_script_param_1, ":troop_no"), ### opcode=21, num of param = 1
    (troop_get_slot, ":reputation", ":troop_no", slot_lord_reputation_type), ### opcode=520, num of param=3
    (troop_get_slot, ":effective_relation", ":troop_no", slot_troop_player_relation), ### opcode=520, num of param=3
    (assign, ":honor_bonus", 0), ### opcode=2133, num of param=2
    (try_begin), ### opcode=4, num of param=0
      (eq,  ":reputation", lrep_quarrelsome), ### opcode=31, num of param=2
----

It seems to be an error that this script is called on mouse hover when buying or selling, or that it is being used without setting troop_id correctly.

Since it does not reproduce in my environment (v9.1 and v9.0_dev7), it may occur only when specific birth selection when creating the player character (i.e. Natural Leader, Warrior, race, gender, etc.) and their combination.

Also, apply the v9.1 patch.

A similar case of "Viking Conquest 2.063" (Note: Its scripts.txt should be different from AWoIaF);
"Viking Conquest 2.063" Mar 15, 2023 on the TaleWorlds forum
#37
V9.0 / Re: i keep getting an errorcode
January 04, 2024, 05:17:53 PM
I'm not the developer nor tester. I've never seen it in my environment. Does it appear when you first stand on the map in a new game of v9.*?  Can you show the steps to reproduce?  (If you're trying to load a v8.* savegame into v9.*, that won't work.)
#38
V9.0 / Religious facilities are not safe
January 02, 2024, 04:28:32 PM
Recent hint_16 in en/hints.csv says:
----
If being chased on the world map you can wait in the various taverns or temples of your religion that are scattered about the map.
----

When the player character's religion is Seven, I visited a Septry with about 20 troops and selected "Rest here for some time.", but a group of bandits came and challenged while time is progressing.

Related topic: Evacuation at septries (Hint 16) by me

- How to reproduce it/when/why it happens:
Check the player character's religion using [C] on the world map, lead a party with small troops, attract an enemy party around a religious facility related to the player char, run in the facility, select "Rest...", wait till the enemy find you.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#39
When the player character ask Yoren "How did you come to join ...", Yoren must answer "I was young, saw my ..." and the player char "You knew who ..." but Yoren explains about blunt weapons instead and the "I was young, saw my ..." is skipped.

---- Player
dlga_ramun_talk:ramun_ask_about_capturing|How did you come to join the Night's Watch?
---- Yoren
dlga_ramun_ask_about_capturing:ramun_have_blunt_weapon|New to this, aren't ya? Lemme explain it in simple terms. The basic rule of takin' someone prisoner is knockin' 'em down with a blunt weapon, like a mace or a club, rather than cuttin' 'em open with a sword. That way 'em go to sleep for a little while rather than bleeding to death, ya see? I'm assumin' ya've a blunt weapon with ya, {lad/lassie}.
---- Player
dlga_ramun_have_blunt_weapon:ramun_have_blunt_weapon_yes|Of course.
dlga_ramun_have_blunt_weapon:ramun_have_blunt_weapon_no|As a matter of fact, I don't.
---- Yoren
dlga_ramun_have_blunt_weapon_no:ramun_have_blunt_weapon_no_2|No? Heh, well, this must be ya lucky day, {lad/lassie}. I've got an old club here ya can use. It's a bit battered, but still good enough to bludgeon someone until he stops movin'. Here, take it.
---- Player
dlga_ramun_have_blunt_weapon_no_2:ramun_have_blunt_weapon_yes|Thanks, Yoren. Perhaps I may try my hand at it.
---- Yoren
dlga_ramun_have_blunt_weapon_yes:ramun_ask_about_capturing_2|Good. Then all ya need to do is beat those bastards down with ya weapon, and when the fightin's over ya clamp 'em in irons. It's a bit different for nobles and such, 'em tend to be protected enough that it won't matter what kind of weapon ya use, but ya average rabble-rousers will bleed like a stuck pig if ya get 'em with somethin' sharp, and a dead rabble-rouser is no good to anyone.
---- Player
dlga_ramun_ask_about_capturing_2:ramun_ask_about_capturing_3|You knew who it was?
----

- How to reproduce it/when/why it happens:
Meet Yoren for the first time when the player character hasn't met him yet, select "How did you come to join the Night's Watch?" from the choices. Yoren begins explanation about blunt weapons instead of "I was young, saw my ...". After the player character answered whether having such weapon, Yoren's "I was young, saw my ..." is omitted, and the player char ask him "You knew who it was?".

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#40
(Unlike other training villages) training does not progress at all in the training village in the northeast of the North. The conversation loops from the beginning "Good day" after defeated the first opponent.

Some other (all??) training villages work well. Please check code for all.



- How to reproduce it/when/why it happens:
Locate to the North, visit the training village in the north-east, select "I am ready for some practice", defeat an opponent, and talk to the trainer.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, Warband v1.174 downloaded
#41
After selected [Camp]-[Second Outfit] and put a set of arrows to the left side, it disappears when reentered to the window. However, when put a hunting bow there after that, the arrow appears. Removing the bow causes arrow disappeared again.

As another problem, the player cannot put level1 bow or level1 shield there, and she/he cannot know what can be put. (I've not check other higher level weapons. Level 2 horse seems to be able to be put.)

- How to reproduce it/when/why it happens:
Hold arrows, a few levels of bows, a few levels of shield. Do [Camp]-[Second Outfit], put arrow to the left side, push "Return" to close the window, enter the window again, and check left side. After that, put a hunting bow to the left. Try also level1 bow, level1 shield, or other type/level of items.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, Warband v1.174 downloaded
#42
In other xxxx_intel_mission, the context is something like "I will go to s17 to get information about s18", so Nymeria's one below seems to be an error.
(IN ADDITION, it's not "Sky Reach" but "Skyreach" AFAIK.)

----
str_nymeria_intel_mission|My best friends are Jeyne and Jennelyn Fowler I am certain I can gain some information about {s17} at Sky Reach.
----

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1, Warband v1.174 downloaded
#43
V9.0 / Text positions of "Wishlist..." etc. and Discord
December 27, 2023, 11:59:47 AM
At the edge of the menu with snowy mountains, a part of the text in the bottom-left and bottom-right cannot be seen. I tested 1920x1080, 1600x900, and 1280x720 in the [configure]-[video] and tried two monitor screens, and got the same.

Also, the newly added line about Discord in the popup that appears when the player first walks on the world map covers the OK button.

Are they intended?  Only occurs in my environment?




- How to reproduce it/when/why it happens:
Start the game, at the menu with snowy mountains see text positions. For another one (popup), start a new game and walk a bit in the world map.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#44
Just for fun. Feel free to use, but each GIF includes my user name. Remove it using binary editor before use if you don't want that. Some images include Japanese since I'm using a translated version.

Castles and Towns
















Naval








Arenas








Misc landscape
















Characters
#45
The number of remaining fighters is displayed as 40, the same as in v8.*, but the match ends even though there are still about 20 remaining (and the master of the tournaments gives 750 stags).

(Sometimes the remaining number is displayed as 20, sometimes as 19, etc.)

In addition, all problems derived from v8.* seem not to be fixed at v9.0:
- Waiting in a line without doing anything.
- Just look at each other without doing anything.
- There are cases where the remaining number becomes -1 or -2 when everyone is defeated.
- Many OPCODE warnings in the [Q] - [messages] window (and that prevents normal messages from starting to display for several tens of seconds).

Related topics (v8.*):
Unmotivated practice melee fighters in arenas by me
Re: Unmotivated practice melee fighters in arenas by me

- How to reproduce it/when/why it happens:
Visit a arena of a town, start melee (crowd) fight, beat about 20 person but always check the number of left fighters if it get closer to 20.

- Game version (and steam or downloaded):
AWoIaF v9.0, Warband v1.174 downloaded
(v8.2 doesn't have the "20 left" problem)