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#61
V8.0 / Text: Lysara/Lysyra and Astapor/Astopor
December 07, 2023, 05:57:22 PM
There are multiple notations Lysara/Lysyra and Astapor/Astopor. They should be unified.

---- perhaps Wrong
str_vaegir_rebellion_monarch_response_1
trp_kingdom_2_pretender
trp_kingdom_2_pretender_pl
----

---- perhaps Right
str_vaegir_rebellion_pretender_intro
----

---- perhaps Wrong
dlga_pj_talk2:pj_talk3
dlga_pj_talk4:pj_talkcado
----

---- perhaps Right
fac_astapor
----

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#62
V8.0 / Reward of the kidnapped girl quest
December 07, 2023, 04:27:38 PM
After the player character completed a quest of ransom and returned to the town, the guild master says a wrong value as reward like;
"... Please take these 1 silver stags ...".
The bug probably originates from the Native (mod system 1.171). Though the reg8 seem have to be set at the Conditions-block, it set only at the Consequences-block.

Please note that I don't have AWoIaF's py code. The code below is of Native. I compared AWoIaF's conversation.txt with Native's, and understand that AWoIaF's doesn't also set reg8 at the Condition-block. I don't know whether the assigning to reg8 is necessary at both Condition-block and Consequence-block or at only the former.

---- Native's module_dialogs.py (Module system 1.171)
  [anyone,"mayor_begin", [(check_quest_active, "qst_kidnapped_girl"),
                          (quest_slot_eq, "qst_kidnapped_girl", slot_quest_current_state, 4),
                          (quest_slot_eq, "qst_kidnapped_girl", slot_quest_giver_troop, "$g_talk_troop"),
                          ],
   "{playername} -- I am in your debt for bringing back my friend's daughter.\
  Please take these {reg8} denars that I promised you.\
  My friend wished he could give more but paying that ransom brought him to his knees.", "close_window",
   [(quest_get_slot, ":quest_gold_reward", "qst_kidnapped_girl", slot_quest_gold_reward),
    (call_script, "script_troop_add_gold", "trp_player", ":quest_gold_reward"),
    (assign, reg8, ":quest_gold_reward"),
    (assign, ":xp_reward", ":quest_gold_reward"),
    (val_mul, ":xp_reward", 2),
    (val_add, ":xp_reward", 100),
    (add_xp_as_reward, ":xp_reward"),
    (call_script, "script_change_troop_renown", "trp_player", 3),
    (call_script, "script_change_player_relation_with_center", "$current_town", 2),   
    (call_script, "script_end_quest", "qst_kidnapped_girl"),
    ]],
----

- How to reproduce it/when/why it happens:
Visit one or more towns, meet the guild master, select "Do you happen to have a job for me?", repeat until a ransom quest happens, do the job well (e.g. defeat the bandits), return to the town, do a training melee fight at the arena and get defeated soon TO REWRITE reg8, and meet the guild master again for the ransom quest.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
(Probably earlier versions also have the same problem)
#63
When mouse-hovered over an item in the trade screen with weaponsmith, the degree of deterioration text "-x swing damage" and "-x thrust damage" are not displayed for at least One-handed weapons, Two-handed weapons, and Polearms. (The degree of deterioration text in purple-blue was displayed in Brytenwalda.)

Sorry if it's intended.

Probably the related lines are:
----
qstr_{reg1?_5_swing_damag|{reg1?-5 swing damage^:}{reg2?-5 thrust damage^:}
qstr_{reg1?_3_swing_damag|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}
qstr_{reg1?_3_swing_damage|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}-3 speed
qstr_{reg1?_1_swing_damag|{reg1?-1 swing damage^:}{reg2?-1 thrust damage^:}
qstr_{reg1?+3_swing_damag|{reg1?+3 swing damage^:}{reg2?+3 thrust damage^:}+3 speed
qstr_{reg1?+4_swing_damag|{reg1?+4 swing damage^:}{reg2?+4 thrust damage^:}
qstr_{reg1?+5_swing_damag|{reg1?+5 swing damage^:}{reg2?+5 thrust damage^:}+1 speed{reg3?^+4 requirement of strength:}
qstr_{reg1?+2_swing_damag|{reg1?+2 swing damage^:}{reg2?+2 thrust damage^:}-2 speed{reg3?^+1 requirement of strength:}
qstr_{reg1?_5_swing_damag|{reg1?-5 swing damage^:}{reg2?-5 thrust damage^:}
qstr_{reg1?_3_swing_damag|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}
qstr_{reg1?_3_swing_damage|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}-3 speed
qstr_{reg1?_1_swing_damag|{reg1?-1 swing damage^:}{reg2?-1 thrust damage^:}
qstr_{reg1?+3_swing_damag|{reg1?+3 swing damage^:}{reg2?+3 thrust damage^:}+3 speed
qstr_{reg1?+4_swing_damag|{reg1?+4 swing damage^:}{reg2?+4 thrust damage^:}
qstr_{reg1?+5_swing_damag|{reg1?+5 swing damage^:}{reg2?+5 thrust damage^:}+1 speed{reg3?^+4 requirement of strength:}
qstr_{reg1?+2_swing_damag|{reg1?+2 swing damage^:}{reg2?+2 thrust damage^:}-2 speed{reg3?^+1 requirement of strength:}
----

- How to reproduce it/when/why it happens:
Visit a town, select "Trade with locals", select "Trade with the arms merchant.", mouse-hover over each item. Compare Bent/Chipped/Rusty weapons with normal one. The player can know the current swing/thrust ability of the One-hand/Two-hands/Polerarm weapon but cannot know how much degraded.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
(Note: v8.1 + WB v1.167 and v7.11 + WB v1.167 have the same problem. Brytenwalda v1.41 + WB 1.167 has no problem)
#64
About the "to next lvl" column in the "Companion Overview", some lines have minus sign (negative value) and they seem to be sign-inverted value of the current experience.

(Edited to add Princess Khiarai later, Mar 22 2023 UTC)
Companions who have negative value (as far as I know):
- Syrio Forel, Ser Barristan Selmy, Brienne of Tarth, Thoros of Myr, Ser Shadrich the Mad Mouse, Princess Khiarai

Some of above are of v8.1, and Kurleket has no problem at v8.1 AFAIK. I have not tested Wun-Wun, Dongo, each of Matters, each of Sands, Son, Daughter and Sam at v8.*.

The problem may be inherited from Brytenwalda or other upstream MODs. I saw the minus sign while playing Brytenwalda.

- How to reproduce it/when/why it happens:
Hire companions, Visit a town, select "Trade with locals", select "Companions overview", and see the column "to next lvl".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
or
AWoIaF v8.1, Warband v1.167 downloaded
#65
He mentions "team uniforms" even though not used in the MOD at all

At a arena, when the player asked the responsible person (the master of the tournament) about sparring with subordinate soldiers, he mentions "team uniforms":
----
dlga_arena_master_spar_teams:arena_master_spar_teams_choose
Certainly. The arena is currently available. Of course, you will have to supply your own gear, which means there will be no team uniforms.  But that aside, how many teams would you like?
----

It suggests that some kinds of colored team uniform is used only in tournaments (like the native Warband). But actually it's the other way around in case of this MOD: Colored team uniforms are not used in tournaments nor in sparring with subordinate soldiers, and colored fires appear above each participant's head in sparring. So, the phrase of the responsible person "no team uniforms" is unnatural (though is not wrong).

- How to reproduce it/when/why it happens:
Hire at least a soldier or a companion, visit a town, select "Visit the training grounds", select "I would like to spar with some of my men.". The responsible person says "which means there will be no team uniforms". You can also check about the outfit in tournament if you attend any tournament.
(In case of native Warband, his phrase is natural because colored team uniform is used only in tournaments)

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#66
When I visited villages and asked to peasants about the village, they said "you can speak with our guildmaster" instead of "our village elder" in some specific village. The same title (either guildmaster or village elder) is used within a village. In other words, if one villager uses "village elder", all other villagers use "village elder". If one uses "guildmaster" then all uses "guildmaster" in a village.

At first glance, you may not think it's a big problem, but some players may misunderstand and go to town.

Related line:
----
qstr_{reg20?We_mostly_pro
{reg20?We mostly produce {s5} here:We don't produce much here these days}. If you would like to learn more, you can speak with our {reg4?guildmaster:village elder}. He is nearby, right over there.
----

I checked only 8 villages.
- "guildmaster": Sow's Horn, Lowbrow, Fool's Folly, Salt Sore, Harroway, March of Dorne
- "village elder": Brindlewood, Trident

- How to reproduce it/when/why it happens:
Start a new game or use your saved game progressed, visit many villages, select "Go to the village centre.", talk to a peasant or a child, select "What can you tell me about this village?". At some villages, they say "you can speak with our guildmaster" in the last sentence.  Every village elder says "I am the elder of this village." at first meeting, so he is not a guildmaster.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#67
When the player asked a companion minister to send a emissary for threatening with war, the verb displayed is empty in a sentence "I'll send <person> to <place> to <verb>".

----
dlga_minister_pretalk:minister_talk
Is there anything you wish to be done, my {reg59?Lady:Lord}?
----
dlga_minister_talk:minister_diplomatic_kingdoms
I wish to dispatch an emissary.
----
dlga_minister_diplomatic_kingdoms:minister_diplomatic_kingdoms_select
To whom do you wish to send this emissary?
----
(Select any lady/lord from the choices)
----
dlga_minister_diplomatic_initiative_type:minister_diplomatic_initiative_type_select
What do you wish to tell him?
----
dlga_minister_diplomatic_initiative_type_select:minister_diplomatic_emissary
Threaten them with war and see what you can squeeze out of them.
----
dlga_minister_diplomatic_emissary:minister_emissary_select
Who shall be your emissary? You should choose one whom you trust but who is also persuasive - one who can negotiate without giving any offence.
----
(Select a companion from the choices)
----
dlga_minister_emissary_dispatch:minister_diplomatic_dispatch_confirm.3
Very well, I'll send {s11} to the {s12} to {s14}.
----

The s14 here seems to be empty.

- How to reproduce it/when/why it happens:
Play as an independent faction, capture a castle, and hire a minister. Replace the minister with a companion, exit from the hall, and re-enter. Talk to the companion minister, select "I wish to dispatch an emissary.", select any lady/lord character from the choices, select the 1st choice "Threaten them with war and see what...", and select another companion as the emissary. The companion minister says "Very well, I'll send <person> to the <place> to .".

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

Related topic:
"Wrong gender checks remain", see the 2nd edit on Mar 18 2023 UTC
#68
V8.0 / The dog snorts like a horse
March 15, 2023, 04:23:36 PM
When there are no any horses and the player character is accompanied by a pet dog, the dog snorts like a horse (using the sound files horse_snort_*.wav). I think soundless is still better than horse. Of course it's welcome to be replaced with a sound of whimpering dog.
#69
When the player started to talk to a prison guard, one of choices is "I want to speak with a prisoner.". It has no problem. However, after the player knew that no one is in the prison by the guard's answer, the sentence on the choice to try enter into the prison does not change. It's better if it's something like "I want to see inside." after the player knew the empty.

Related lines seem to be:
----
dlga_start:prison_guard_talk
Yes? What do you want?
----
dlga_prison_guard_talk:prison_guard_ask_prisoners
Who is imprisoned here?
----
dlga_prison_guard_ask_prisoners:prison_guard_talk
Currently, {s50} {reg1?are:is} imprisoned here.{s49}
----
dlga_prison_guard_talk:prison_guard_visit_prison
I want to speak with a prisoner.
----

- How to reproduce it/when/why it happens:
Approach to some castles or towns, mouse hover over each of them, check no one is imprisoned, repeat this until you find an empty prison. Visit the place, find a prison guard, talk to him.

Guard: "Yes? What do you want?"
Choices:
"Who is imprisoned here?"
"I want to speak with a prisoner."
"Never mind."

Select "Who is imprisoned here?". The guard answers:
"Currently, no one is impresoned here."
Choices:
"Who is imprisoned here?"
"I want to speak with a prisoner." <----- Unchanged. It's unnatural.
"Never mind."

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#70
V8.0 / Prison doors (The player met himself again)
March 15, 2023, 08:50:15 AM
Related post:
"Broad Arch has no prison door" by jdm311 to "Help & Support"
"The player met himself" Reports for some other doors by me
"Qarthigar (castle) and Taelon (village) are listed but have no building" by me

After I realized jdm311's post above, I visited all castles and towns to check prison doors (and some other doors).

The list with comma separated values below includes place names of all towns and castles punched from parties.csv (parties.txt), and shows the problems of each place. You may like to paste to a csv file and import to a spreadsheet.

I just took a quick look. Please note that there may be my oversights or mistakes.

Category code:
1=The player comes out a little farther when walked out the prison door, but it's acceptable.
2=Exiting the prison door puts the player quite far away.
3=There is no label outside the prison door.
4=A prison guard stands at the door to the castle lord's room (if you talk to the guard, go in, and go out you'll come right in front of the prison).
5=The prison door can be destroyed. (Sky appears when destroyed some of them )
6=The prison guard is near the fire, some distance from the prison.(Intended?)
7=There are one or more problems when the player went out from the prison door;  the bottom of the water, outside the stadium door, or the player's clone, etc. (*Please see notes below the list).
8=The entrance side of the prison door has one or more problems.
9=The prison door seems not to exist.
X=Other problems of the prison door or other doors. (*Please see notes below the list)
Y=These may have problems. (*Please see notes below the list)

----
Gulltown,,,,,,,,,,,
Kayce,,,,,,,,,,,
Barrowton,,,,,,,,,,,
Sunspear,,,,,,,,,,,
Riverrun,,,,,,,,,,,
King's Landing,,,,,,,,,,,
Lordsport,,,,,,,,,,,
Winterfell,,,,,,,,,,,Y
Sisterton,,,,,,,,,,,
Lannisport,,,,,,,,,,,
Dragonstone,,,,,,,,,,,
White Harbour,,,,,,,,,,,
Castle Black,,,,,,,,,,,
Maidenpool,,,,,,,,,,,
Lord Harroway's Town,,,,,,,,,,,
Tyrosh,,,,,,,,,,,
Myr,,,,,,,,8,,,
Saltpans,,,,,,,,8,,,
Lys,,,,,,,,,,,
Fairmarket,,,,,,,,,,,
The Arbor,,2,,,,,,,,,Y
Oldtown,,,,,,,,,,,
Ashford,,,,,,,,,,X,
Planky Town,,,,,,,7,,,,
Vaith,,,,,,,,,,,
Pentos,,,,,,,,,,,
Duskendale,,,,,,,,,,,
Storms End,,,,,,,,,,X,
Stoney Sept,,,,,,,,,,,
Lorath,,,,,,,,,,,
Frostfang's Camp,,,,4,,,,,,,
Thenn,,,,,,,,,9,,
Norvos,,,,,,,,,,,
Ashefa Athaozar,,,,,,,,,,,
Qohor,,,,,,,,,,,
Volantis,,,,,,,,,,,
Volon Therys,,,,,,,,,,,
Valysar,,,,,,,,,,,
Selhorys,,,,,,,,,,,
Weeping Town,,,,,,,,,,X,
Highgarden,,,,,,,,,,,
Braavos,,,,,,,,,,X,Y
The Dreadfort,,2,,,,,,,,,
Raventree Hall,1,,,,,,,,,,
Widows Watch,1,,,,,,,,,,
Hardhome,,2,,4,,,,,,,
Karhold,,2,,,5,,,,,,
Old Castle,1,,,,,,,,,,
Greywater Watch,,2,,,,,,,,,
Last Hearth,,2,,,,,,,,,
Deepwood Motte,,2,,,,,,,,,
Torrhens Square,1,,,,,,,,,,
Flint's Finger,,2,,,,,,,,,
Moat Cailin,,2,,,,,,,,,
Wyl,,2,,,,,,,,,Y
Hearts Home,,2,,,,,,,,,
The Bloody Gate,,2,,,5,,,,,,
Strongsong,,2,,,,,,,,,
Runestone,,2,,,,,,,,,
Coldwater,,2,,,,,,,,,
Ironoaks,,2,,,,,,,,,
Redfort,,2,,,,,,,,,
Longbow Hall,,2,,,,,,,,,
Fist of the First Men,1,,,,,,,,,,
Wickenden,,2,,,,,,,,,
Bear Island,1,,,,,,,,,,
Pyke,,,,,,,7,,,,
Evenfall Hall,,2,,,,,,,,,
Cerwyn,,2,,,,,,,,,
The Eyrie,1,,,,,,,,,,
Sharp Point,,2,,,,,,,,,
Stonedance,,2,,,,,,,,,
Haystack Hall,,2,,,,,,,,,
Bronzegate,,2,,,,,,,,,
Felwood,,2,,,,,,,,,
Griffin's Roost,1,,,,,,,,,,
Crow's Nest,1,,,,,,,,,,
Stonehelm,,2,,,,,,,,,
Mistwood,,2,,,,,,,,,
Greenstone,1,,,,,,,,,,
The Twins,,2,,,,,,,,,
Nightsong,1,,,,,,,,,,
Acorn Hall,,2,,,,,,,,X,
Honeyholt,,2,,,,,,,,,
Pinkmaiden,1,,,,,,,,,,
Horn Hill,,2,,,5,,,,,,
Longtable,,2,,,,,,,,,
Grassy Vale,,2,,,,,,,,,
Golden Grove,,2,,,,,7,,,,
Sunhouse,,2,,,,,,,,,
Old Oak,,2,,,,,,,,,
Stone Hedge,,2,,,,,,,,,
Three Towers,,2,,,5,,,,,,
Uplands,,2,,,,,,,,,
Blackcrown,,2,,,,,,,,,
Bandallon,,2,,,,,,,,,
Brightwater Keep,,2,,,,,,,,,
Bitterbridge,,2,,,,,,,,,
Cider Hall,,2,,,,,,,,,
Tumbleton,,2,,,,,,,,,
Ten Towers,1,,,,,,,,,,
Hammerhorn,1,,,,,,,,,,
Orkmont Castle,1,,,,,,,,,,
Iron Holt,,2,,,,,,,,,
Kingsgrave,,2,,,,,,,,,
Starfall,1,,,,,,,,,,
Yronwood,,2,,,,,,,,,
Salt Shore,,2,,,,,,,,,
Ghost Hill,1,,,,,,,,,,
Lemonwood,1,,,,,,,,,,
Clegane's Keep,1,,,,,,,,,,
Blackmont,,2,,,,,,,,,
Hellholt,,2,,,,,,,,,
Sandstone,,2,,,,,,,,,
Skyreach,,2,,,,,,,,,
Vultures Roost,,2,,,,,,,,,
Blackhaven,,2,,,,,,,,,
Ghaston Grey,,2,,,,,,,,,
High Hermitage,1,,,,,,,,,,
Casterly Rock,,2,,,,,,,,,
Golden Tooth,1,,,,,,,,,,
Crakehall,,2,,,,,,,,,
Cornfield,,2,,,,,,,,,
Silver Hall,,2,,,,,,,,,
Deep Den,1,,,,,,,,,,
Hornvale,,2,,,,,,,,,
Ashemark,,2,,,,,,,,,
The Crag,1,,,,,,,,,,
Banefort,,2,,,,,,,,,
Rosby,1,,,,,,,,,,
Antlers,,2,,,,,,,,,
Faircastle,,2,,,,,,,,,
Harrenhal,,2,,,,,,,,,
Feastfires,,2,,,,,,,,,
The Tor,1,,,,,,,,,,
The Wall,,2,,,,,7,,,,
Shadow Tower,,2,,,,,,,,,
Eastwatch,,2,,,,,,,,,
Ramsgate,,2,,,,,,,,,
Hornwood,,2,,,,,,,,,
Goyhan Drohe,1,,,,,6,,,,,
Ny Sar,1,,,,,6,,,,,
Ar Noy,1,,,,,6,,,,,
Chroyane,,2,,,,,,,,,
Sar Mell,1,,,,,6,,,,,
Darry,1,,,,,,,,,,
Fawnton,1,,,,,,,,,,
Rook's Rest,1,,,,,,,,,,
Driftmark,,2,,,,,,,,,
Longsister,1,,,,,,,,,,
Sarsfield,1,,,,,,,,,,
Red Lake,1,,,,,,,,,,
Rain House,,2,,,,,,,,,
Seagard,,2,,,,,,,,,
Grimston,,,3,,,,,,,X,
Wayfarer's Rest,,2,,,5,,,,,,
Snakewood,,2,,,,,,,,,
Castle Wrath,,2,,,,,,,,,
Old Wyk Castle,,2,,,,,,,,,
Pebbleton,,2,,,,,,,,,
Parchments,,2,,,,,,,,,
Harvest Hall,,2,,,,,,,,,
New Barrel,,2,,,,,,,,,
Qarthigar,,,,,,,,,,,
Gongaeron,,2,,,,,,,,,
Maenennis,,2,,,,,,,,,
Vaeltaris,,2,,,,,,,,,
Narralis,,2,,,,,,,,,
Celraenos,,2,,,,,,,,,
Aritheos,,2,,,,,,,,,
Varillos,,2,,,,,,,,,
Garrero,,2,,,,,,,,,
Laziros,,2,,,,,,,,,
Beliros,,2,,,,,,,,,
Nahah,,2,,,,,,,,,
Nestaris,,2,,,,,,,,,
Jorar,,2,,,,,,,,,
Witch Isle,,2,,,,,,,,,
Ninestars,,2,,,,,,,,,
Gates of the Moon,,2,,,,,,,,,
Newkeep,,2,,,,,,,,,
Gull Tower,,2,,,,,,,,,
Old Anchor,,2,,,,,,,,,
Claw Isle,,2,,,,,,,,,
Sweetport Sound,1,,,,,,,,,,
Dyre Den,1,,,,,,,,,,
Brownhollow,,2,,,,,,,,,
Grandview,,2,,,,,,,,,
Goldgrass,,2,,,,,,,,,
Ironrath,,2,,,,,,,,,
The Rills,,2,,,,,,,,,
Blackpool,,2,,,,,,,,,
Willow Wood,,2,,,,,,,,,
Atranta,,2,,,,,,,,,
Starpike,,2,,,,,,,,,
Blacktyde Castle,1,,3,,,,,,,,
Shatterstone,1,,,,,,,,,,
Crow spike keep,1,,3,,,,,,,,
Downdelving,1,,3,,,,,,,,
Grey Garden,1,,3,,,,,,,X,
Spottswood,1,,3,,,,,,,,
Godsgrace,,,3,,,,,,,X,
Castle Stokeworth,1,,,,,,,,,,
Hayford,,2,,,,,,,,,
Castamere,1,,,,,,,,,,
Amberly,,2,,,,,,,,,
Broad Arch,,,3,,,,,,,X,
Highpoint,,,3,,,,,,,X,
----

The line before the last line corresponds to jdm311's report.

Note for "7":
- Planky Town: When the player exited the prison door, she/he comes in front of the "Door to the Arena".
- Pyke: When the player exited the prison door, she/he stands at the bottom of the water and drowns. The label inside the prison is "To the town" (or "Door to town centre") though it is a castle. The result is the same whether you walk a long distance from the beginning or take a short cut from the door of the castle lord's room.
- Golden Grove: When the player exited the prison door, There were 3 other player characters. (She/he has walked ground with 3 companions and a dog before enter to the prison door)
- The Wall: When the player exited the prison door and went to in front of the prison again, there is a clone of the player character. The label inside the prison is "To the town" (or "Door to town centre") though it is a castle.

Note for "X":
- Myr: It's difficult to lock on the label of the prison door. If the player character stood straight in front of the door, she/he must look up. To look horizontally, she/he must stand right or left of the door and look it diagonally.
- Saltpans:
When you walk around the town, there is a guard but the lord's hall is "open-air", and the door to the hall is opened and has a label. To make matters worse the prison is in this "apparent" lord's hall. If the player want to enter to the prison, it's convenient because the lord's hall is open and she/he can directly go there. However, if she/he want to walk around to find the real lord's hall (where is darker than open-air and some people like lords  exist), she/he must understand that the man who stands near the open-air opened door is the guard and the opened door has a label.
Moreover, the prison doesn't exist in the "real" hall. She/he might believe the prison does not exist in the open-air (brighter)  lord's hall if she/he visited the "real" (darker) lord's hall earlier than the prison.
- Ashford: There is no problem in the prison door. The door to lord's hall has no label. A guard stands at a small arch tunnel just before the door. If you were able to find the guard and talk to him, you can enter the hall from the conversation with the guard.
- Storms End: There is no problem in the prison door. In this town, there are two doors to lord's hall and both exits inside lead the player to the same place (in front of one of the door). They seem to use different menu objects; mno_castle_castle_door and mno_town_castle_door (these have the same description, "To the lord's hall.").
- Weeping Town: There is no problem in the prison door. The door to lord's hall has no label. If you find a guard and talk to him, you can enter the hall from the conversation.
- Braavos: There is no problem in the prison door. The exit label of the Happy Port is ".". It leads you to the land registry and the game crashes.
- Wyl: Exiting from the lord's door leads the player to far from the door.
- Acorn Hall: There is a destructible wooden bridge in front of the start point of strolling. The problem is that the message at destroying are used also for doors of other places; qstr_drawbridge_was_destr "drawbridge was destroyed." or qstr_Draw_bridge_was_dest "Draw bridge was destroyed.".
- Grimston, Grey Garden, Godsgrace, Broad Arch, Highpoint: Not only the prison door but also the door to lord's hall seems have no label.

Note for "Y":
- Winterfell: The exit label of the brothel is ".". (Unlike Braavos, it works without crash)
- The Arbor: The exit label of prison door is "Leave." unlike most other towns. It works well.
- Braavos: The exit label of the lord's hall is "Leave." unlike most other towns. It works well.

- How to reproduce it/when/why it happens:
This topic includes many cases than my other usual bug reports. I would like to omit the ways to reproduce. Please visit, search for, and find the places if you want to reproduce them.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#71
There are entries of Qarthigar and Taelon in the location list ([Q]-[Locations]) but each map button points the empty plain in the South Eastern Essos.

I don't know whether the buildings should exist or the entries should be removed from the list.

- How to reproduce it/when/why it happens:
In the world map, hit [Q] key, push the [Locations] button, select "Qarthigar" from the list, push "Show On Map" button. The viewpoint moves to rightmost of the map and points a empty plain field. It's the same for its village "Taelon".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#72
At the time the player received the invitation, the choice "Visit the lord's hall" disappears from the menu of probably all castles regardless of enemy/ally. It doesn't depend on the choice that the player done at the invitation. The choice "Visit the lord's hall" appears again 4 days after. In my case, it was the moment when some factions made peace just after The Red Wedding.

In other words:
The trigger that invalidates the choice is the invitation to wedding at The Twins. The trigger that validates the choice is The Red Wedding and following peace treaty.

While the days the choice disappeared, I visited several castles of factions to check; Dorne, Reach, Westerlands, Riverland, Vale, North, Lys. Each of them doesn't have the choice of lord's hall. Even if the choice doesn't exist, the player can enter the lord's hall via the "Tour the grounds" and the door to it, so it seems not to be an intended design.

In my case, the factions that made peace were; Westerlands-North, Westerlands-Riverland, Reach-North, Reach-Riverland.

- How to reproduce it/when/why it happens:
Play while saving frequently, wait for the invitation, take a note of the day. Play from the last save point, play until just before the invitation date, visit any castle (not town). Save the game to verify. Check that the "Visit the lord's hall" exists in the castle's menu. Wait until the invitation, select one from two choices; "Tully or Stark" or "Frey.". Check the castle's menu again. The choice "Visit the lord's hall" disappears. Wait 4 days. The report of The Red Wedding comes and some factions stops war. Check the castle's menu again (at any castle). the "Visit the lord's hall" gets revived.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#73
The player can check the relation to other factions in 2 ways; [C]-[Relations]-[Factions] or [Reports]-[Faction relations reports]. In the latter case, the values of "Free Folks" and "Dothraki" seem to be wrong (perhaps anytime 0).

- How to reproduce it/when/why it happens:
Begin a new game from Essos, check the value of the relation with Dothraki in 2 ways; [C]-[Relations]-[Factions] and [Reports]-[Faction relations reports]. The initial value should be -5 but the latter shows as 0. In order to change the value visit a Dothraki's village (e.g. Rhaesh Loy), select "Take a hostile action.", "Steal cattle.", and "Go on." (No other members of your party are required. This can only be done solely with the player character). Check the changed latest value using [Q]-[Recent Messages]. It shows like "from -5 to -25". Check two lists again. In the "Faction relations reports", "Player Relation" shows still 0 for Dothraki.

You can check about also Free Folks similarly.

The value of other factions (than Free Folks and Dothraki) seem to match with the actual situation after the game progressed.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#74
V8.0 / Inconsistent casualties in a pop-up
March 09, 2023, 02:22:55 PM
When retreated from a battle using Tab key, sometimes a pop-up window appear and shows casualties, but the values (of each side) are often different from ones displayed in the main window just after I closed the pop-up.

The problem is probably inherited from Brytenwalda or other upstream MODs. I thinks the pop-up is not necessary.

- How to reproduce it/when/why it happens:
Do battle with any troop, retreat from the battle using Tab key. Repeat the retreat till the pop-up appears. (It seems that pop-ups are more likely to appear if your unit is relatively weaker than your opponent.)

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

In addition, the pet dog is counted as enemy in the pop-up above. It seems to be another bug.
Related topic:
A pet dog blocks to retreat from battle field
#75
At "The Old Stone Bridge" and "Inn of the Kneeling Man" there is a choice to rest and the accommodation fee is displayed on the button, but the player character is not charged.

- How to reproduce it/when/why it happens:
Check the player character's money in possession, visit "The Old Stone Bridge" or "Inn of the Kneeling Man", select "Rest here for some time (xx silver stags per night)", wait till the morning of the second or third day and left-click to break. Check the money and the [Q key] - [Recent Messages]. It is unchanged.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#76
When the player started a quest asked from the innkeeper of a city, the quest text does not have the name of the city in it. It has the name of innkeeper with link but the link does not lead the player to anywhere. The player must remember the started city.

----
qstr_{s9}_asked_you_to_hun
{s9} asked you to hunt down a fugitive named {s4}. They are currently believed to be at {s3}.
----

I tried to display string variables s1 - s50. The s2 seems to have the city name (without a link). The problem is probably inherited from Brytenwalda or other upstream MODs.

- How to reproduce it/when/why it happens:
Visit a city, visit the Inn, talk to the innkeeper, select "Are there any bounties posted?", and undertake. Leave the city, hit Q key, select the quest. It says like: XXXX asked you to hunt down a fugitive named YYYY. They are currently believed to be at ZZZZ.

In the sentence above, "XXXX" is the innkeeper's name. In case of Ashford I tested, it's "Samaya". It has a link and leads to lord character's list, but the list does not have any innkeeper's name like Samaya, and the player cannot know which city is the started point.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#77
It seems to happen always only when the player character visited a training camp at the first time. Just after you began ranged weapon practice, you will watch the player char near a white line on the ground, another player char who watch that, and all other people (audience) are the player char. Soon it ends up in failure.

- How to reproduce it/when/why it happens:
Start a new game, visit a training camp, select "Ranged weapon practice", "Bow and arrows.", "10 yards", and "Continue".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#78
The feast at a castle costs 1000 stags. When I have less than 1000 stags in possession and select feast from castle menu, a menu with only one choice "Join the Competitions" appears in the left side. This seem to occur always as far as I tried.

- How to reproduce it/when/why it happens:
Own your castle, move or use the money in possession (other than the treasury) so that it < 1000 stags, visit your castle, select "Prepare a feast for your men". A menu appears and the only choice that the player can do is to select "Join the Competitions". This does not occur when the player character has sufficient money.

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

Related topic:
"Competitions" only in the city "Other activities" menu
(The menu displayed in this case of city has some choices other than competition. The trigger is not "Other activities" but "Visit the Inn". Sometimes it occurs unlike the feast at a castle.)
#79
F5 sequences don't work.
Single F6 does not work.
Single F8 works instead.

I understand it's not a help page but concepts in the early days, but it should be convenient that a complete list of the key sequences is placed like:
F1 F1 - ....
F1 F2 - ....
F1 F3 - ....
F1 F4 - ....
F1 F5 - ....

F2 F1 - ....
:

- How to reproduce it/when/why it happens:
[Q] - [Game Concepts] - [Battle Keys and Orders]

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#80
When the player as a independent faction sieged and took a castle, a plunder (battle against people in the castle) started though I selected "defer the appointment of a lord" from the choices.

Probably the corresponding lines are:
----
strings.txt:str_sire_my_lady_we_have_taken_s1_s2
{reg59?My lady:Sire}, we have taken {s1}. {s2}
----
str_who_do_you_wish_to_give_it_to
Who do you wish to give it to?
----
dlga_award_fief_to_vassal:award_fief_to_vassal_defer
I wish to defer the appointment of a lord until I take the counsel of my subjects there.

The above line was incorrect! Corrected it as below on Sep 3 2024 UTC. (The step to reproduce was correct.)
dlga_award_fief_to_vassal:award_fief_to_vassal_defer.1|I wish to defer the appointment of a lord until I have finished... determining its value.
----

The behavior is the same with one when I selected another choice "I want to plunder ...".

- How to reproduce it/when/why it happens:
Don't become any vassal and play as an independent faction. Take aim at a poorly defended castle, siege and take it. After you chose people and things you got, one of companions asks you:
"My xxxx, we have taken yyyy. Who do you wish to give it to?"
Select "I wish to defer the appointment of a lord until I have finished... determining its value.". A battle starts in the castle's ground.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#81
V8.0 / Old URLs in the first popup and Prelude
March 02, 2023, 06:33:29 PM
Two URLs to the forum are old:
- The first popup in the new game. (str_tutorial_map1)
- Prelude. (str_bry_9)

- How to reproduce it/when/why it happens:
Start a new game, walk a bit in the world map. The popup window appears. Check the URL. On the other hand, start a new game, see Prelude, watch to the end of the Credits and check the URL.

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

Related topic:
Old URLs in [Q]-[Game Concepts] (<---fixed at v8.2)
#82
While talking with a companion who become a lord, the conversation repeated infinitely. I cannot break it with any key, and had to terminate the game using Alt F4 key.

----Lord Bronson Snow
dlga_start:lord_start.6|Yes, my {reg59?Lady:Lord}?
----L
str_comment_we_defeated_a_lord_upstanding
I will not forget our victory over {s54}. Let us once again give thanks to heaven, and pray that we not grow too proud. 
----L
dlga_lord_start:lord_talk.5
What is your bidding?
----Player character
dlga_lord_talk:lord_talk_ask_something
I wish to ask you something.
----L
dlga_lord_talk_ask_something:lord_talk_ask_something_2
Aye? What is it?
----P
dlga_lord_talk_ask_something_2:lord_talk_ask_location ---> (*1)
I want to know the location of someone.
----L
dlga_lord_talk_ask_location:lord_talk_ask_location_2
Very well, I may or may not have an answer for you. About whom do you wish to hear?
----

The player char wrongly says the "I will not forget our victory over..." said by Lord Bronson Snow above. Bronson says "Very well, I may..." again. They repeats infinitely the last sentence each other.

*1  It may be dlga_lady_talk:lord_talk_ask_location.

- How to reproduce it/when/why it happens:
Play as a female character without belonging to any faction, capture at least one castle (to become a Queen), Give a companion a fief (village). I tested Bronson Snow and Ryder. He becomes a lord. Talk to him and select the choice above.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#83
V8.0 / Wrong gender checks remain
March 02, 2023, 10:19:44 AM
At least the line below is wrong as far as I checked.

----
dlga_freed_lord_answer_2:close_window ---> "sire" is displayed for female player char. (I actually tested.)
Thank you, good {sire/lady}. I never forget someone who's done me a good turn.
----

The line below seems to have no problem (if it is of a companion who became a lord). (*1)
----
dlga_freed_hero_answer_2:close_window
Thank you, good {sire/lady}. I never forget someone who's done me a good turn.
----

*1  I believe the "hero" here means a companion who became a lord. I actually tested to rescue a captured lord companion (Lord Xhondo) using a female player character, and "lady"  was displayed properly. If the line is not of lord companion, then please check the appropriateness of the line.

- How to reproduce it/when/why it happens:
Play as a female character (I tested without belonging to any faction), rescue captured lord of a faction from a castle (I rescued a male lord). He wrongly says the sentence "Thank you, good sire. I..." to the female player char.

In order to check companion's case, play as a female character without belonging to any faction, capture at least one castle (to become a Queen), let a companion hold a fief (village). She/he becomes a lord. Order the lord companion to accompany, guide her/him to area where many enemy troops are. When the enemy troops attack the lord companion, abandon her/him and wait till she/he is captured. After a few days, search and find the location of the captured lord companion (e.g. from castles of the enemy lord who attacked the lord companion). Approach to the castle, check the lord companion exists as a prisoner by hovering mouse over the castle, sneak into it, rescue her/him. She/he properly says the sentence "Thank you, good lady. I..." to the female player char.

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


--------------------------------------
Edited to add another on Mar 5 2023 UTC:

Missing gender check of the lord and player character in the raven message order window.

----
qstr_>>Diplomacy:^It_is_o
>>Diplomacy:^It is only possible to negotiate between faction leaders.^You aren't a king.
----
qstr_>>Diplomacy:^It_is_on
>>Diplomacy:^It is only possible to negotiate between faction leaders.^{s1} isn't a king.
----

I guess it's necessary to check each gender of the player character (using reg59) and the lord (using what register?) or to replace "king" with e.g. "such person".

- How to reproduce it/when/why it happens:
Visit the lord's hall of several castles, find a maester, talk to him, select "Do you have any ravens? I need to send a message.", select any Lady from choices, and left-click twice. The message order window appears. See the bottom of left side; "Lady xxxx isn't a king."

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


--------------------------------------
Edited to add on Mar 18 2023 UTC:

Missing gender check for the lord/lady as emissary's destination.

(1) The sentence by a companion minister below includes a static "him".

----
dlga_minister_diplomatic_initiative_type:minister_diplomatic_initiative_type_select
What do you wish to tell him?
----

(2) The choices below include static 2 "him" and 2 "his".

---- 3rd choice
dlga_minister_diplomatic_initiative_type_select:minister_diplomatic_emissary.4
Tell {s10} that I want to conclude a non-aggression treaty with him.
---- 4th choice
dlga_minister_diplomatic_initiative_type_select:minister_diplomatic_emissary.7
That I wish to put myself under his protection, as his vassal.
---- 6th choice
dlga_minister_diplomatic_initiative_type_select:minister_declare_war
That I declare war upon him.
----

These 4 lines must check the gender of the lord/lady selected at the prior choice by the player.

- How to reproduce it/when/why it happens:
Play as an independent faction, capture a castle, and hire a minister. Replace the minister with a companion, exit from the hall, and re-enter. Talk to the companion minister, select "I wish to dispatch an emissary.". The companion minister asks you "To whom do you wish to send this emissary?". Select any female character from the choices. The companion minister says "...him?" above and the third , fourth, and sixth choice include one or two static "him" or "his".

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

--------------------------------------
Edited to add on Mar 19 2023 UTC:

The line below includes static "He" and "him".

----
str_lord_indicted_player_faction
By order of {s6}, {s4} of the {s5} has been indicted for treason. The lord has been stripped of all {reg4?her:his} properties, and has fled for {reg4?her:his} life. He wishes to join your kingdom. You may find him in your court, if you wish it.
----

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#84
V8.0 / Denar in party window (v8.2)
March 01, 2023, 08:06:12 PM
After many duplicated lines in ui.cav were deleted for v8.2, the monetary unit "d" is displayed in the upgrade button of party list. I guess the corresponding line ui_upgrade_to_value is necessary for v8.2 as with v8.1.

---- v8.1
ui_upgrade_to_value| Upgrade to %s (%ds)
---- native (1.167 and 1.174)
ui_upgrade_to_value| Upgrade to %s (%dd)
----

- How to reproduce it/when/why it happens:
Hire any member other than companion, hit P key, select a member (group). See the upgrade button in the center of the window. A "d" is displayed like "Upgrade to xxxx (112d)". It must be "s".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#85
Is it just in my environment?

- How to reproduce it/when/why it happens:
New Game - Prelude - Continue. Wait 2.5 minutes patiently (I don't know if there is way to fast-forward). After some "TV"s appeared in the text, wait 30 - 40 seconds. The credits text is displayed from halfway (near the name "Bilwit" or "Robzombies18" in my case).

I guess the very long text is from str_bry_9 in strings.txt.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
(Note: v8.1 + WB v1.167 has the same problem.)
#86
V8.0 / Battle plan is often ignored
February 24, 2023, 10:13:09 AM
Through repetition of the battle and retreat, the plan is often ignored. Intended? (That seems not to depend on at least the terrain of each battle field and on the existence of pet dog.)

- How to reproduce it/when/why it happens:
Don't use F2-F7 (placement memory) through the game from the beginning (because it has another instability). Hire troops and companions, categorize them into three; Infantry/Archer/Cavalry. Attack a weak and fewer party (to make the test easier), select "Plan your battle with the enemy", set infantry=hold, archers=hold and forward 10, cavalry=hold and forward 10. Push "Dispatch orders", select "Enough planning. To battle!". Check position of each division (using 1/2/3 keys). Push Tab key to retreat (before the enemy approach). Repeat the "Plan"-"Dispatch"-"Enough plan"-"check"-"retreat".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#87
When the pet dog is near the player in the battle field, the player cannot leave the field by Tab key due to: "You are unable to retreat, there are enemies nearby!"

(I have not tested the wolf. It might be the same.)

- How to reproduce it/when/why it happens:
Wait until a dirty dog appears, get the dog as a pet, start a battle, hit Tab key when the dog is near the player.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#88
V8.0 / Prison rescue never be finished
February 23, 2023, 05:27:32 PM
Related topic:
Unable to rescue lord from Prison in Shatterstone (v7.*)
So much bugs in Iron Islands (v8.*)

----
(1) Cannot access into the prison after knocked down several guards
Almost the same with the topic of v7.* above. I tried at Downdelving without quest. After the player knocked down 7 or 8 guards, there is no entry sign of the prison, two companions get stuck the wooden panel, and Tab key says "Cannot leave now". Some key sequences like F1-F3, F3-F2, F3-f1 works, but the only option the player can is Esc and exit game.
(Many people and companion get stuck on the wall. Talking to them sometimes help to escape from the wooden slot but companions speak as if returned from long separation from the party)

- How to reproduce it/when/why it happens:
I tested at Downdelving. (The problem may relate to the wooden slot of the v8.* topic above)
Search for a castle where at least one lord is captured as a prisoner, visit it and "Tour the grounds" its prison, talk to the prison guards, select "I want to speak with a prisoner", select "Come on now. ...", select "Give me the keys to the cells -- now!". Attack to him and other all guards. It will not be finished.

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

----
(2) Rescued person does not move
At some other castles the lord fights well with the player char but not at Pyke.

- How to reproduce it/when/why it happens:
I tested the situation where Lady Barbrey Dustin is a prisoner in Pyke (The Iron Islands). Visit Pyke, "Tour the grounds", walk forward till a wooden suspension bridge appears, go over the bridge (it takes 2 or 3 real minutes from the start point due to the very long distance), talk to and knock down a prison guard, enter into the prison, talk to the prisoner (Lady Barbrey Dustin), select "I'll need you to grab a weapon and ...". The player and the prisoner go out but she does not move, just standing by the bridge. (F3-F1 works. She draw her sword. F1-F1 or F1-F2 don't work for her)

(In the case that Lord Harwood Fells at Ashemark, everything went well. He fight with the player and F1-F1 and F1-F2 worked)

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#89
V8.0 / Experience point of some troops is not saved
February 23, 2023, 12:31:27 PM
At least for "Squire", its upgrade right ("+" sign in party member list) is lost when the game is saved.

(I saw this also in v8.1 at least for; Bravo, Braavosi Trainee, Northern Archer, Squire. I guess the v8.2 have the same problem for these (and probably other) troop types if no one fixed.)

- How to reproduce it/when/why it happens:
Hire at least one Squire, wait or act till he has right to update ("+" sign). Talk to him/them, select "Tell me about yourself", and check his/their experience point. Save the game and reload it. Check the "+" sign and the experience point again.
(Please check also for Bravo, Braavosi Trainee, Northern Archer, and many others. ESPECIALLY, the quest of "a dozen Skilled Bravos" is painful for the player because the upgrade right is reset every time the game is saved.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
(Note: v8.1 + WB v1.167 has the same problem.)
#90
V8.0 / Evacuation at septries (Hint 16)
February 23, 2023, 10:42:43 AM
hint_16 in en/hints.csv says:
'If being chased on the world map you can wait in the various taverns or septries scattered about.'

It seems that the choice "Rest here for some time" appears only when the player character's religion is Seven.

As you know these hints are displayed only for a moment and the player cannot read too long sentence. So maybe it can't be helped.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
(Note: v8.1 + WB v1.167 has the same problem.)