Recent posts
#1
V9.0 / Re: [Fixed at v10.0 developer ...
Last post by tos1 - November 29, 2024, 03:09:23 PMThank you. I confirmed.
#2
V9.0 / Re: [Fixed at v10.0 developer ...
Last post by tos1 - November 29, 2024, 03:03:38 PMThank you. I confirmed.
#3
V9.0 / Re: Bugged Dialogue/Freezing i...
Last post by tos1 - 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.
#4
V9.0 / Re: Re: Beric Dondarion's "boo...
Last post by Produno - November 11, 2024, 12:39:36 PMThis should now be fixed. Thanks.
#5
V9.0 / Re: Calypso Eranelar speaks li...
Last post by Produno - November 11, 2024, 12:37:22 PMThis was at the request of Fallen Lord who commissioned this event. I have tried to change it slightly to make a little more sense.
#6
V8.0 / Re: A weapon smith speaks play...
Last post by Produno - November 11, 2024, 12:29:07 PMFixed, thanks.
#7
V9.0 / Re: Follow-up: Two same choice...
Last post by tos1 - October 23, 2024, 08:26:52 PMIt'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.
#8
V9.0 / Bugged Dialogue/Freezing in Va...
Last post by Boom - October 22, 2024, 01:04:30 AM[Steam Workshop v9.4 with WSE2]
When I solicit one of the lords of the Vale for a task, if I receive the quest to destroy a bandit hideout/lair, the game text is bugged (it says "Player" instead of identifying the group of bandits to be destroyed, presumably Hill Tribes or Moon Brothers) and cannot be advanced. Though there is a prompt to left-click to continue, the dialogue cannot be advanced and the game is stuck with the erroneous text. This forces me to force-quit the application and reload my last save from a new instance of the game.
To reproduce this error, talk to one of the lords of the Vale that own a town (Lord Grafton in Gulltown or Lord Sunderland in Sisterton) and receive the quest to destroy a bandit lair, which they should offer if a bandit lair is in the proximity of their town. I have duplicated this issue across playthroughs.
I have screenshots of the issue that I cannot upload due to their size (despite numerous compressions) and the limitations of this forum. Regardless, this should be an easy issue to duplicate and see for yourself with the cheat menu, as I have found it presents itself on day 1 of any playthrough (using the cheat menu to teleport to the appropriate lord). I can upload the screenshots to the AWOIF Discord at your request
When I solicit one of the lords of the Vale for a task, if I receive the quest to destroy a bandit hideout/lair, the game text is bugged (it says "Player" instead of identifying the group of bandits to be destroyed, presumably Hill Tribes or Moon Brothers) and cannot be advanced. Though there is a prompt to left-click to continue, the dialogue cannot be advanced and the game is stuck with the erroneous text. This forces me to force-quit the application and reload my last save from a new instance of the game.
To reproduce this error, talk to one of the lords of the Vale that own a town (Lord Grafton in Gulltown or Lord Sunderland in Sisterton) and receive the quest to destroy a bandit lair, which they should offer if a bandit lair is in the proximity of their town. I have duplicated this issue across playthroughs.
I have screenshots of the issue that I cannot upload due to their size (despite numerous compressions) and the limitations of this forum. Regardless, this should be an easy issue to duplicate and see for yourself with the cheat menu, as I have found it presents itself on day 1 of any playthrough (using the cheat menu to teleport to the appropriate lord). I can upload the screenshots to the AWOIF Discord at your request
#9
V9.0 / Re: Follow-up: "CREDITS and CO...
Last post by tos1 - October 14, 2024, 09:00:14 PMThanks 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.)
#10
V9.0 / Re: Follow-up: "CREDITS and CO...
Last post by Produno - October 10, 2024, 04:34:37 PMUnfortunately there isn't such a thing as arrays or lists in the module system.
I have however made the other adjustments suggested here. Plus tidied up the text and removed the initial pointless menu.
I have however made the other adjustments suggested here. Plus tidied up the text and removed the initial pointless menu.