Recent posts
#31
V9.0 / Re: Text: pl of Mercenary Dese...
Last post by tos1 - October 06, 2024, 07:45:34 AMThe 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?
#32
V9.0 / Re: Initial Raven and Training...
Last post by tos1 - October 06, 2024, 07:34:59 AMI'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.)
#33
V9.0 / Re: Riding skill not reflectin...
Last post by tos1 - October 06, 2024, 07:09:33 AMI'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?)
#34
V9.0 / Re: hostile civilians in city ...
Last post by tos1 - October 06, 2024, 06:46:18 AMSorry, 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.
#35
Help & Support / Kingsguard disappears after Ki...
Last post by Fiddelschnarf - September 19, 2024, 02:24:25 PMHello,
my question is: Can the Kingsguard members spawn back into the game after King Joffrey defected once?
I'm assuming they despawn because he isn't in controll of Kingslanding anymore. But can they come back if he is again?
I want to recruit them badly but since Joffrey defected to Dorne in my game they never came back so far.
my question is: Can the Kingsguard members spawn back into the game after King Joffrey defected once?
I'm assuming they despawn because he isn't in controll of Kingslanding anymore. But can they come back if he is again?
I want to recruit them badly but since Joffrey defected to Dorne in my game they never came back so far.
#36
V8.0 / Re: Infinite loop: conversatio...
Last post by tos1 - September 02, 2024, 10:40:42 PMThanks. 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.
#37
V9.0 / Re: "Rhaesh Loy", outlaw/bandi...
Last post by tos1 - July 27, 2024, 05:27:45 AMI 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
#38
Bugs / Re: Lords from Westerlands fol...
Last post by tos1 - July 13, 2024, 07:22:40 PMI'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.
#39
Bugs / Lords from Westerlands followi...
Last post by Marsie - July 12, 2024, 04:02:00 PMI have a bug where Lords from the Westerlands will follow me and keep initiating dialogue, the second I'm in their vicinity they will charge towards me to talk and they will talk like It's infact me who was the one who initiated the dialog with them. When I end the dialogue they will follow, outrun me and intiate dialog again straight after and this will keep on happening.
Quite annoying, especially when it's a lord who's faster as he'll talk to me again a second later and I can barely move.
Quite annoying, especially when it's a lord who's faster as he'll talk to me again a second later and I can barely move.
#40
V9.0 / Follow-up: Text: STR/INT attr....
Last post by tos1 - July 07, 2024, 12:33:34 PMRelated 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)