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#51
V9.0 / Re: [Fixed at v9.4] Follow-up:...
Last post by Produno - July 02, 2024, 04:23:21 PM
Thanks! :)
#52
V9.0 / Re: Follow-up: A pet dog block...
Last post by tos1 - July 02, 2024, 04:21:11 PM
I confirmed the behavior was corrected at v9.4. Also I read the code and understand my try-block was redundant. (I don't know why the judgment distance has become smaller, but I interpret this as a change in specifications.) Thanks.
#53
V9.0 / Re: Follow-up: "Number of troo...
Last post by tos1 - July 02, 2024, 03:27:14 PM
I assumed that the Consequences block would be executed after the text was displayed, but I was wrong. I confirmed the text is displayed after both Conditions and Consequences blocks are executed.

The cause of the problem was that the engine cannot deal with when the string register specified as a parameter to a runtime ternary operator pointed to a string that contains a colon. I checked by setting several existing quick strings into s11 and confirmed that.

In the case,  the ternary operation is {reg7?You:{s11}} and s11 is "Number of troops killed: xx". Probably the string pointed by a string register are filled in the parameter of the ternary operator before the engine interpreting the ternary operator.

One solution is to clear not only reg6 and reg7 but also s11. I confirmed also that.



- Game version (and steam or downloaded):
AWoIaF v9.4, v8.2 Warband v1.174 downloaded
(Note: v8.1 or v7.11 + WB v1.167 has the same problem of missing initialization for s11. Seems to be inherited from Bryten... or mod development system 1.171)
#54
V9.0 / "Rhaesh Loy", outlaw/bandit/cl...
Last post by tos1 - July 02, 2024, 08:29:25 AM
When the player character met a group of Northern Clansman and challenged to fight, the opponent said the village name "Rhaesh Loy". In some case of other enemies (but not lord), it happens after the player char payed once.

Strangely enough, the related code (dlga_bandit_attack:close_window in conversation.txt) seems to be correct. It must display one of s11 - s14 after doing below.

My hand-disassembly:
----
store_random_in_range ":L0" 11 15
str_store_string 11 "@Another fool come to throw {reg59?her:him}self on my weapon, eh? Fine, let's fight!"
str_store_string 12 "@We're not afraid of you, {reg59?wench:sirrah}. Time to break some heads!"
str_store_string 13 "@That was a mistake. Now I'm going to have to make your death long and painful."
str_store_string 14 "@Brave words. Let's see you back them up with deeds, cur!"
str_store_string_reg 5 ":L0"
----

AFA I added display_message just after above and checked, s5 is correctly set at the conversation timing, but the opponent says "Rhaesh Loy".

- It happens even just after started the new game before the first game-save, so saving game doesn't affect it (though the "Rhaesh Loy" is saved actually).

- The {!} doesn't affect the result. However, it must be removed to keep translation works:
What is {!} for in module_dialogs, Modding Q&A, TW forum.


- Replacing s5 (for str_store_string_reg and {s#}) to s6 resolves the issue, but I don't know why so and why suddenly AWoIaF had the issue at v9.4. Native (made from mod system 1.171) has similar code using s5.







- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
#55
V9.0 / Jon Snow's hair sometimes disa...
Last post by tos1 - June 28, 2024, 06:20:21 PM


I tried from a few saved data one or two in-game days before the Craster's Keep quest is triggered, and his hair unstably disappeared 4-5 times out of 10. In case I saved the game just before (about 0.5 days?) or after the quest accepted, the state seems to be kept. I don't know the issue has existed since v9.3 or earlier, but I've never seen his hair look like that before.


Related lines:
----
menu_mutiny_at_crasters_keep_request
You have received a message from the Lord Commander of the Night's Watch. He has asked if you would meet with him.^Should you go?
----
mno_crasters_quest_choice_1
Sure, let's go.
----
mno_crasters_quest_choice_2
I'm too busy.
----

- How to reproduce it/when/why it happens:
(Unstable)
Complete all North quests up to the point where you encounter WW and talk to Jior. Save the game frequently. Select "Sure, let's go.".

You need to have about 2 or 2.5 in-game days after the last save before the next trigger where you receive the message above. If you used save data just before the trigger (about 1 day), it seems to cause a fixed action, i.e. the issue always happens or does not happen.

- Game version (and steam or downloaded):
AWoIaF v9.4, Warband v1.174 downloaded
#56
V9.0 / "Let's fight!" due to no money...
Last post by tos1 - June 20, 2024, 10:17:34 AM
When the player character P meets with an enemy lord E and tells her/him that P wish to avoid a fight, E offers a price, and if P does not have enough money, P says "Let's fight!":

----
dlga_party_encounter_lord_hostile_attacker_2:party_encounter_offer_dont_fight
Is there no way to avoid this battle? I don't want to fight with you.
----
dlga_party_encounter_offer_dont_fight:party_encounter_offer_money
If you pay me {reg0} silver stags, I'll let you go, recreant.
----
dlga_party_encounter_offer_money:party_encounter_offer_money_no
Let's fight!
----

However, the "Let's fight!" above doesn't seem to connect well with possible answers below except for "I shall fight to...". (I checked that the script "lord_comment_to_s43" selects one of eight sentences using the persuasion type of E.)

----
str_lord_declines_negotiation_offer_default
That_may_be,_but_I_wish_to_fight_with_you
----
str_lord_declines_negotiation_offer_martial
That may be, but it is my duty to fight with you
----
str_lord_declines_negotiation_offer_quarrelsome
I shall fight to the death
----
str_lord_declines_negotiation_offer_pitiless
Why should I care? I wish to fight with you
----
str_lord_declines_negotiation_offer_cunning
Ah. Unfortunately, you see, I wish to fight with you
----
str_lord_declines_negotiation_offer_sadistic
Hold your tongue! You will have need of it shortly, while begging for mercy
----
str_lord_declines_negotiation_offer_goodnatured
I'm sorry -- I can't just let you ride away. No hard feelings?
----
str_lord_declines_negotiation_offer_upstanding
That may be, but my duty to my liege requires me to apprehend you
----

In Native, there should not be the price offering by E in Native, and the problem seems to be inherited from Brytenwalda (or upstream MOD).

it might make the connection well if the player character again asked for no battle instead of "Let's fight!".

Sorry if I misunderstood because of my imperfect English.

- How to reproduce it/when/why it happens:
Have small amount of money, meet an enemy lord, repeat till the choice "Is there no way to avoid this battle? I don't want to fight with you." appears. Select it, if opponent says "If you pay me ... silver stags, ..." then check the next answer by the player character is "Let's fight!". If not so, repeat with smaller money. The opponent will say one of the 8 sentences. Check connection with all of them.

- Game version (and steam or downloaded):
AWoIaF v9.4-developer_version 5, v8.*. Warband v1.174 downloaded
#57
V9.0 / A ship overlaps a pier in Tyro...
Last post by tos1 - June 20, 2024, 07:01:31 AM
As I select "strolled through town" at Tyrosh, I came upon a harbor where a large part of a ship (cog) overlapped a large wooden pier. On that day, I didn't check it is a for-sale but at least it was not of the player character.

I returned on another day to check again, at least in the case, it was a ship for sale. From a cursory inspection, the other smaller ships appear to be moored in the correct position in the same spot.

I have never seen the overlapped problem up to v9.3, including v8.* and v7.11 (but it may that just I didn't notice).


- Game version (and steam or downloaded):
AWoIaF v9.4-developer_version 5, Warband v1.174 downloaded
#58
V9.0 / Tournament odds is 1:1 (Intend...
Last post by tos1 - June 20, 2024, 03:31:39 AM
Sometimes the odds for a tournament is the worst (1:1) and the stakes don't increase at all at win.

This can also happen in a town's first tournament since the new game. This has happened regardless of towns or castles since at latest at AWoIaF v8.2.

- Game version (and steam or downloaded):
AWoIaF v9.*, v8.2. Warband v1.174 downloaded

#59
V9.0 / Joining to help another party ...
Last post by tos1 - June 19, 2024, 04:02:52 PM
After took the Always Winter quest from Jeor Mormont, when I found the White Walkers' party, they were fighting with Mance Rayder's party, and I saved game here.



After I joined the battle to help Rayder, regardless of the result (win/lose/retreat), state of the quest doesn't progress, and the text "... successfully completed ... Talk to ..." is not added in the quest window though the main text says "Return to ... once you have interacted with and assessed ...".

It should be difficult for players to know whether the quest has been completed or not. Some player may go back to Jeor.

(Of course, if I challenge the fight after Mance Rayder's party has been defeated and assimilated into WW, the quest ends successfully at a contact.)

Related lines:
----
qstr_You_must_gather_a_sm
You must gather a small force and possibly a Valyrian weapon and scout deep within the lands of always winter. Return to the Lord Commander once you have interacted with and assessed the threat.
----
qstr_This_quest_has_been_s
This quest has been successfully completed. Talk to {s59} to claim your reward.
----
mno_pre_join_help_defenders
Rush to the aid of the {s1}. ({s21})
----

- Game version (and steam or downloaded):
AWoIaF v9.4-developer_version 5, Warband v1.174 downloaded
(Perhaps since v9.3 or earlier version)
#60
V9.0 / Wildfire doesn't harm wights o...
Last post by SpeedSlasher17 - June 19, 2024, 01:25:29 AM
I was fighting a group of white walkers and realized that the wildfire I was throwing did zero damage. Is this a bug on my side or something that needs to be patched?