Recent posts
#91
V9.0 / Follow-up: "Farmer-works somet...
Last post by tos1 - March 05, 2024, 01:41:26 PMRelated topic (v8.1 but inherited to v9.1):
"Farmer-works sometimes gives me not food but Village's name" by me
Recurred on v9.1. After a farmer work, the village name is displayed as the gained item and actually a sack of grain was added to inventory.
On the other hand, bottom-left messages "You got 16 experience." and "Got 1 Sack of Grain" were correctly displayed.
- How to reproduce it/when/why it happens:
Visit a village, select "Perform some very basic work for the village (be a farmer)." and "Yes I am sure.", repeat the basic work several times till the village name is displayed as the gained item.
- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
AWoIaF v8.1, Warband v1.167 downloaded
"Farmer-works sometimes gives me not food but Village's name" by me
Recurred on v9.1. After a farmer work, the village name is displayed as the gained item and actually a sack of grain was added to inventory.
On the other hand, bottom-left messages "You got 16 experience." and "Got 1 Sack of Grain" were correctly displayed.
- How to reproduce it/when/why it happens:
Visit a village, select "Perform some very basic work for the village (be a farmer)." and "Yes I am sure.", repeat the basic work several times till the village name is displayed as the gained item.
- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
AWoIaF v8.1, Warband v1.167 downloaded
#92
V9.0 / Follow-up: Two same choices "I...
Last post by tos1 - March 05, 2024, 11:06:33 AMRelated topic (v8.* but inherited to v9.1):
<Two same choices "I guess the Lannisters..."> by me
I checked the code in .txt and probably found the solution.
There are 3 choices in mno_find_raven_choice_1. Each of them sets a global variable "$quest_b_and_b" into 1, 3, or 2. In case of this "Throw away the letter...", the value is 3, and the line in menus.txt seems to be right.
After that, the poacher who caught up the player character says:
---- conversation.txt
dlga_poachers_introduce:poachers1 4095 2694 0 Oi,_you!_It_was_us_that_got_that_bird,_now_give_it_back,_or_else! 2695 0 NO_VOICEOVER
----
The ending dialog-states 2695 above links to each of 4 lines below that has 2695 as the starting dialog-state. These can be candidates of player's choice.
----
dlga_poachers1:poachers1_attack 69631 2695 0 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2696 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack1 69631 2695 1 31 2 144115188075856574 1 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2697 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack2 69631 2695 1 31 2 144115188075856574 2 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2698 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack3 69631 2695 1 31 2 144115188075856574 3 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2699 0 NO_VOICEOVER
----
Only the first line in above has no condition block. Other 3 lines checks if "$quest_b_and_b" is 1, 2, or 3. The value of global variable is 3 in the "Throw away..." case, so the 1st and 4th line is displayed as actual player's choices. As a result, they are the two same text "I guess the Lannisters ...".
Therefore, the text in the 4th line (dlga_poachers1:poachers1_attack3) is probably the bug, and it should be replace with the same text with 2nd and 3rd ("Ok here take...").
Their next destinations 2687, 2698, 2699 seem to be correct.
I experimentally corrected the text to "Ok here take..." and got the expected behavior.
- How to reproduce it/when/why it happens:
Start a new game from Westeros, walk a few days till pick the letter (with 3 choices; Take/Throw/Take), select "Throw away...", meet the appeared poachers.
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
<Two same choices "I guess the Lannisters..."> by me
I checked the code in .txt and probably found the solution.
There are 3 choices in mno_find_raven_choice_1. Each of them sets a global variable "$quest_b_and_b" into 1, 3, or 2. In case of this "Throw away the letter...", the value is 3, and the line in menus.txt seems to be right.
After that, the poacher who caught up the player character says:
---- conversation.txt
dlga_poachers_introduce:poachers1 4095 2694 0 Oi,_you!_It_was_us_that_got_that_bird,_now_give_it_back,_or_else! 2695 0 NO_VOICEOVER
----
The ending dialog-states 2695 above links to each of 4 lines below that has 2695 as the starting dialog-state. These can be candidates of player's choice.
----
dlga_poachers1:poachers1_attack 69631 2695 0 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2696 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack1 69631 2695 1 31 2 144115188075856574 1 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2697 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack2 69631 2695 1 31 2 144115188075856574 2 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2698 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack3 69631 2695 1 31 2 144115188075856574 3 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2699 0 NO_VOICEOVER
----
Only the first line in above has no condition block. Other 3 lines checks if "$quest_b_and_b" is 1, 2, or 3. The value of global variable is 3 in the "Throw away..." case, so the 1st and 4th line is displayed as actual player's choices. As a result, they are the two same text "I guess the Lannisters ...".
Therefore, the text in the 4th line (dlga_poachers1:poachers1_attack3) is probably the bug, and it should be replace with the same text with 2nd and 3rd ("Ok here take...").
Their next destinations 2687, 2698, 2699 seem to be correct.
I experimentally corrected the text to "Ok here take..." and got the expected behavior.
- How to reproduce it/when/why it happens:
Start a new game from Westeros, walk a few days till pick the letter (with 3 choices; Take/Throw/Take), select "Throw away...", meet the appeared poachers.
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
#93
V9.0 / Follow-up: Negative values in ...
Last post by tos1 - March 05, 2024, 05:19:27 AMRelated topic (v8.* but inherited to v9.1):
<Negative values in the "Companion Overview" at towns> by me
I found out the cause and the solution! There is not enough level checking in a script. It checks only level 1 thru 30 (That was enough for Brytenwalda), and does not support AWoIaF's NPCs with higher levels.
My hand-disassembly of current code:
jq_xp_to_next_lvl, script.txt,
----
store_script_param ":L0" 1 # 23 2 1224979098644774912 1
try_begin # 4 0
lt ":L0" 600 # 2147483678 2 1224979098644774912 600
assign ":L1" 600 # 2133 2 1224979098644774913 600
else_try # 5 0
lt ":L0" 1360 # 2147483678 2 1224979098644774912 1360
assign ":L1" 1360 # 2133 2 1224979098644774913 1360
else_try # 5 0
lt ":L0" 2296 # 2147483678 2 1224979098644774912 2296
assign ":L1" 2296 # 2133 2 1224979098644774913 2296
:
else_try # 5 0
lt ":L0" 412091 # 2147483678 2 1224979098644774912 412091
assign ":L1" 412091 # 2133 2 1224979098644774913 412091
###### Add code for level 31 thru 50 here. (*1)
try_end # 3 0
store_sub reg1 ":L1" ":L0" # 2121 3 72057594037927937 1224979098644774913 1224979098644774912
str_store_string 1 "@{reg1}" # 2320 2 1 1585267068834414851
----
*1 The conversion table (perhaps hard-coded) is here:
Modding Q&A [For Quick Questions and Answers], TaleWorlds forums
I checked NPC with max level in troops.txt, experimentally added else_try blocks for level 31 thru 50 to "jq_xp_to_next_lvl" in scripts.txt (and increased the number of operations), and got correct result.
In addition, the script is called from not only town's market-menu but also [Report]-[Companions Overview].
- How to reproduce it/when/why it happens:
Hire companions who have higher level than 30, Visit a town, select "Trade with locals", select "Companions overview", and see the column "to next lvl".
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
<Negative values in the "Companion Overview" at towns> by me
I found out the cause and the solution! There is not enough level checking in a script. It checks only level 1 thru 30 (That was enough for Brytenwalda), and does not support AWoIaF's NPCs with higher levels.
My hand-disassembly of current code:
jq_xp_to_next_lvl, script.txt,
----
store_script_param ":L0" 1 # 23 2 1224979098644774912 1
try_begin # 4 0
lt ":L0" 600 # 2147483678 2 1224979098644774912 600
assign ":L1" 600 # 2133 2 1224979098644774913 600
else_try # 5 0
lt ":L0" 1360 # 2147483678 2 1224979098644774912 1360
assign ":L1" 1360 # 2133 2 1224979098644774913 1360
else_try # 5 0
lt ":L0" 2296 # 2147483678 2 1224979098644774912 2296
assign ":L1" 2296 # 2133 2 1224979098644774913 2296
:
else_try # 5 0
lt ":L0" 412091 # 2147483678 2 1224979098644774912 412091
assign ":L1" 412091 # 2133 2 1224979098644774913 412091
###### Add code for level 31 thru 50 here. (*1)
try_end # 3 0
store_sub reg1 ":L1" ":L0" # 2121 3 72057594037927937 1224979098644774913 1224979098644774912
str_store_string 1 "@{reg1}" # 2320 2 1 1585267068834414851
----
*1 The conversion table (perhaps hard-coded) is here:
Modding Q&A [For Quick Questions and Answers], TaleWorlds forums
I checked NPC with max level in troops.txt, experimentally added else_try blocks for level 31 thru 50 to "jq_xp_to_next_lvl" in scripts.txt (and increased the number of operations), and got correct result.
In addition, the script is called from not only town's market-menu but also [Report]-[Companions Overview].
- How to reproduce it/when/why it happens:
Hire companions who have higher level than 30, Visit a town, select "Trade with locals", select "Companions overview", and see the column "to next lvl".
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
#94
V9.0 / Re: Follow-up: "Number of troo...
Last post by Produno - March 04, 2024, 04:20:32 PMI have done an attempted fix for this. Its because s11 seems to still have data from whatever was registered to it previously.
#95
V9.0 / Follow-up: "Number of troops k...
Last post by tos1 - March 04, 2024, 08:07:52 AMRelated topic (v8.* but inherited to v9.1):
"Number of troops killed will be the new lady/lord" by me
After looking into the code of v9.1 *.txt a bit, I found what seemed to be the cause why the words are not set correctly:
The code that sets values for reg6, reg7, and s11 etc. should be written in the Conditions block or earlier, but it seems to be written mistakenly in the Consequences block.
AWoIaF v9.1 conversation.txt line 149:
----
dlga_award_fief_to_vassal_2:close_window.1 4095 64 0 As_you_wish,_{reg59?my_lady:my_lord}._{reg6?I:{reg7?You:{s11}}}_will_be_the_new_{reg3?lady:lord}_of_{s1}. 6 25 2133 2 1224979098644774912 144115188075855971 1 4 936748722493063408 144115188075855973 1224979098644774912 0 4 0 542 3 144115188075856335 64 144115188075855973 502 3 144115188075856335 64 -1 3 0 2133 2 72057594037927942 0 2133 2 72057594037927943 0 4 0 31 2 1224979098644774912 144115188075855934 2133 2 72057594037927942 1 5 0 31 2 1224979098644774912 360287970189639680 2133 2 72057594037927943 1 5 0 2322 2 11 1224979098644774912 3 0 2330 2 1 144115188075855973 1506 2 72057594037927939 1224979098644774912 2109 2 72057594037927939 2 2133 2 144115188075855973 -1 4 0 31 2 144115188075856358 864691128455135421 2060 1 144115188075856358 3 0 NO_VOICEOVER
----
There is the text using reg6, etc., Ending dialog-state 6, and the Consequences block starting with the number of operations 25. The code where values are assigned to reg6 etc. follows it.
I don't know if this code should just be moved to Conditions block of the line or to another line, but it seems like it's too late, at least after the text. Also I don't know these reg# and s# are set correctly in other nearby cases.
- How to reproduce it/when/why it happens:
See the related topic above.
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2 Warband v1.174 downloaded
(Note: v8.1 or v7.11 + WB v1.167 has the same problem. Seems to be inherited from Bryten...)
"Number of troops killed will be the new lady/lord" by me
After looking into the code of v9.1 *.txt a bit, I found what seemed to be the cause why the words are not set correctly:
The code that sets values for reg6, reg7, and s11 etc. should be written in the Conditions block or earlier, but it seems to be written mistakenly in the Consequences block.
AWoIaF v9.1 conversation.txt line 149:
----
dlga_award_fief_to_vassal_2:close_window.1 4095 64 0 As_you_wish,_{reg59?my_lady:my_lord}._{reg6?I:{reg7?You:{s11}}}_will_be_the_new_{reg3?lady:lord}_of_{s1}. 6 25 2133 2 1224979098644774912 144115188075855971 1 4 936748722493063408 144115188075855973 1224979098644774912 0 4 0 542 3 144115188075856335 64 144115188075855973 502 3 144115188075856335 64 -1 3 0 2133 2 72057594037927942 0 2133 2 72057594037927943 0 4 0 31 2 1224979098644774912 144115188075855934 2133 2 72057594037927942 1 5 0 31 2 1224979098644774912 360287970189639680 2133 2 72057594037927943 1 5 0 2322 2 11 1224979098644774912 3 0 2330 2 1 144115188075855973 1506 2 72057594037927939 1224979098644774912 2109 2 72057594037927939 2 2133 2 144115188075855973 -1 4 0 31 2 144115188075856358 864691128455135421 2060 1 144115188075856358 3 0 NO_VOICEOVER
----
There is the text using reg6, etc., Ending dialog-state 6, and the Consequences block starting with the number of operations 25. The code where values are assigned to reg6 etc. follows it.
I don't know if this code should just be moved to Conditions block of the line or to another line, but it seems like it's too late, at least after the text. Also I don't know these reg# and s# are set correctly in other nearby cases.
- How to reproduce it/when/why it happens:
See the related topic above.
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2 Warband v1.174 downloaded
(Note: v8.1 or v7.11 + WB v1.167 has the same problem. Seems to be inherited from Bryten...)
#96
V9.0 / Wrong message for degree of wo...
Last post by tos1 - March 02, 2024, 01:14:13 PMA line "husband" was displayed instead of the degree of worshipped on the town menu screen. I hand-disassembled the line "menu_town" in the menu.txt and there appear to be two bugs.
1. The code uses 4 pairs of "lt" to compare the value of the local variable for each religion to 100 and 30, but "ge" appears to be correct.
2. Furthermore, since s15 has not been initialized, even if the all "lt" are corrected to "ge", the contents of s15 would remain unspecified in some conditions. So, it seems to that the s15 here must be initialize before.
My understanding of modding is incomplete. I'm sorry if my pointing out is wrong and mislead you.
(Spoiler)
My hand-disassembly. It does not conform to module syntax such as tuples, lists, commas, etc. I just replaced the numbers in the txt.
----
"town" 4352 {s30} none 261
assign ":L0" 0 # 2133 2 1224979098644774912 0
try_begin # 4 0
:
else_try # 5 0
:
try_end # 3 0
store_encountered_party "$current_town" # 2202 1 144115188075856314
:
party_get_slot ":L12" "$current_town" 394 # 521 3 1224979098644774924 144115188075856314 394
party_get_slot ":L13" "$current_town" 392 # 521 3 1224979098644774925 144115188075856314 392
party_get_slot ":L14" "$current_town" 390 # 521 3 1224979098644774926 144115188075856314 390
party_get_slot ":L15" "$current_town" 391 # 521 3 1224979098644774927 144115188075856314 391
try_begin # 4 0
party_slot_eq "$current_town" 343 1 # 541 3 144115188075856314 343 1
try_begin # 4 0
lt ":L14" 100 # 2147483678 2 1224979098644774926 100
str_store_string 15 "@^The Old Gods are dominantly worshipped here." # 2320 2 15 1585267068834417159
else_try # 5 0
lt ":L14" 30 # 2147483678 2 1224979098644774926 30
str_store_string 15 "@^The Old Gods are worshipped here, though not by many." # 2320 2 15 1585267068834417157
try_end # 3 0
else_try # 5 0
party_slot_eq "$current_town" 341 1 # 541 3 144115188075856314 341 1
try_begin # 4 0
lt ":L15" 100 # 2147483678 2 1224979098644774927 100
str_store_string 15 "@^R'hllor is dominantly worshipped here." # 2320 2 15 1585267068834417210
else_try # 5 0
lt ":L15" 30 # 2147483678 2 1224979098644774927 30
str_store_string 15 "@^R'hllor is worshipped here, though not by many." # 2320 2 15 1585267068834417211
try_end # 3 0
else_try # 5 0
party_slot_eq "$current_town" 342 1 # 541 3 144115188075856314 342 1
try_begin # 4 0
lt ":L13" 100 # 2147483678 2 1224979098644774925 100
str_store_string 15 "@^The Faith of the Seven is dominantly worshipped here." # 2320 2 15 1585267068834417212
else_try # 5 0
lt ":L13" 30 # 2147483678 2 1224979098644774925 30
str_store_string 15 "@^The Faith of the Seven is worshipped here, though not by many." # 2320 2 15 1585267068834417213
try_end # 3 0
else_try # 5 0
party_slot_eq "$current_town" 340 1 # 541 3 144115188075856314 340 1
try_begin # 4 0
lt ":L12" 100 # 2147483678 2 1224979098644774924 100
str_store_string 15 "@^The Drowned Gods are dominantly worshipped here." # 2320 2 15 1585267068834417214
else_try # 5 0
lt ":L12" 30 # 2147483678 2 1224979098644774924 30
str_store_string 15 "@^The Drowned Gods are worshipped here, though not by many." # 2320 2 15 1585267068834417215
try_end # 3 0
else_try # 5 0
str_store_string 15 "@^No gods are worshipped here." # 2320 2 15 1585267068834417173
try_end # 3 0
:
try_begin # 4 0
:
#----------------------------
# Transferring s15-->s11
#----------------------------
:
try_end # 3 0
:
#----------------------------
# Gathering to s30
#----------------------------
str_store_string 30 "@{s10} {s14}^{s11}{s12}{s13}" # 2320 2 30 1585267068834417229
try_begin # 4 0
:
else_try # 5 0
:
try_end # 3 0
----
In my case, the value of the local variable for R'hllor was 100, and both conditions of "lt" didn't meet. Even if x < 100 is true, checking of x < 30 will always skipped in current code, so as described above, the "lt" seems to be one of two bugs.
- How to reproduce it/when/why it happens:
Visit many towns and check the text on the left side of the town-menu till odd line (e.g. "husband") that follows the line "you are greeted by men loyal to...", etc. appears.
- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
1. The code uses 4 pairs of "lt" to compare the value of the local variable for each religion to 100 and 30, but "ge" appears to be correct.
2. Furthermore, since s15 has not been initialized, even if the all "lt" are corrected to "ge", the contents of s15 would remain unspecified in some conditions. So, it seems to that the s15 here must be initialize before.
My understanding of modding is incomplete. I'm sorry if my pointing out is wrong and mislead you.
(Spoiler)
My hand-disassembly. It does not conform to module syntax such as tuples, lists, commas, etc. I just replaced the numbers in the txt.
----
"town" 4352 {s30} none 261
assign ":L0" 0 # 2133 2 1224979098644774912 0
try_begin # 4 0
:
else_try # 5 0
:
try_end # 3 0
store_encountered_party "$current_town" # 2202 1 144115188075856314
:
party_get_slot ":L12" "$current_town" 394 # 521 3 1224979098644774924 144115188075856314 394
party_get_slot ":L13" "$current_town" 392 # 521 3 1224979098644774925 144115188075856314 392
party_get_slot ":L14" "$current_town" 390 # 521 3 1224979098644774926 144115188075856314 390
party_get_slot ":L15" "$current_town" 391 # 521 3 1224979098644774927 144115188075856314 391
try_begin # 4 0
party_slot_eq "$current_town" 343 1 # 541 3 144115188075856314 343 1
try_begin # 4 0
lt ":L14" 100 # 2147483678 2 1224979098644774926 100
str_store_string 15 "@^The Old Gods are dominantly worshipped here." # 2320 2 15 1585267068834417159
else_try # 5 0
lt ":L14" 30 # 2147483678 2 1224979098644774926 30
str_store_string 15 "@^The Old Gods are worshipped here, though not by many." # 2320 2 15 1585267068834417157
try_end # 3 0
else_try # 5 0
party_slot_eq "$current_town" 341 1 # 541 3 144115188075856314 341 1
try_begin # 4 0
lt ":L15" 100 # 2147483678 2 1224979098644774927 100
str_store_string 15 "@^R'hllor is dominantly worshipped here." # 2320 2 15 1585267068834417210
else_try # 5 0
lt ":L15" 30 # 2147483678 2 1224979098644774927 30
str_store_string 15 "@^R'hllor is worshipped here, though not by many." # 2320 2 15 1585267068834417211
try_end # 3 0
else_try # 5 0
party_slot_eq "$current_town" 342 1 # 541 3 144115188075856314 342 1
try_begin # 4 0
lt ":L13" 100 # 2147483678 2 1224979098644774925 100
str_store_string 15 "@^The Faith of the Seven is dominantly worshipped here." # 2320 2 15 1585267068834417212
else_try # 5 0
lt ":L13" 30 # 2147483678 2 1224979098644774925 30
str_store_string 15 "@^The Faith of the Seven is worshipped here, though not by many." # 2320 2 15 1585267068834417213
try_end # 3 0
else_try # 5 0
party_slot_eq "$current_town" 340 1 # 541 3 144115188075856314 340 1
try_begin # 4 0
lt ":L12" 100 # 2147483678 2 1224979098644774924 100
str_store_string 15 "@^The Drowned Gods are dominantly worshipped here." # 2320 2 15 1585267068834417214
else_try # 5 0
lt ":L12" 30 # 2147483678 2 1224979098644774924 30
str_store_string 15 "@^The Drowned Gods are worshipped here, though not by many." # 2320 2 15 1585267068834417215
try_end # 3 0
else_try # 5 0
str_store_string 15 "@^No gods are worshipped here." # 2320 2 15 1585267068834417173
try_end # 3 0
:
try_begin # 4 0
:
#----------------------------
# Transferring s15-->s11
#----------------------------
:
try_end # 3 0
:
#----------------------------
# Gathering to s30
#----------------------------
str_store_string 30 "@{s10} {s14}^{s11}{s12}{s13}" # 2320 2 30 1585267068834417229
try_begin # 4 0
:
else_try # 5 0
:
try_end # 3 0
----
In my case, the value of the local variable for R'hllor was 100, and both conditions of "lt" didn't meet. Even if x < 100 is true, checking of x < 30 will always skipped in current code, so as described above, the "lt" seems to be one of two bugs.
- How to reproduce it/when/why it happens:
Visit many towns and check the text on the left side of the town-menu till odd line (e.g. "husband") that follows the line "you are greeted by men loyal to...", etc. appears.
- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#97
V9.0 / Re: landless faction lords dis...
Last post by rumpelstilzz - February 29, 2024, 05:14:49 PMNo, he's not moving fast. I dropped my army except for path finder heros in troop quarter to test this, he was moving with like 7.something speed, but disappered once I almost caught up. And I searched nearby castles. No trace, he was just gone. This has not happened with other factions, I haven't had issues making peace with remaining Norvos lords (even if they declared war on me again when I raided their temple), they even slowly recovered troops without having centres left.
So I'm pretty sure this is bug :C
So I'm pretty sure this is bug :C
#98
V9.0 / Re: Number of tools needed for...
Last post by tos1 - February 29, 2024, 06:45:41 AMQuote from: rumpelstilzz on February 27, 2024, 03:17:59 PMOn the issue of not specified numbers of tools and materials, is there any place where the material costs for ship building is listed? The shipwright's text is leaving me at complete guess.
Produno, I would also like to know about the numbers for building a ship.
Quote from: rumpelstilzz on February 27, 2024, 03:17:59 PMI encountered Ser Janis Lyren in my first play through and declined his quests since I didn't plan to spend time in Essos, but in later play through he didn't deign to show up anymore. Maybe bad odds of being in the same tavern as him, but statistics and reason say I should have encountered him again, so I'm not sure if my first declining him removed him for good and subsequent games :C
----
rumpelstilzz, For unrelated topics or multiple topics, I recommend writing them one by one in a new topic (with a title that makes it easy to understand the content at a glance). Otherwise, not only it's hard that the topic ends and the poster won't be able to mark the title as fixed or the developer to lock it, but also it will be difficult for developers, posters, and other readers to search/read/reply.
(The topic like Gift: ... that I sent the other day is one of exceptions. I wrote to point out multiple issues at once, but was limiting to a scene of asking a gift to send.)
----
Regarding Ser Janis Lyren, AFAIK, he has never disappeared by refusing his quest, but as we play this mod, we will occasionally have the opportunity to make decisive choices that cannot be reversed. One of those cases is choosing whether to go north first if you start in Westeros, and there are several other cases as well AFAIK.
So, it would be no surprise (at least for me) if they created the MOD so that Ser Lyren will disappear after several days if we decline his invitation. I'm enjoying as one of puzzles.
In a sense, the choice of gender, trait, etc. at starting a new game are also irreversible decisions. Thanks to these irreversible choices, the player character can live a different life and have new experiences every time we start a new game. I think that is one of the greatest aspect of this mod (at least for me).
#99
V9.0 / Re: landless faction lords dis...
Last post by tos1 - February 29, 2024, 04:34:12 AMEven though he seems to have disappeared, isn't he actually just moving fast? Can you hover your mouse to check his speed?
As is the case with most MODs, if he is moving in a small group (especially alone), he is very fast and we won't be able to catch up with him. If that is the case, this is not a bug, and it would seem impossible to try to make peace with the faction. If there's a way, you might just have to repeat it until you corner him into a dead end.
As is the case with most MODs, if he is moving in a small group (especially alone), he is very fast and we won't be able to catch up with him. If that is the case, this is not a bug, and it would seem impossible to try to make peace with the faction. If there's a way, you might just have to repeat it until you corner him into a dead end.
#100
V9.0 / Re: Number of tools needed for...
Last post by rumpelstilzz - February 27, 2024, 03:17:59 PMI encountered Ser Janis Lyren in my first play through and declined his quests since I didn't plan to spend time in Essos, but in later play through he didn't deign to show up anymore. Maybe bad odds of being in the same tavern as him, but statistics and reason say I should have encountered him again, so I'm not sure if my first declining him removed him for good and subsequent games :C
On the issue of not specified numbers of tools and materials, is there any place where the material costs for ship building is listed? The shipwright's text is leaving me at complete guess.
On the issue of not specified numbers of tools and materials, is there any place where the material costs for ship building is listed? The shipwright's text is leaving me at complete guess.