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Fading Promises v7 bugs


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#1 Made in Heaven

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Posted 03 April 2016 - 03:54 PM

Mm, seems this mod hasn't been maintained in a while.  Which is too bad because it is a real gem, I love it. :-)

 

Anyway, I found two bugs so far in the latest version, v7.

 

1) When fighting undead with the Fist of Amaunator, it damages the wielder, not the undead because of a targeting issue in the item definition.

 

2) During the talks with Aidan, giving certain replies can make the conversation exit early with Aidan standing around doing nothing.  This is most likely also the cause of the "Aidan not appearing" issue I've seen some people report.

 

 

I took the liberty of creating a hotfix that fixes both issues.  This zip file contains only the files I changed, not the whole mod!  Unzip this file after unpacking the mod but before installing it.  (Or if you already installed it, reinstall it after applying the hotfix.)

 

http://www.pearlgate...ix_by_angel.zip



#2 agb1

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Posted 04 November 2016 - 07:03 AM

I have a couple of questions about your changes in b!aidan.d:

 

Before:

Spoiler
 
After:
 
Spoiler
IF ~~ BA3.8
SAY @394
IF ~~ THEN + BA3.18
END
 
IF ~~ BA3.9
SAY @395
++ @396 + BA3.7
++ @397 DO ~IncrementGlobal("B!AidanLove","GLOBAL",1)~ + BA3.18
++ @398 + BA3.15
END

 

Second block unchanged before/after.  I included it in the excerpt because it continues to BA3.18, like the first block does after your patch.

 

Should the first block also increment the B!AidanLove global, like the second block does?

 

You also replaced chapter variables (like %bg_chapter_4% etc.) with numbers.  That will break cross-platform compatibility.  If the variables are wrong, the place to fix it would be in the setup-fadingpromises.tp2:

 

Spoiler
 
Edit:  Sorry, ignore that second part.  I was comparing to an already-patched version, not to the original v7.
Edit 2:  After looking at the dialogue, I think the answer to my first question is clearly not.  I will add this to the BiG World Fixpack.  Thanks!
Edit 3:  On closer examination, I think you should revert one of your other edits.
 
You replaced this:
 
Spoiler
IF ~~ BA3.21
  SAY @418
  IF ~~ THEN EXIT
END
 
With this:
 
Spoiler
IF ~~ BA3.21
  SAY @418
  IF ~~ THEN + BA3.23
END
 
But the actual dialogue here (@418=~Then I shall depart. Peace be with thee, until our next meeting.~) is clearly an ending statement, so EXIT was correct.

 

Now, I think your change here is correct:

 

Spoiler
 
To
 
Spoiler
IF ~~ BA4.55
  SAY @557
  IF ~~ THEN + BA4.59
END
 
The original dialogue went like this:  CHARNAME says (paraphrased) "I don't know, but I'll let you know if I think of something."  Aidan replied "In faith, the gulf between the saying and the doing is oft wide indeed.."  End.
 
But also, I think the block after should be an EXIT:
 
Spoiler
IF ~~ BA4.56
  SAY @558
  IF ~~ THEN + BA4.59
END

 

To

 

Spoiler
IF ~~ BA4.56
  SAY @558
  IF ~~ THEN EXIT
END

 
This is something you might want to add to your patch.  The reason is that @558 is "There is yet time to amend thy ways, and fix thyself upon a worthy course. I will say no more, but think on it." and as currently written continues to BA4.59 which is "But come, wouldst thou still speak?" ... It would make sense to end before that question.
 
Edit 4: I've added these fixes (with my amendments as described above) to the BWFixpack.

Edited by agb1, 04 November 2016 - 07:43 AM.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#3 Made in Heaven

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Posted 05 November 2016 - 07:24 AM

As first described, doing a blunt EXIT will cause Aidan to stand around doing nothing.  He's a ghost, he is supposed to disappear after each conversation, and some variables need to be updated or his next appearance will be screwed up and the quest will be unsolvable.  I edited the dialog so no response will lead to an exit that leaves him just standing around.



#4 agb1

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Posted 05 November 2016 - 09:13 PM

I see.  That makes sense for a hotfix, but I'd like to figure out how to keep the EXITs but adjust the globals so that the rest of the mod still works.  I will look into this further.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#5 jastey

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Posted 01 February 2019 - 11:38 AM

Will be fixed in the next version. Thank you for pointing it out!