(0.710) Caravan quest related bugs

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Maolvar

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I took a job as a caravan guard in zendar. The caravan was headed to black khergit sp. I was bit suprised but decided to take the job anyway. I tried to look for it but I couldn't find it in the area where khergits usually appear.

Also if you talk to the caravan master while you are travelling one of the dialog choises is "... I will neq the road..." or something along those lines.
 
I did a quick trip around some of the towns and got the same thing but to the following spawn points, assuming that is what sp stands for:

steppe bandit sp
forest bandit sp
mountain bandit sp
sea raider sp

I'm not sure, but I think somewhere over in the mod forum, Thorgrim or someone of a similar name made a map mod, where folks could make new maps... Anyway, he posted in the thread the default map with all of the spawn points indicated. I haven't tested it yet, cuz I haven't found the map... but I would think that if you took the caravan to the right spot, you can finish the quest.
 
hey... might be a quick fix....

i opened the mod in 'Unofficial Mounty&Blade editor .304' and it reset 'duplicate values' or some such when i re-saved it, which included all the bandit spawns... since that time i haven't had those bogus sp quests.... maybe i've been lucky, but i think it reset them somehow.

maw
 
Yeah ... this appears to be a small over-sight. It seems that the caravans and such are seeing the spawns as valid towns.

Can anyone confirm if using the Unofficial editor fixes this? Might be a good temporary fix, if so.

Narcissus
 
I can't be sure, but I kinda doubt that workaround will actually fix it.
From what I can tell, the bug is probably due to changes Armagan made in the python scripts. It now uses a new (editable) script for choosing a valid town, which is where I imagine the problem is.
Since the unofficial editor doesn't edit scripts.txt (yet, at least, since the file is only newly used in .710), I doubt it can fix it.
 
I also fond a faulty quest where I had to deliver ale to dhorak keep and there is nothing there except baron rolf who won't accept my ale
 
I once got a caravan quest in Zendar, but the caravan did not exist. Perhaps the presence of a pack of manhunters prevented the caravan from being generated, I don't know. But I reloaded my save, got a caravan mission again, and did not get a caravan. I then quit the game entirely, restarted and did a bunch of other stuff (including levelling up), and then went back to Zendar. Saved, and kept talking to the merchant until I got the caravan quest again, and this time the caravan was there.
 
Ok, I'm pretty sure I know exactly where the problem originates. The new script I was referring to gets a value for the first town and the last town to process, then uses each in between as a valid target for quests.
In the python scripts, specifically module_parties.py, this is a snippet:
Code:
...
  ("rivacheg","Rivacheg",icon_town|pf_town, "rivacheg", pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(13,21),[(trp_vaegir_knight,6,0)]),
  ("halmar","Halmar",icon_town|pf_town, "halmar", pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(-4,-37),[(trp_vaegir_knight,6,0)]),

  ("Salt_Mine","Salt_Mine",icon_town|pf_is_static|pf_always_visible, "salt_mine", pt_none, fac_neutral,0,ai_bhvr_hold,0,(14.2, -31),[(trp_swadian_knight,6,0)]),
  ("Four_Ways_Inn","Four_Ways_Inn",icon_town|pf_is_static|pf_always_visible, "four_ways_inn", pt_none, fac_neutral,0,ai_bhvr_hold,0,(4.8, -19.6),[(trp_swadian_knight,6,0)]),
  ("Dhorak_Keep","Dhorak_Keep",icon_town|pf_is_static|pf_always_visible, "dhorak_keep", pt_none, fac_neutral,0,ai_bhvr_hold,0,(-50,-58),[(trp_swadian_knight,6,0)]),


  ("river_pirate_spawn_point"   ,"river_pirate_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(6, 54.3),[(trp_river_pirate,15,0)]),
  ("steppe_bandit_spawn_point"  ,"steppe_bandit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-33, -39.3),[(trp_river_pirate,15,0)]),
  ("black_khergit_spawn_point"  ,"black_khergit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(47.1, -43.3),[(trp_river_pirate,15,0)]),
  ("forest_bandit_spawn_point"  ,"forest_bandit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-24.1, 11),[(trp_river_pirate,15,0)]),
  ("mountain_bandit_spawn_point","mountain_bandit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(24.1, 11),[(trp_river_pirate,15,0)]),
  ("sea_raider_spawn_point_1"   ,"sea_raider_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-32.6, 63),[(trp_river_pirate,15,0)]),
  ("sea_raider_spawn_point_2"   ,"sea_raider_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(39.6, 66),[(trp_river_pirate,15,0)]),

 # add extra towns before this point 
  ("towns_end"                  ,"last_town",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_river_pirate,15,0)]),
...
It uses Zendar (earlier in the file) as the start town, and "towns_end" as a placeholder town (not really in the game) to mark the last valid town for quests. You'll notice "towns_end" is after the spawn points. It should be above the Salt_Mine instead, I believe.

I could release a module with that fix, but for some reason the compiled python scripts create quite a different module (many changed files) from the Native module included in the full install of .710.
If people are interested, I can release this fix as a module for .710, just until the new version of M&B comes out with that fixed.

Actually I haven't even tested to make sure this fix works, but it looks pretty clear to me all the same.

I'm also willing to bet Armagan already has seen this bug himself, I'm just posting the info for others. :smile:
 
Well, I just confirmed that the script modification above fixes the problem. I went through every single town twice, checking the merchant caravan quest each time, and it always pointed to a valid town.
So, that's where the problem is.
 
Thanks a lot for reporting the bug. It's as the Janus has found out. I should have used two different ranges for spawn points and caravan destinations and such, but I have used the same range for both. Anyway, it'll be fixed in version 0.711.
 
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