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I have pretty serious bug occuring.  I sent Ymira off to gain support for my play to power, and after several weeks (longer than usual for game) she returned... but couldn't rejoin me, me saying unfortunately I cannot take you back right now etc.  I checked my party size and it was 81/82.  I disbanded a few militia and waited, and the same thing.  I went so far as to disband ALL my forces save for my companions, and STILL she gets rejected.


Each time it happens, I get red error lines appear on the screen


SCRIPT ERROR ON OPCODE 1073741925: invalid Party ID: 353; LINE NO: 127;
At Game Triggers trigger no: 19 consequences.
At Game Triggers trigger no: 19 consequences.
 
Somebody said:
Problematic line is here
Code:
(this_or_next|hero_can_join, ":npc"),
Change ":npc" to "p_main_party"


I don't know what you mean here; there is no "hero_can_join" line in any of the files in the teatrc folder, nor "this_or_next"


Oh wait, I found it.  It's a python file.  I don't know how to wield Python, but I'll just treat it liek a text file and see what happens.


I edited this and nothing happened.  I even put "p_main_party" in the rejoin one below this line.  I even tried putting ":p_main_party" on both


EDIT:  I even tried deleting this file and the problem still persists


EDITEDIT: I tried replacing the triggers.txt file with the one from the Native, and the game runs, but Ymira never ever returns.
 
If you don't build the module, the text file won't get changed. Restore the old trigger and change 1073741925 1 1224979098644774917 to 1073741925 1 0 in triggers.txt. Not sure how the game is running if you have the native triggers.txt, since the number of triggers is different and should be crashing your savegame.
 
Well... I barely know how to operate these files, but I did explore the batch files it came with, and changed the directories to my proper Warband directory.  Even then, it still tells me it cannot find the path specified and basically did nothing.  Unless it means for me to also change the Python directories, in which... I don't have those python files in my python directory, so should I be re-directing it back to the mod's Source folder?


Not sure how the game ran when I did that either, but there were more red error lines appearing than usual.
 
My python is under C:\Python27\, so point to your directory in build_module.bat. The process_*.py are parameters which will get passed in. The xcopy should be commented out with REM at the front. Your directory should be in module_info.py instead.
 
I indeed changed it to my Python path  (with Program%20Files\Python25 and Program Files\Python25) but still nothing.  Checking the module_info.py and it's also linked to a non-existent path.  I edited this file, but still nothing.


I don't understand what you mean by REM at the front of xcopy, but I went and put literal "REM" in front of xcopy, and still nothing.


I tried copy-pasting all the process files into my Python folder, to match what the batch lists show, and still nothing.



EDIT: Also worth mentioning, I tried the direct edit of the Triggers.txt you suggested.  The red error text goes away, but I still cannot accept my companion back
 
Console.jpg
 
It doesn't like the space in your path, and %20 is a hex representation of the space character, which it doesn't know what to do with.
@echo off
"C:\Program Files\python25" process_init.py
"C:\Program Files\python25" process_global_variables.py
"C:\Program Files\python25" process_strings.py
"C:\Program Files\python25" process_skills.py
"C:\Program Files\python25" process_music.py
"C:\Program Files\python25" process_animations.py
"C:\Program Files\python25" process_meshes.py
"C:\Program Files\python25" process_sounds.py
"C:\Program Files\python25" process_skins.py
"C:\Program Files\python25" process_map_icons.py
"C:\Program Files\python25" process_factions.py
"C:\Program Files\python25" process_items.py
"C:\Program Files\python25" process_scenes.py
"C:\Program Files\python25" process_troops.py
"C:\Program Files\python25" process_particle_sys.py
"C:\Program Files\python25" process_scene_props.py
"C:\Program Files\python25" process_tableau_materials.py
"C:\Program Files\python25" process_presentations.py
"C:\Program Files\python25" process_party_tmps.py
"C:\Program Files\python25" process_parties.py
"C:\Program Files\python25" process_quests.py
"C:\Program Files\python25" process_info_pages.py
"C:\Program Files\python25" process_scripts.py
"C:\Program Files\python25" process_mission_tmps.py
"C:\Program Files\python25" process_game_menus.py
"C:\Program Files\python25" process_simple_triggers.py
"C:\Program Files\python25" process_dialogs.py
"C:\Program Files\python25" process_global_variables_unused.py
"C:\Program Files\python25" process_postfx.py
@del *.pyc
echo.
echo ______________________________
echo.
echo Script processing has ended.
echo Press any key to exit. . .
pause>nul
 
Okay it's apparently working now (adding \python to the end)


But now the script lines disappear after a bit, no longer showing the "Random NPC trying to use random item 5 but item 6" etc and my companion never comes back


Some other files got ****ed too.  I restored the old Triggers.txt and the companion comes back, with same problem, but the missing script lines persists.


 
Alright, implement the bunch of bug fixes in this thread with code I posted. In no particular order, search for troop_can_use_item, cf_select_most_profitable_town_at_peace_with_faction_in_trade_route, and any other code snippets I might have posted. I'm not sure which dialog the companions use when they come back - maybe post a screenshot?
Add the npc_rejoin1/2 menu options
Code:
#### export/import NPCs begin ####
  ("export_import_npcs", mnf_enable_hot_keys,
   "Please choose an NPC, then press key C to view and export/import this character.^^You chose {reg0?{s0}:none}.",
   "none",
    [
      (assign, reg0, "$g_player_troop"),
      (str_store_troop_name, s0, "$g_player_troop"),
    ],

    [
      ("export_import_back",[],"Go back",
        [
          (assign, "$g_player_troop", "trp_player"),
          (set_player_troop, "$g_player_troop"),
          (jump_to_menu, "mnu_camp_action"),
        ]
      ),
      ("npc_banner1",[
      (this_or_next|troop_slot_ge, "$g_player_troop", slot_troop_banner_scene_prop, 1),
      (eq, "$cheat_mode", 2)], "Modify {playername}'s banner.",
       [   (assign, "$g_presentation_obj_4", 0),
           (start_presentation, "prsnt_banner_selection"),
           #(start_presentation, "prsnt_custom_banner"),
        ]
       ),
      ("npc_rejoin1",[(eq, "$cheat_mode", 1)],"{!}Cheat: Rejoin main party.",
       [   (call_script, "script_recruit_troop_as_companion", "$g_player_troop"),
        ]
       ),
      ("npc_rename1",[],"Rename your companion.",
       [   (assign, "$g_presentation_state", rename_companion),
           # (assign, "$g_presentation_obj_troop_select_container", "$g_player_troop"),
           (start_presentation, "prsnt_name_kingdom"),
        ]
       ),
    ]+[("export_import_npc"+str(x+1),
        [
          (store_add, ":dest_npc", "trp_npc1", x),
          (str_store_troop_name, s0, ":dest_npc"),
        ], "{s0}",
        [
          (store_add, ":dest_npc", "trp_npc1", x),
          (assign, "$g_player_troop", ":dest_npc"),
          (set_player_troop, "$g_player_troop"),
        ]) for x in range(0, 8)]+[
      ("export_import_next",[],"Next page", [(jump_to_menu, "mnu_export_import_npcs_2")]),
    ]
  ),

  ("export_import_npcs_2", mnf_enable_hot_keys,
    "Please choose an NPC, then press key C to view and export/import this character.^^You chose {reg0?{s0}:none}.",
    "none",
     [
       (assign, reg0, "$g_player_troop"),
       (str_store_troop_name, s0, "$g_player_troop"),
     ],
    [
      ("export_import_prev",[],"Previous page", [(jump_to_menu, "mnu_export_import_npcs")]),
      ("npc_banner2",[(eq, "$cheat_mode", 1)],"{!}Cheat: Modify {s0}'s banner.",
       [   (assign, "$g_presentation_obj_4", 0),
           (start_presentation, "prsnt_banner_selection"),
           #(start_presentation, "prsnt_custom_banner"),
        ]
       ),
      ("npc_rejoin2",[(eq, "$cheat_mode", 1)],"{!}Cheat: Rejoin main party.",
       [   (call_script, "script_recruit_troop_as_companion", "$g_player_troop"),
        ]
       ),
      ("npc_rename2",[],"Rename your companion.",
       [   (assign, "$g_presentation_state", rename_companion),
           (start_presentation, "prsnt_name_kingdom"),
        ]
       ),
    ]+[("export_import_npc"+str(x+1),
      [
        (store_add, ":dest_npc", "trp_npc1", x),
        (str_store_troop_name, s0, ":dest_npc"),
      ], "{s0}",
      [
        (store_add, ":dest_npc", "trp_npc1", x),
        (assign, "$g_player_troop", ":dest_npc"),
        (set_player_troop, "$g_player_troop"),
      ]) for x in range(8, 16)]
  ),
#### export/import NPCs end ####
 
Somebody said:
Alright, implement the bunch of bug fixes in this thread with code I posted. In no particular order, search for troop_can_use_item, cf_select_most_profitable_town_at_peace_with_faction_in_trade_route, and any other code snippets I might have posted. I'm not sure which dialog the companions use when they come back - maybe post a screenshot?
Add the npc_rejoin1/2 menu options
Code:
#### export/import NPCs begin ####
  ("export_import_npcs", mnf_enable_hot_keys,
   "Please choose an NPC, then press key C to view and export/import this character.^^You chose {reg0?{s0}:none}.",
   "none",
    [
      (assign, reg0, "$g_player_troop"),
      (str_store_troop_name, s0, "$g_player_troop"),
    ],

    [
      ("export_import_back",[],"Go back",
        [
          (assign, "$g_player_troop", "trp_player"),
          (set_player_troop, "$g_player_troop"),
          (jump_to_menu, "mnu_camp_action"),
        ]
      ),
      ("npc_banner1",[
      (this_or_next|troop_slot_ge, "$g_player_troop", slot_troop_banner_scene_prop, 1),
      (eq, "$cheat_mode", 2)], "Modify {playername}'s banner.",
       [   (assign, "$g_presentation_obj_4", 0),
           (start_presentation, "prsnt_banner_selection"),
           #(start_presentation, "prsnt_custom_banner"),
        ]
       ),
      ("npc_rejoin1",[(eq, "$cheat_mode", 1)],"{!}Cheat: Rejoin main party.",
       [   (call_script, "script_recruit_troop_as_companion", "$g_player_troop"),
        ]
       ),
      ("npc_rename1",[],"Rename your companion.",
       [   (assign, "$g_presentation_state", rename_companion),
           # (assign, "$g_presentation_obj_troop_select_container", "$g_player_troop"),
           (start_presentation, "prsnt_name_kingdom"),
        ]
       ),
    ]+[("export_import_npc"+str(x+1),
        [
          (store_add, ":dest_npc", "trp_npc1", x),
          (str_store_troop_name, s0, ":dest_npc"),
        ], "{s0}",
        [
          (store_add, ":dest_npc", "trp_npc1", x),
          (assign, "$g_player_troop", ":dest_npc"),
          (set_player_troop, "$g_player_troop"),
        ]) for x in range(0, 8)]+[
      ("export_import_next",[],"Next page", [(jump_to_menu, "mnu_export_import_npcs_2")]),
    ]
  ),

  ("export_import_npcs_2", mnf_enable_hot_keys,
    "Please choose an NPC, then press key C to view and export/import this character.^^You chose {reg0?{s0}:none}.",
    "none",
     [
       (assign, reg0, "$g_player_troop"),
       (str_store_troop_name, s0, "$g_player_troop"),
     ],
    [
      ("export_import_prev",[],"Previous page", [(jump_to_menu, "mnu_export_import_npcs")]),
      ("npc_banner2",[(eq, "$cheat_mode", 1)],"{!}Cheat: Modify {s0}'s banner.",
       [   (assign, "$g_presentation_obj_4", 0),
           (start_presentation, "prsnt_banner_selection"),
           #(start_presentation, "prsnt_custom_banner"),
        ]
       ),
      ("npc_rejoin2",[(eq, "$cheat_mode", 1)],"{!}Cheat: Rejoin main party.",
       [   (call_script, "script_recruit_troop_as_companion", "$g_player_troop"),
        ]
       ),
      ("npc_rename2",[],"Rename your companion.",
       [   (assign, "$g_presentation_state", rename_companion),
           (start_presentation, "prsnt_name_kingdom"),
        ]
       ),
    ]+[("export_import_npc"+str(x+1),
      [
        (store_add, ":dest_npc", "trp_npc1", x),
        (str_store_troop_name, s0, ":dest_npc"),
      ], "{s0}",
      [
        (store_add, ":dest_npc", "trp_npc1", x),
        (assign, "$g_player_troop", ":dest_npc"),
        (set_player_troop, "$g_player_troop"),
      ]) for x in range(8, 16)]
  ),
#### export/import NPCs end ####


I input that re-add companion thing but I can't find the option in any of the game menus.  Also, when I edit the trigger like you say, replacing ":npc" with "p_main_party", my companion simply never shows up


The exact words she uses is:


"Greetings, madame.  Are you ready for me to rejoin you?"

Since this is not the first rejoin attempt she's made.


"Unfortunately, I cannot take you back just yet"  I say


"As you wish.  I will take care of some business, and try again in a few days."
 
This last one actually worked, thank you!

Now that I mention it, though, another companion I sent out hasn't returned at all.  I saw other people have similar problem in bug reports.  Is that the end for him or is there a cheat that can drag his ass back?



Err, nm.  Notes says he's expected back in 9 days.  Will wait then.
 
I did do that and still cannot find it.  It only shows the redundant cheat to modify character banners amongst the list of NPCs to import/export
 
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