[BUGS] Support Thread for v3.9

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Changing the constants from tweak 12 a) can't influence the tendency in any way, those are just variables.

The culprit for triggering those messages is tweak 13 l) (To send troops from your party to any walled fief you own), when used or implemented in a way one shouldn't have.

Here's a fix that likely solves the issue, try it: https://forums.taleworlds.com/index...ng-repetitive-red-message.354730/post-8517349

That 144115188075857214 in the piece offered by Leonion needs to be replaced with this: 144115188075855871 + № of send_troops_tweak variable in variables.txt (line number in Notepad++)
the send troops line number is 1450, so just checking I need to insert 2133 2 144115188075855871 1450 ?
also the number after 1.000000 is 22 in my file not 20, should I still increase it by 1? or decrease to 22? keep it the same?
 
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No. You need to insert 2133 2 144115188075857321 0
(144115188075855871 + 1450 = 144115188075857321)

That's not the line you need (#17). It's this one, towards the end of the file (should be line #13:cool::
1.000000 20 4 0 32 2 144115188075857321 0 132 1 144115188075857321 2291 2 1224979098644774942 144115188075857321 130 2 144115188075857321 1224979098644774942 521 3 1224979098644774947 1224979098644774942 7 31 2 1224979098644774947 360287970189639680 1650 2 1224979098644774943 144115188075857321 6 3 1224979098644774944 0 1224979098644774943 1653 3 1224979098644774945 144115188075857321 1224979098644774944 1652 3 1224979098644774946 144115188075857321 1224979098644774944 1610 3 1224979098644774942 1224979098644774946 1224979098644774945 3 0 1232 1 144115188075857321 2133 2 144115188075857321 0 5 0 2147483780 1 144115188075857321 2147483781 1 144115188075857321 2133 2 144115188075857321 0 3 0

Also, there's an error in the above code, it was my fault. Leonion posted the code raw without a quote or code block, where any extra spaces get removed unfortunately. And I copied that without realizing. There has to be 2 whitespace characters between 1.000000 and 20, not just 1.

Likewise, line #137 also has an extra gap missing. Between 24.000000 and 17
 
I'm having this OPCODE error, looks like it has something to do with horses. Anyone could give some info? I'm using the compilation of tweaks by dani over at the wiki. It doesn't crash or anything, but I would like to know what it is, atleast

SCRIPT WARNING ON OPCODE 1770: Invalid Agent ID: 0; LINE NO: 1:
At script: classify_agent. At script: classify_agent. SCRIPT ERROR ON OPCODE 1792: Invalid Group ID: 9; LINE NO: 2:
At script: classify_agent. At script: classify_agent. At script: classify_agent. SCRIPT WARNING ON OPCODE 1772: Invalid Agent ID: 0; LINE NO: 10:
At script: classify_agent. At script: classify_agent. At script: classify_agent. At script: classify_agent. SCRIPT WARNING ON OPCODE 525: Invalid Agent ID: 0; LINE NO: 13:
At script: classify_agent. At script: classify_agent. SCRIPT WARNING ON OPCODE 1772: Invalid Agent ID: 0; LINE NO: 300:
At script: team_field_melee_tactics. At script: team_field_melee_tactics. SCRIPT WARNING ON OPCODE 1770: Invalid Agent ID: 0; LINE NO: 301:
At script: team_field_melee_tactics. At script: team_field_melee_tactics. SCRIPT WARNING ON OPCODE 1770: Invalid Agent ID: 0; LINE NO: 343:
At script: team_field_melee_tactics. At script: team_field_melee_tactics. SCRIPT WARNING ON OPCODE 1770: Invalid Agent ID: 0; LINE NO: 1:
At script: classify_agent. At script: classify_agent. SCRIPT ERROR ON OPCODE 1792: Invalid Group ID: 9; LINE NO: 2:
At script: classify_agent. At script: classify_agent. At script: classify_agent. SCRIPT WARNING ON OPCODE 1772: Invalid Agent ID: 0; LINE NO: 10:
At script: classify_agent. At script: classify_agent. At script: classify_agent. At script: classify_agent. SCRIPT WARNING ON OPCODE 525: Invalid Agent ID: 0; LINE NO: 13:
At script: classify_agent. At script: classify_agent. rgl_vdt_special discard_buffer()
 
This errors I have fixed in the DRR submod. You can download manual installation archive and do "11. Formations fix.txt". It is compatible with any tweak.
 
Oh, awesome, that was unexpected! Thanks to both of you! I appreciate the love for the game!
This errors I have fixed in the DRR submod. You can download manual installation archive and do "11. Formations fix.txt". It is compatible with any tweak.
Judging by other players' report, it seems that the above error spam triggers when a horse archer unit gets dehorsed / killed.
 
Oh, awesome, that was unexpected! Thanks to both of you! I appreciate the love for the game!
I wouldn't install that submod/addon before reverting all game files to the original version. Which in return might cause your savegame to not be loadable anymore. Regardless, overwriting heavily tweaked files just like that will do you no good and bring forth even more bugs than before. You need to choose here: continue playing dani's compilation as is, or apply all the tweaks you want yourself, with Vetrogor's pack being the first in the list.
 
Just to update. I've applied the fix as per Vetrogor's instructions on the indicated file, and have not found the bug again so far in 3 days of testing. I know that adding it to a running playthrough is not advised but as this is my first pendor playtrough it is already at 700 days so I couldn't bear to lose this progress, have not found any problems so far. Thanks to both of you!
 
Reflecting on the above, to fix the issue about those error messages popping up when a horse archer gets dehorsed, all you need to do is to add tweak 10 c) "To extend formations AI to custom divisions too" to dani's tweak compilation. I thought that tweak does something else, I'll update the description.
 
Is the "Let us hold a tournament" option for the town steward working as intended? As it is now, you can instantly generate a tournament repeatedly without having any time pass. Since the lowest option only costs 5k, you can pretty much generate honor infinitely this way (and at a profit if you keep winning the tournaments). The fact that the steward says that it will take some days to set up the tournament makes me think it's just bugged.
 
Bug with the scaling of a D'Shar Raider Lair:
My char is lvl 6. My attacking group for the lair consistet completly of D'Shar Desert Fighters (with good rng, one D'Shar Warrior was included).
Still, in 5, 6 attempts the last enemy wave consisted of 3 Singalian Vidonas!
The time were I beat it, I had to face "only" two D'Shar Deathwind Savarans (could be more, don't know who my Fighters killed, while I was duelling one Deathwind). That was still a very hard and intense fight, but beatable.
But those fights with the spawned Vidonas were just ridiculous, absolutly frustrating and with a scaling nowhere near of my abilities. Could this please be adressed?
 
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That's not a bug lol. Welcome to PoP! You are not meant to be a one-man army early on, you are supposed to bring potent allies in there to make that limitation of 6 count. Wait till you meet the Red Brotherhood hideout. Or a Snake Cult lair. They are still the toughest ones among common ones after their nerf :razz:
 
I'm sorry, but you're kind of missing the point:
I brought the most potent allies I could within the time of the quest (only 5 days left) and they get slaughtered in seconds! Yes, literaly seconds! It's not about being an one man army, it's about having a fair chance!
If you want this to be endgame-content, then put there kind of a barriere in, so that you only get the quest when you are lvl 15, 20 or whatever.

Those bandit lairs were in vanilla a beginner stepstone, to get a foothold in the game.
Sure they were kind of easy in vanilla. But if those Singalian Vidonas were D'Shar Outlaw Chieftains, Omen Seeker or the afore mentioned Deathwinds, it would still be a really challenging fight, but atleast doable. But so it is pointless.

I'm sorry, but changing early game content to endgame content without an info ingame, that's just bad mod-design.
 
Some of them are harder than others. You need high end troops and/or companions to take them out. Mid tier troops will get slaughtered. Get Knights, or at least plate armor on your companions.
 
Nobody said PoP is an easy mod. But once you get the hang of it, nothing is impossible. You can train Hero Adventurers right from day 1. Winning arena fights doesn't advance world time for one. Soloing small parties as a horse archer provides great loot and xp, while it also doesn't advance world time much. Gambling for elite troops at Guildmasters with the Qualis Gem in the Rane chest is another possibility. Or try your luck at Ramun. And you should look out for top-tier faction troops in prisoner stacks (<lvl 40). There's always an opportunity to lead a spawn to stronger one or multiple weaker ones to grind it down.
 
While acting as marshall for an NPC (fierds) faction the castles I took got zero troops, regardless if I asked for them or did not. While acting as marshall for my own faction with perisno culture, the same castle got fierdsvain troops (it's original culture), around 50 in number. Oddly enough I noticed that fiersdvain always had 300-ish troops after it took castle after I rebelled, while again as marshall days and days after a castle was assigned the lord had yet to put any troops in it.
 
That's completely intentional, you as a vassal and your own kingdom as a whole later on have the automatic garrison fillups disabled. Furthermore, any troop that is above level 31 gets disbanded from fiefs that get awarded to you. All of that is done to reduce cheesing and to add some advantage to the enemy in exchange of you being able to overthrow its exploitable and stupid AI, amass quality troops to win over quantity, and so on.
 
That's completely intentional, you as a vassal and your own kingdom as a whole later on have the automatic garrison fillups disabled. Furthermore, any troop that is above level 31 gets disbanded from fiefs that get awarded to you. All of that is done to reduce cheesing and to add some advantage to the enemy in exchange of you being able to overthrow its exploitable and stupid AI, amass quality troops to win over quantity, and so on.
It's intentional that as a vassal Marshall that the keeps get no garrisons while as a rebel King they do? That doesn't make a dam lick of sense to me, it certainly isn't making any disadvantage for the player per say.
 
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