Rigale & perisno co-Submod: Phosphor v20r71 BUG REPORTS HERE

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http://steamcommunity.com/sharedfiles/filedetails/?id=490836418

Girl without family.

Also:
http://steamcommunity.com/sharedfiles/filedetails/?id=490836531

This is fine, but how I got it is not... Talking to a Valahir patrol and then being presented with a fishing spot?

http://steamcommunity.com/sharedfiles/filedetails/?id=490836477

Afterward I just started a new game, don't know if the error persist.
It's nothing that ruins the game.

 
First time I've seen this, just after starting a new game again. Standing in the Castle part of Murdenholl:

http://steamcommunity.com/sharedfiles/filedetails/?id=494420414
http://steamcommunity.com/sharedfiles/filedetails/?id=494420261
http://steamcommunity.com/sharedfiles/filedetails/?id=494420231

While the High priestess of the Dragon Amara also standing outside in her normal party. With some gear on.

http://steamcommunity.com/sharedfiles/filedetails/?id=494420279
http://steamcommunity.com/sharedfiles/filedetails/?id=494420298


Also in Forniron:

http://steamcommunity.com/sharedfiles/filedetails/?id=494419830
http://steamcommunity.com/sharedfiles/filedetails/?id=494419812

http://steamcommunity.com/sharedfiles/filedetails/?id=494419387
http://steamcommunity.com/sharedfiles/filedetails/?id=494419539


And a high priest Kunika that I have never seen before:

http://steamcommunity.com/sharedfiles/filedetails/?id=494420921
http://steamcommunity.com/sharedfiles/filedetails/?id=494420941

A lord without gear on, apparently:

http://steamcommunity.com/sharedfiles/filedetails/?id=494420875
http://steamcommunity.com/sharedfiles/filedetails/?id=494420851

EDIT:
Aethling Culgrah have been reported captured in battle with Reich des Drachen. He is still found standing in the castle of Maccan, is not shown as being a party currently residing in the town.
http://steamcommunity.com/sharedfiles/filedetails/?id=494431456


So far I haven't felt any change in gameplay, running around. Nice that I don't have to go back to the town to switch between the workshops and the guild district.
I am experiencing slowdowns in battles. Just enough for the game to feel sluggish, but I can't trace it to something explicit yet. I have seen it happen when fighting 10 vs 40 Ankars, but it is most prevalent in larger battles of 100+ men.
 
regarding slowdown in battle:
  there is AI code for sprinting and extra damage when AI troops are sprinting but so far only heroes attempt to sprint.
  there is a step where all heroes are checked for their gear again (but not ordinary troops), that happens between the game realizing you are going to be risking a fight and you actually making your first move.

for "quick_battle_troops_end" I can move the quest NPCs beyond kingdom ladies so you don't see them.
  essentially I moved them to make sure they were processed as heroes during battles, as they were just standing around with their thumbs in their pockets, skipped by the AI as being neither troops nor heroes.  This would apply to Kunipa, High Priestess of the dragon Amara, local reich lords, and several others as well.  By the way fixing this will break save games, but can be done fairly quickly. 

  Previous post:
  Lady Kathryn, in this case (it is somewhat random), is an "orphan". 
  The issue is all families are dynamic to an extent, except the Princesses and Kings. 
    Each of the first few lords has a likelihood to marry, using up one kingdom lady for that kingdom, and possible to have a daughter (using up a second kingdom lady).  It is possible for a kingdom to run out of ladies, in which case when the LAST in line lords look to marry they pull women from the NEXT kingdom.  A little of this is a good thing, but in general I want daughters to end up in the same kingdom as their parents, if possible. 

  My kludge was to add 2 extra kingdom ladies, in two spots - drahara (kingdom 3) and Elvarie (kingdom 5), then again one for padding at Falcon kingdom (kingdom :cool: and finally one at Zann (kingdom 11).  Some of these get used and when the dice roll leaves one behind that becomes an orphan but the problem of women pulled from the next kingdom is contained.  I wanted to make special handling for marriage for orphans but it hasn't happened -- I had more urgent things to do between then and now.

  Aethling Culgrah probably lost skill points in strength from aging and couldn't get his armor on.
  I'd prefer to change the armor now that encumbrance is working (it's "mostly" working anyway) to let any idiot TRY to wear it (solves the naked lords issue) while assigning some penalties for dodge if they are greatly overburdened relative their current strength.  This allows for some sort of short term debuff or buff, perhaps from items carried (I'd like an enchantment that removes 3 or 5 {pounds/kilos/whatever the weight unit is} from total weight carried - or for a person suffering the flu/plague/etc to be weak for the next battle...

  Sneaking inside I haven't looked into it much.  It's nice to list it but it's not something I've investigated yet.

  Enterprises -- I'll see if moving the enterprise code within the town menu to be AFTER prisons allows the prison to be found.
It may be the town center simply doesnt have enough spawn points to accomodate all options, but Enterprises can be entered from town menu so I dont mind them being squeezed out for "walk around town."

  Valahir patrol then fishing spot... Don't know about this.
  There are temporary fishing spots that can be found while moving around, these present themselves on a rare dice roll with every single movement on the big map; the chance improves considerably if you set to "explore" mode in camp menu second to last or middle choice (I don't have it running at the moment or I'd name it). 

  Collecting taxes I see a place where tax collection is reset on entering town, but elsewhere you are kicked out of town to assist with stuck in town, so I think that got resolved for v20r4.  Do you still see it?

@ totentag there was a texture compresser utility and a set of compressed files for Phosphor v20r4 posted in Perisno by KonykSoldatik in thread  "Runtime Error Fix" page 3.  Nice ninja advertising, I should pay those guys more (they get nothing now).
  https://yadi.sk/d/Ha4ZAdrNiH9Cj
  the site is in Russian but it looks clean.  (Not everything in Russia is clean, but this file looks good).
      You can right click - translate from internet explorer, its good enough.

What else:
    If I release a not compatible, probably not entirely debugged/stable tester v20r5 with:
      v20r4 + moved around troops file (thus savegame breaking) + possible fix for overpowered archers
+ KAOS political Kit 3/4 working
      and labelled it  v20r5 "Testers edition", with the promise v20r5 official will break saves BUT add much more in say 2 weeks,
    would that work?  I could put the above 3 changes into it as well (move quest PCs, adjust enterprises to open up prisons in town missions, lower "skill" requirement of armors).  I could have that out tomorrow if the general consensus is positive.

  Just think, 2-3 people here is good enough for a quorum. 
    By my analysis, nearly 20 people play Phosphor now! If you're lurking, YOU could be #21!

  - GS
 
regarding slowdown in battle:
  there is AI code for sprinting and extra damage when AI troops are sprinting but so far only heroes attempt to sprint.
  there is a step where all heroes are checked for their gear again (but not ordinary troops), that happens between the game realizing you are going to be risking a fight and you actually making your first move.
If I remember it, I'll look into combat with and without the heroes at a later time.

for "quick_battle_troops_end" I can move the quest NPCs beyond kingdom ladies so you don't see them.
  essentially I moved them to make sure they were processed as heroes during battles, as they were just standing around with their thumbs in their pockets, skipped by the AI as being neither troops nor heroes.  This would apply to Kunipa, High Priestess of the dragon Amara, local reich lords, and several others as well.  By the way fixing this will break save games, but can be done fairly quickly. 
Oh, didn't know that they where shadows of quest NPC's. I would prefer them to be invisible.

Aethling Culgrah probably lost skill points in strength from aging and couldn't get his armor on.
  I'd prefer to change the armor now that encumbrance is working (it's "mostly" working anyway) to let any idiot TRY to wear it (solves the naked lords issue) while assigning some penalties for dodge if they are greatly overburdened relative their current strength.  This allows for some sort of short term debuff or buff, perhaps from items carried (I'd like an enchantment that removes 3 or 5 {pounds/kilos/whatever the weight unit is} from total weight carried - or for a person suffering the flu/plague/etc to be weak for the next battle...
Is he also a quest NPC?
He must be, since he shares the same behavior as the other I didn't know existed. Which is also likely to be why he dosen't have gear on him? High Priestess of the Dragon Amara didn't wear gear when standing at the court.

Sneaking inside I haven't looked into it much.  It's nice to list it but it's not something I've investigated yet.
It's not only the towns. Castles and villages as well. If I have run around on the map for some time, I believe until an in game refresh, like for the hourly updates that happen irregularly, I have to enter 2 times to actually get inside. 1st try sends me back to the map and centers on me, then I can enter a 2nd time to get inside.

Collecting taxes I see a place where tax collection is reset on entering town, but elsewhere you are kicked out of town to assist with stuck in town, so I think that got resolved for v20r4.  Do you still see it?
Started 2 new games and continued on the current game as well. In all instances where I able to get a quest to tax a town and in none of them where I able to carry out the quest (Reichberg, Murdenholl). I can collect taxes from villages.
I am still able to get stuck in town. I went to Reichberg, trained novice lumberjack, visited the tavern and got stuck. Save and load. Seems to happen every time I visit something instead of leaving the town.

It's not like I venture anywhere in my games. Just running around collecting men and companions to eventually be able to besiege a town. So go ahead and release it if you have the time to make it available. Maybe also some notes about what you would like to have looked at, makes it easier for me to prod around instead of headless running around.
I like OP archers, but then.. I've been trying to collect an army of Ankars and Ukundus for the last few games. That is not easy in the early game.
 
I'm sure that you're the person to ask about a bug so here it goes.

So, I hated my Redwood commander (not for a valid reason) and I revolted because I wanted to see what he would do, so I took some prisoners with me and was on my way. Anyways this is what sparked a bug, I noticed that the prisoners had funky names and it was glitched. It was a 'temp party' with a bunch of characters I don't remember. I have had this problem before, but with another mod. It went away about in an hour.
The bug that I am talking about is that it doesn't show any messages. Of course, I know that its a bunch of script errors I thought it wold go away sooner than later but here I am 24 hours later and its still there.

I would like some advice on how to solve this.

This is what the recent messages say: SCRIPT ERROR ON OPCODE 1073742365: Invalid Party ID: 3 ; LINE NO: 5;
Below that it says two times in a row :At Simple trigger trigger no: 128

The invalid party is the freed prisoners. Thanks :grin:
 
This is Phosphor v20 r4 (Aug 2)  or r5 tester (3 days ago Aug 9)? 

  r4 had a bunch of errors initializing that took out display messages
plus had some debugging left on.
  At the very least, go to camp menu: actions: and turn off cheat mode if it was on, else
turn ON then turn OFF cheat mode once to flush the debug message buffer.

  so for r5 "tester" I put in two workarounds,
one was to turn off messages while initializing
plus turned off all debugging
plus disable in game settings from camp menu all the Silverstag options at bottom
    as they turned on debugging in r4
and finally I set a 4 hour simple trigger to force messages to enabled in case a presentation had disabled them
    this may have been the behavior where some error cleaned itself up after passing time.

  in general I would suggest turn cheat menu off (cheat menu on also turns on debug messages)
  and otherwise if running r4 I'd restart with r5. 

  If r5 I'd howl at the moon and hope I find it sometime :wink:
  Kind of chasing something else at the moment

  If running r5 you could link me your savegame...

  - GS

 
 
 
http://steamcommunity.com/id/Fruitn/screenshot/1470776377135350340
With limited testing, this seems to happen about every 3 days. Day 4, 7 and 10, just past midnight. + day 13. Nothing on day 16.
For every block 871 through 876 with line no 11, it makes another line with 871, 872, etc with line no 8 until it have reached the 876. Then it comes with a block without that last line no 8.

Haven't played around much with it yet.
Would it be possible to randomise the guilds a bit more? I've had a game where Maccan had all except leatherworking and tailoring guilds. I have never seen a tailoring guild available.
 
Fruitn said:
http://steamcommunity.com/id/Fruitn/screenshot/1470776377135350340
With limited testing, this seems to happen about every 3 days. Day 4, 7 and 10, just past midnight.
For every block 871 through 876 with line no 11, it makes another line with 871, 872, etc with line no 8 until it have reached the 876. Then it comes with a block without that last line no 8.

Haven't played around much with it yet.
Would it be possible to randomise the guilds a bit more? I've had a game where Maccan had all except leatherworking and tailoring guilds. I have never seen a tailoring guild available.

  I saw that in v20 r5"tester", and hoped it was fixed with v20 r6 released yesterday.
  Of course, you'd have to start a fresh game  heh
  This is from pieces of Kaos kit, which was 75% removed for v20 r6.

  As for randomizing the guilds, capital cities have a bonus on the dice roll for guilds but its random not assigned; every city rolls fresh with a 1 in 3 chance
to get a specific guild.  Capital cities however (Maccan is a capital) get a 50/50 chance, per guild.  I don't have a problem with making normal towns 50/50 and
capital cities 75% per guild next minor revision.

  No one gets exploring and tailor guilds at the moment.
  I put my two test savegames up
    one is a prince from Redwoods
    one is a Queen from Maccavia

  both are about to fight in a seige, as a test of the new ranged nerf.
  From what I've seen so far, heavy armor rules for seiges, but I was able to see some high tier crossbow do well.
  I'm very interested in watching the redwood seige shortly.
 
I have a bug report today that I think could be gamebreaking:

Yesterday when I was starting fresh game in Phosphor 20r6 everything was allright. But then, after about 1 hour of gameplay or so, event log and battle log stops showing. At the start I thought it was somewhat intended, but then I restarted the game and everything was fine again. So after being playing about 30 minutes it happened again. It only seems to occur in Phosphor, because I have Perisno official version .75 and it never happened. Seems to be an error with some code conflict on Phosphor because I read it was originally related to freelancer mod, but on this game I started as vassal and never touched that mod features, so I don't understand why this error is happening. I must say it already happened on previous versions of Phosphor, but I thought it was fixed several versions ago...


Edit: I didn't post any screenshots because the bug is self explanatory (just battle log stop showing anything, no kills, damage or shoot distance... anything, and event log in world map dissapeared too), but if you need them I can make some today. Just ask for them  :wink:

 
For these where the game window stops I want you to go to
  Notes: recent messages and scroll up looking for error messages.

  When the game messages disappear its from the buffer that holds messages overflowing,
so I need to know what the message is to look for it.  I was pretty sure the last overflow I saw
was from Kaos kit factions, and so v6 cut all the other factions out and cut away 2/4 of Kaos kit.

  I also have a timer turn on messages every 4 hours just in case anything else set them off.
Finally turn off cheat mode as you get many messages while cheat menu is enabled (you can do that
from inside cheat menu or actions, I put it in 2 places)

  Perisno has about 1/3rd the features of Phosphor so Perisno has fewer places that can go wrong.
It gets updated once every 3 months, the latest update (751) should be available in a few hours or tomorrow.
Pho gets updated every few days, with several things added each time.  Certainly Kaos kit brought some issues.
So comparing Pho to Perisno is like comparing a teenager to a 6 year old.  They have a similar shape but more is happening in one,
including "acne".

  I put up a play through I ran for 1 hour yesterday and 5 hours today
plus a second one I ran for 1 + 1 hours at
  https://drive.google.com/folderview?id=0B4sh7GRykLgEfnZrSXE3ei1vWEoweW1fRmJiVWhKSjV3UkZfNjM0Z1BLUHNlaGJNci1VYkU&usp=sharing

  send me your savegame and I can look at what's happening
  as you may choose different things than I do (I don't freelance for example).

  - GS
 
I managed to reproduce the error on a fresh run and uploaded the new savegame here:
https://drive.google.com/folderview?id=0B_AcQHY85Jq7flN1U0dRVTJ0QlRwOUFXbnNSRXNKZmRLSW1nUnl5R2dPeWZKMVowbENoZTQ&usp=sharing

Also I managed to screenshot this log error:
eoZQfp.png

The error lines seems to be between 5 and 51 (because if I post the complete gamelog, it will be too much images and the all say the same, just changing the number of the line), both of them included.

Hope it helps. I had to start another game because yesterday one has deleted it's gamelog (or I can't find it).
 
Balystik said:
I managed to reproduce the error on a fresh run and uploaded the new savegame here:
https://drive.google.com/folderview?id=0B_AcQHY85Jq7flN1U0dRVTJ0QlRwOUFXbnNSRXNKZmRLSW1nUnl5R2dPeWZKMVowbENoZTQ&usp=sharing

Also I managed to screenshot this log error:
eoZQfp.png

The error lines seems to be between 5 and 51 (because if I post the complete gamelog, it will be too much images and the all say the same, just changing the number of the line), both of them included.

Hope it helps. I had to start another game because yesterday one has deleted it's gamelog (or I can't find it).

  unrecognized opcode suggests you're running Warband version 1.158
  ce_get_encumbrance no longer uses a WSE/1.153 call from Silverstag, its now using a Warband 1.161+ call to get weight
  that call doesn't exist in Warband 1.15x; you need Warband 1.16x
  Update Warband and the unrecognized opcode wont be there.

  That should bomb messages because all the heroes will be checked (even if they aren't in battle/on your team) and should generate 8 errors per hero/lord/companion/lady.  That's a lot of messages.

  To be honest, with Warband 1.168 I don't get those errors.
  I expect you wont get them with Warband 1.165 either. 

  Weight checks are the first time I actually had to use a call specific to Warband 1.16x; the 1.16x series adds calls that earlier were used with WSE,
but the syntax changed and WSE has a much larger library of calls, plus allows writing of dynamic arrays and reading them back in a savegame.
I don't use WSE because it has issues with Steam, so I'm told, although some people claim steam can co-exist.  Perisno had no new calls -- all the calls I wrote last winter were 1.158 or earlier, generally 1.143 could have ran or anything after.  So with real encumbrance checks its now needed to leave the 1.15x series.

  https://www.taleworlds.com/en/Games/Warband/Download
  you don't need a new serial number it uses the one already in Windows registry.  If you wish, extract to a new path and have the two side by side.

  - GS
 
I'm sorry to bother you again  :oops:


I actually installed Warband 1.168 patch and everything in Phosphor was fine, the Zann invasion beggins and they conquer Lille and Leuven. Yesterday I just start getting enterprises and when searching for the guild master in Leuven this is what happened:

jk7Enh.png

Is Leuven map supposed to be like this? I say so because I obviously couldn't find the Guild master (he should be in the wall-less city or under the floor). I've only encounter this map error in Leuven, but I haven't visited all the towns and castles yet so I can't say Leuven would've the only one with this map bug. Again if you want the save I can upload it for you. Thank you.
 
I've seen something like that before, just not recently.

I'm not exactly sure where that comes from, in that it seems like a bad scene file but copying over scene files doesn't resolve it, so its technically
more likely from a corrupted save giving the wrong index to the scene.  I could expect something like that from a savegame made for v20 r5-tester
and then played on v20 r6, but the issue from factions overwriting slots in memory was I had hoped solved with v20 r6, which I released Monday the 17th August.

  It is possible I need to have more unused slots allocated for diplomacy to use as working space to store faction related values.  There are already more factions in Perisno/Phosphor than diplomacy originally made space for and the issue will just be worse with Perisno .8 adding another 4 factions.  I've padded the slots further in v20 r7 but I didnt think there was enough real changes to publish a new version this Friday.  It's possible your found bug says otherwise.
I'll be out of town tomorrow so it may take a bit to solve.  Next week my day job promises to busy me, for 1-2 days.

  By the way, not that you asked, you could avoid this scene with a work-around:
  camp menu: actions: turn on cheat menu
    go to town
        now the guildmaster is shown as if you had met him already
        buy your enterprise
    leave town
  camp menu: 
    either actions:    or  cheat menu:
    both have a "turn off Cheat menu"
  leave menu

  I prefer to leave cheat menu off because otherwise your message window fills with trash too often
  and otherwise slipping in and out is useful.

  This assumes you have "enable cheats" marked in options when starting Warband, before you select Phosphor mod
   
  I could look at your save game if you can put it on a drive someplace for me.  You could also zip it and mail to
      [email protected]      20 MB attached file limit for Gmail

  As for bothering me, I'm happy someone even tries it.  It is hard to tell exactly if anyone at all runs a build, or if I write only for my own home game...

  - GS

EDIT:
  Your save file solved this in minutes:
  the scene is at town 4, and its problem is the scene is Perisno .8 with changes by Robin for his mine outside town, but the pathing is poor or incomplete.
  Here is the original Perisno .75 scene for town 4, which when you drop the files inside  SceneObj  over the files in SceneObj of the same name solves this.
  https://drive.google.com/file/d/0B4sh7GRykLgEWnIwRFdvRlFuVXc/view?usp=sharing
 
I honestly JUST jumped on the M&B bandwagon a couple months ago, and I have tried many different mods, but Perisno was one of my favorites. As for bugs with Phosphor, the only major issues I have had have been with gathering resources, and colonies. Attempting to enter a colony results in a game crash. Gathering resources seems to be a 50/50 chance of it working or the game crashing... not sure what could be causing it.

Sorry if these have already been brought to your attention.
-Urusaki
 
Urusaki said:
I honestly JUST jumped on the M&B bandwagon a couple months ago, and I have tried many different mods, but Perisno was one of my favorites. As for bugs with Phosphor, the only major issues I have had have been with gathering resources, and colonies. Attempting to enter a colony results in a game crash. Gathering resources seems to be a 50/50 chance of it working or the game crashing... not sure what could be causing it.

Sorry if these have already been brought to your attention.
-Urusaki

  Hmm maybe there's something that happens mostly when you have low skill.  Visit a guild for that gathering type and get your skill up to 8-9 and try again, hopefully with a larger group.

  The outcomes vary by your skill for that type of harvesting, your political level in that guild controls whether you have a chance to skill up from the attempt at
harvesting, and extra troops in your party (each 10) slightly improve the outcome.  There is a 20 sided dice roll that all these things adjust and the very lowest outcomes I should check again.

  I haven't messed with colonies much; maybe I should comment it out then and come back to it in a few months.

  - GS
 
Urusaki said:
...As for bugs with Phosphor, the only major issues I have had have been with gathering resources, and colonies. Attempting to enter a colony results in a game crash. Gathering resources seems to be a 50/50 chance of it working or the game crashing... not sure what could be causing it.

-Urusaki

  I wanted to ask if you might be missing the raw icons for harvestable results coming into inventory - in this case: wood (older Rigale and not Perisno)(from Lumberjacking), iron ingots  (older Rigale but not Perisno)(mining), especially iron ore (mining but uniquely NOT supplied with older rigale or Perisno, this is a recent change), leather hides (rigale and not Perisno) from hunting, flax/grapes/grain/fruit overlap with Perisno (gardening spots), [raw] fish from fishing uses the same icon as smoked fish so it shouldn't be a problem.

  The main issue I can see that would cause an immediate crash on successful harvest (50% of the time at near 0 skill) is simply not having the right icons for when they show up in inventory.  I used to bundle all the icons with every patch but I stopped doing that with the v20 series in order to save space -- making each patch about 6 MB smaller.  You'd need one of the pre-v20 patches to get the icons then a v20 patch to get the final layer of .txt files that represent the compiled code.

  There MAY be some weakness with level 0 harvests I haven't bothered checking, but not one that would systemically fail 50% of harvests, across the line -- UNLESS you lacked the icons for inventory of raw materials, in which case you also lack icons for crafting intermediates (chain links, sheet metal, rare ore).

  Check that and tell me if you still have 50% crash to desktop...
 
  - GS
 
zykox said:
Sky Warden said:
Oh anyway, did you tweak with the combat AI? They move really weird when I use the Follow Me command. They keep running from enemies and thus showing their backs and get killed easily.
It's from Perisno. "Follow me" makes them follow moving banners around you, not exactly on you. The banners will move with you though, but I have no idea how to change the position of the banners.

There is also a Perisno formation ai, that seems to have your and ai troops fight defensively if they take losses, so they can regroup with reinforcements. If you get KOed, there is no way to influence that...unfortunately.
Infantry will also stick together in a big blob.

I myself am not a big fan of the above. I'd rather play without formations at all, so I can at least customize formations a little bit in battle on my own.

Yeah, had a good laugh today. Thought I'd give the new version a go again after not having played M&B for a bit. First battle I go in and I realised I forgot to turn off formations. I had AI formations disabled, but that don't seem to do it.

I had large group of archers, with some infantry, and they had large group of archers, cavalry and some infantry. So they brought their archers in to range to counter mine, but the formation have the cavalry way in front. So I laughed as I got out of a tight spot as my archers decimate a cavalry group just standing there like straw targets.
 
I've heard rumors of other mods with sources that do a better job.
  Blood and Steel for example claimed to have a "mommy" mode where the AI claims it does fewer stupid things.
  Do any of you have comments on that?  Is PoP "vi" a derivative of Blood & Steel's AI?  I've heard one mod claim it had access
  to PoP code but its not OSP.

  Does anyone have an OSP source they feel has better AI handling?

  I have a newer v21 in progress (what would be v20 r7 with Elven Path extensions) but am distracted the rest of this week getting Perisno .76 out the door.
This ended up being Phosphor v20r6 combat but without code for {crafting, harvests, Kaos kit starting options (which were a pain to integrate after all),
extra races _except_ restoring the undead skins I broke last time I did faces, guilds, bards, fatigue, world map (which is ugly but which may one day plot magic flux or something useful), and some other tweaks.}  So _some_ of the code base won't pop up in a dozen other mods (many devs moonlight and thus Perisno gets little progress).  It's only fair -- most of the code CAME from a dozen other mods...

  I suppose some original code will happen, sooner or later.  In the meantime I'm tuning troops and items, as they are pretty much a mess in current condition.

  - GS
 
[/quote]

  I wanted to ask if you might be missing the raw icons for harvestable results coming into inventory - in this case: wood (older Rigale and not Perisno)(from Lumberjacking), iron ingots  (older Rigale but not Perisno)(mining), especially iron ore (mining but uniquely NOT supplied with older rigale or Perisno, this is a recent change), leather hides (rigale and not Perisno) from hunting, flax/grapes/grain/fruit overlap with Perisno (gardening spots), [raw] fish from fishing uses the same icon as smoked fish so it shouldn't be a problem.

  The main issue I can see that would cause an immediate crash on successful harvest (50% of the time at near 0 skill) is simply not having the right icons for when they show up in inventory.  I used to bundle all the icons with every patch but I stopped doing that with the v20 series in order to save space -- making each patch about 6 MB smaller.  You'd need one of the pre-v20 patches to get the icons then a v20 patch to get the final layer of .txt files that represent the compiled code.

  There MAY be some weakness with level 0 harvests I haven't bothered checking, but not one that would systemically fail 50% of harvests, across the line -- UNLESS you lacked the icons for inventory of raw materials, in which case you also lack icons for crafting intermediates (chain links, sheet metal, rare ore).

  Check that and tell me if you still have 50% crash to desktop...
 
  - GS
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It seems like having too low level of the skill was causing it. After training I managed to get all the resource nodes to work. And the icons are all there. I wouldn't worry too much about the colonies either to be honest. Anyway... thank you for your help, and the awesome work you are doing. Crashes have stopped too btw.
-Urusaki
 
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