Warband Script Enhancer 2 (v1.0.6.0)

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Nobidexx

Recruit
Hello,

I've got an issue with the try_for_agents operation when used at the end of a battle to display the end of battle stats screen (as part of battle_debrief or custom_battle_end). It appears to be unable to loop through the agents, as the loop isn't entered even once. The same script works fine in my non-WSE version.

Does the operation work differently with WSE, and if so is there a fix or workaround?

Thanks for your work.
 

Nobidexx

Recruit
It occurs on WSE 2. I have tried using WSE, but the game crashes on startup, I haven't figured why yet.

Here's the script itself. It loops through every agent and displays the number of enemies killed and wounded by that agent, and whether the agent survived the battle. None of the try_for_agents loops are entered.

Code:
("cf_print_kill_count_to_s0",
                          [
                            (assign, ":total_reported1", 0),
                            (assign, ":total_reported2", 0),
                            (assign, ":total_reported3", 0),
                            (assign, ":total_reported4", 0),
                            (str_clear, s0),
                            (str_store_string, s0, "@^^Allied heroes :^"),
                            (try_for_agents, ":cur_agent"),
                              (agent_is_human, ":cur_agent"),
                              (agent_is_ally, ":cur_agent"),
                              (agent_get_troop_id, ":agent_troop_id", ":cur_agent"),
                              (troop_is_hero, ":agent_troop_id"),
                              (agent_get_kill_count, ":num_killed", ":cur_agent"),
                              (agent_get_kill_count, ":num_wounded", ":cur_agent", 1),
                              (troop_get_slot, ":troop_kill_count", ":agent_troop_id", slot_troop_kill_count),
                              (troop_get_slot, ":troop_wound_count", ":agent_troop_id", slot_troop_wound_count),
                              (val_add, ":troop_kill_count", ":num_killed"),
                              (val_add, ":troop_wound_count", ":num_wounded"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_kill_count, ":troop_kill_count"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_wound_count, ":troop_wound_count"),
                              (this_or_next|gt, ":num_killed", 0),
                              (gt, ":num_wounded", 0),
                              (str_store_troop_name, s5, ":agent_troop_id"),
                              (store_add, reg3, ":num_killed", ":num_wounded"),
                              (assign, reg4, ":num_killed"),
                              (assign, reg5, ":num_wounded"),
                              (try_begin),
                             
                                (agent_is_wounded,":cur_agent"),
                                (str_store_string,s7,"@ (wounded) "),
                           
                              (else_try),
                             
                                (str_store_string,s7,"@ (alive) "),
                                                   
                              (try_end),
                              (str_store_string, s6, "@{reg4} killed, {reg5} wounded"),
                              (try_begin),
                                (this_or_next|eq, ":agent_troop_id", "trp_player"),
                                (is_between, ":agent_troop_id", companions_begin, companions_end),
                                (str_store_string, s0, "@{s0}^{s5}{s7}: {reg3} ({s6})"),
                              (else_try),
                                (str_store_string, s0, "@{s0}^{s5}{s7}: {reg3} ({s6})"),
                              (try_end),
                              (val_add, ":total_reported1", 1),
                            (try_end),
                            (str_store_string, s1, "@^^Enemy heroes :^"),
                            (try_for_agents, ":cur_agent"),
                              (agent_is_human, ":cur_agent"),
                              (neg|agent_is_ally, ":cur_agent"),
                              (agent_get_troop_id, ":agent_troop_id", ":cur_agent"),
                              (troop_is_hero, ":agent_troop_id"),
                              (agent_get_kill_count, ":num_killed", ":cur_agent"),
                              (agent_get_kill_count, ":num_wounded", ":cur_agent", 1),
                              (troop_get_slot, ":troop_kill_count", ":agent_troop_id", slot_troop_kill_count),
                              (troop_get_slot, ":troop_wound_count", ":agent_troop_id", slot_troop_wound_count),
                              (val_add, ":troop_kill_count", ":num_killed"),
                              (val_add, ":troop_wound_count", ":num_wounded"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_kill_count, ":troop_kill_count"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_wound_count, ":troop_wound_count"),
                              (this_or_next|gt, ":num_killed", 0),
                              (gt, ":num_wounded", 0),
                              (str_store_troop_name, s5, ":agent_troop_id"),
                              (store_add, reg3, ":num_killed", ":num_wounded"),
                              (assign, reg4, ":num_killed"),
                              (assign, reg5, ":num_wounded"),                       
                              (str_store_string, s6, "@{reg4} killed, {reg5} wounded"),
                              (try_begin),
                             
                                (agent_is_wounded,":cur_agent"),
                                (str_store_string,s7,"@ (wounded) "),
                           
                              (else_try),
                             
                                (str_store_string,s7,"@ (alive) "),
                                                   
                              (try_end),
                              (try_begin),
                                (is_between, ":agent_troop_id", companions_begin, companions_end),
                                (str_store_string, s1, "@{s1}^{s5}{s7}: {reg3} ({s6})"),
                              (else_try),
                                (str_store_string, s1, "@{s1}^{s5}{s7}: {reg3} ({s6})"),
                              (try_end),
                              (val_add, ":total_reported2", 1),
                            (try_end),   
                            (str_store_string, s2, "@^^Allied troops :^"),
                            (try_for_agents, ":cur_agent"),
                              (display_log_message, "@Test Loop"),
                              (agent_is_human, ":cur_agent"),
                              (agent_is_ally, ":cur_agent"),
                              (agent_get_troop_id, ":agent_troop_id", ":cur_agent"),
                              (neg|troop_is_hero, ":agent_troop_id"),
                              (agent_get_kill_count, ":num_killed", ":cur_agent"),
                              (assign, reg5, ":num_killed"),
                              (display_log_message, "@num Killed = {reg5}"),
                              (agent_get_kill_count, ":num_wounded", ":cur_agent", 1),
                              (troop_get_slot, ":troop_kill_count", ":agent_troop_id", slot_troop_kill_count),
                              (troop_get_slot, ":troop_wound_count", ":agent_troop_id", slot_troop_wound_count),
                              (val_add, ":troop_kill_count", ":num_killed"),
                              (val_add, ":troop_wound_count", ":num_wounded"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_kill_count, ":troop_kill_count"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_wound_count, ":troop_wound_count"),
                              (this_or_next|gt, ":num_killed", 0),
                              (gt, ":num_wounded", 0),
                              (str_store_troop_name, s5, ":agent_troop_id"),
                              (store_add, reg3, ":num_killed", ":num_wounded"),
                              (assign, reg4, ":num_killed"),
                              (assign, reg5, ":num_wounded"),
                              (str_store_string, s6, "@{reg4} killed, {reg5} wounded"),
                              (try_begin),
                             
                                (neg|agent_is_alive,":cur_agent"),
                                (try_begin),
                             
                                    (agent_is_wounded,":cur_agent"),
                                    (str_store_string,s7,"@ (wounded) "),
                                   
                                (else_try),
                               
                                    (str_store_string,s7,"@ (killed) "),
                               
                                (try_end),
                           
                              (else_try),
                             
                                (agent_is_routed,":cur_agent"),
                                (str_store_string,s7,"@ (routed) "),
                               
                              (else_try),
                             
                                (str_store_string,s7,"@ (alive) "),
                                                   
                              (try_end),
                              (str_store_string, s2, "@{s2}^{s5}{s7}: {reg3} ({s6})"),
                              (val_add, ":total_reported3", 1),
                            (try_end),
                            (str_store_string, s3, "@^^Enemy troops :^"),
                            (try_for_agents, ":cur_agent"),
                              (agent_is_human, ":cur_agent"),
                              (neg|agent_is_ally,":cur_agent"),                             
                              (agent_get_troop_id, ":agent_troop_id", ":cur_agent"),
                              (neg|troop_is_hero,":agent_troop_id"),
                              (agent_get_kill_count, ":num_killed", ":cur_agent"),
                              (agent_get_kill_count, ":num_wounded", ":cur_agent", 1),
                              (troop_get_slot, ":troop_kill_count", ":agent_troop_id", slot_troop_kill_count),
                              (troop_get_slot, ":troop_wound_count", ":agent_troop_id", slot_troop_wound_count),
                              (val_add, ":troop_kill_count", ":num_killed"),
                              (val_add, ":troop_wound_count", ":num_wounded"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_kill_count, ":troop_kill_count"),
                              (troop_set_slot, ":agent_troop_id", slot_troop_wound_count, ":troop_wound_count"),
                              (this_or_next|gt, ":num_killed", 0),
                              (gt, ":num_wounded", 0),
                              (str_store_troop_name, s5, ":agent_troop_id"),
                              (store_add, reg3, ":num_killed", ":num_wounded"),
                              (assign, reg4, ":num_killed"),
                              (assign, reg5, ":num_wounded"),
                              (str_store_string, s6, "@{reg4} killed, {reg5} wounded"),
                               (try_begin),
                             
                                (neg|agent_is_alive,":cur_agent"),
                                (try_begin),
                             
                                    (agent_is_wounded,":cur_agent"),
                                    (str_store_string,s7,"@ (wounded) "),
                                   
                                (else_try),
                               
                                    (str_store_string,s7,"@ (killed) "),
                               
                                (try_end),
                           
                              (else_try),
                             
                                (agent_is_routed,":cur_agent"),
                                (str_store_string,s7,"@ (routed) "),
                               
                              (else_try),
                             
                                (str_store_string,s7,"@ (alive) "),
                                                   
                              (try_end),
                              (str_store_string, s3, "@{s3}^{s5}{s7}: {reg3} ({s6})"),
                              (val_add, ":total_reported4", 1),
                            (try_end),
                            (try_begin),
                              (eq, ":total_reported1", 0),
                              (str_store_string, s0, "@^^Allied heroes :^^None"),
                            (try_end),
                            (try_begin),
                              (eq, ":total_reported2", 0),
                              (str_store_string, s1, "@^^Enemy heroes :^^None"),
                            (try_end),
                            (try_begin),
                              (eq, ":total_reported3", 0),
                              (str_store_string, s2, "@^^Allied troops :^^None"),
                            (try_end),
                            (try_begin),
                              (eq, ":total_reported4", 0),
                              (str_store_string, s3, "@^^Enemy troops :^^None"),
                            (try_end),
                        ]),

The script is called here (at the end of custom battles), and at the end of standard battles:

Code:
(
    "custom_battle_end",mnf_disable_all_keys,
    "The battle is over. {s18} Your side killed {reg10} enemies and lost {reg11} troops over the battle. You personally slew {reg7} men in the fighting.^^Your Casualties:{s8}^^Enemy Casualties:{s9}^^Kill count:{s12}{s13}{s14}{s15}",
    "none",
    [(music_set_situation, 0),
     (assign, reg10, "$g_custom_battle_team2_death_count"),
     (assign, reg11, "$g_custom_battle_team1_death_count"),
     (get_player_agent_kill_count, ":kill_count"),
     (get_player_agent_kill_count, ":wound_count", 1),
     (store_add, reg7, ":kill_count", ":wound_count"),
     (try_begin),
       (eq, "$g_battle_result", 1),
       (str_store_string, s18, "str_battle_won"),
     (else_try),
       (str_store_string, s18, "str_battle_lost"),
     (try_end),
    
     (try_begin),
       (ge, "$g_custom_battle_team2_death_count", 100),
       (unlock_achievement, ACHIEVEMENT_LOOK_AT_THE_BONES),
     (try_end),
    
     (call_script, "script_print_casualties_to_s0", "p_player_casualties", 0),
     (str_store_string_reg, s8, s0),
     (call_script, "script_print_casualties_to_s0", "p_enemy_casualties", 0),
     (str_store_string_reg, s9, s0),
    
     ## CC
     (call_script, "script_cf_print_kill_count_to_s0"),
     (str_store_string_reg, s12, s0),
     (str_store_string_reg, s13, s1),
     (str_store_string_reg, s14, s2),
     (str_store_string_reg, s15, s3),
     ],
    [
      ("continue",[],"Continue.",
       [(change_screen_quit),
        ]
       ),
    ]
  ),
 

K700

Sergeant Knight
WB
Probably in WSE2 at the time of calling the game menu custom_battle_end all agents have already been removed from the scene.
But it doesn't matter, because the script itself is incorrect. It will not be possible to calculate statistics using this method, because the agents are removed 30 seconds after death.
 

Nobidexx

Recruit
I see, thanks. Is agents being removed 30 seconds after death specific to WSE2? Because the script works just fine on my version without WSE2 - I do get the killcount of agents that died more than 30 seconds before the end of the battle.

At least it's probably possible to rework the script by storing the agent's killcount somewhere upon death / rout, and check the killcount of all alive agents once the battle is over / when the player presses tab.
 

K700

Sergeant Knight
WB
I checked it happens for multiplayer, not for single player. I will study this issue in more detail when I have free time.
 

Nobidexx

Recruit
Very well, thanks.

I've also had a graphical issue issue with some items (see below):

CT0NBiQ.png


qHZpsyg.png
zZ6gnw8.png

What's odd is that it doesn't happen to every agent with the item equipped, but there's always a few to whom it does in large groups of units. It only affects a few dozen items, but I haven't found any obvious reason why those specifically.

As before, the problem isn't present on the non-WSE2 version.

Do you have any idea what's causing this?
 

Nobidexx

Recruit
Here's the log after loading the game + doing a short battle, which involved agents with this issue:

16:55:13 - Build: Release
16:55:13 - Mount&Blade Warband WSE2 version: 1.174 1046 Apr 29 2021 16:41:49
16:55:13 - Havok version: 2013.1.0-r1
16:55:13 - FMOD Ex version: 4.44.18
16:55:13 - Command line: --module A New Dawn 0.98 --no-intro
16:55:13 - Initializing timer...
16:55:13 - Collecting system info...
16:55:13 - Dumping system info...
16:55:13 - -- OS: Windows 10
16:55:13 - - Version: 10.0.19041
16:55:13 - - Arch: x64
16:55:13 - -- CPU: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (GenuineIntel)
16:55:13 - - Count: 6 (HT)
16:55:13 - -- Memory: 16305 MB
16:55:13 - - Available: 5078 MB
16:55:13 - -- GPU: NVIDIA GeForce GTX 1070
16:55:13 - - Memory: 4095 MB
16:55:13 - - Driver Version: 27.21.14.5671
16:55:13 - Initializing language...
16:55:13 - WARNING: Duplicate language string ui_retreated_battle
16:55:13 - WARNING: Duplicate language string ui_midnight
16:55:13 - WARNING: Duplicate language string ui_chest
16:55:13 - WARNING: Duplicate language string ui_group_rename
16:55:13 - WARNING: Duplicate language string ui_difficulty_rating_percentage
16:55:13 - WARNING: Duplicate language string ui_general_options
16:55:13 - WARNING: Duplicate language string ui_video_options
16:55:13 - WARNING: Duplicate language string ui_controls
16:55:13 - WARNING: Duplicate language string ui_maximum_framerate
16:55:13 - WARNING: Duplicate language string ui_show_framerate
16:55:13 - WARNING: Duplicate language string ui_estimated_performance
16:55:13 - WARNING: Duplicate language string ui_invalid_username
16:55:13 - WARNING: Duplicate language string ui_control_block_direction
16:55:13 - WARNING: Duplicate language string ui_control_attack_direction
16:55:13 - WARNING: Duplicate language string ui_command_line
16:55:13 - WARNING: Duplicate language string ui_enable_cheats
16:55:13 - WARNING: Duplicate language string ui_off
16:55:13 - WARNING: Duplicate language string ui_antialiasing
16:55:13 - WARNING: Duplicate language string ui_module_newer_than_application
16:55:13 - WARNING: Duplicate language string ui_module_older_than_application
16:55:13 - Loading language files...
16:55:13 - Initializing resource manager...
16:55:13 - Initializing network manager...
16:55:13 - Initializing task pool...
16:55:13 - Initializing sound...
16:55:13 - Initializing physics...
16:55:13 - Initializing mission...
16:55:13 - Initializing game key manager...
16:55:13 - Initializing render thread manager...
16:55:13 - Using Direct3D9Ex
16:55:13 - Adapter: X8R8G8B8 1920x1080 60Hz
16:55:13 - Loading resource blacklist...
16:55:13 - Loading core resources...
16:55:13 - Initializing renderer...
16:55:13 - Loading font...
16:55:13 - Initializing window manager...
16:55:13 - Creating game windows...
16:55:13 - Initializing device...
16:55:13 - -- Behavior flags: 0x56
16:55:13 - -- Device Caps
16:55:13 - - DeviceType: 0x1
16:55:13 - - VertexShaderVersion: 0xFFFE0300
16:55:13 - - PixelShaderVersion: 0xFFFF0300
16:55:13 - - DevCaps: 0x1BBEF0
16:55:13 - - DevCaps2: 0x51
16:55:13 - - Caps: 0x20800
16:55:13 - - Caps2: 0xE0020000
16:55:13 - - Caps3: 0x7A0
16:55:13 - - VS20Caps: 0x1
16:55:13 - - PS20Caps: 0x1F
16:55:13 - - PrimitiveMiscCaps: 0x2FCEF2
16:55:13 - - RasterCaps: 0x7732191
16:55:13 - - ZCmpCaps: 0xFF
16:55:13 - - SrcBlendCaps: 0x3FFF
16:55:13 - - DestBlendCaps: 0x3FFF
16:55:13 - - AlphaCmpCaps: 0xFF
16:55:13 - - TextureFilterCaps: 0x3030700
16:55:13 - - StretchRectFilterCaps: 0x3000300
16:55:13 - - VertexTextureFilterCaps: 0x3030700
16:55:13 - - PresentationIntervals: 0x8000000F
16:55:13 - - MaxTextureWidth: 16384
16:55:13 - - MaxTextureHeight: 16384
16:55:13 - - MaxAnisotropy: 16
16:55:13 - - MaxPrimitiveCount: 16777215
16:55:13 - - MaxVertexIndex: 16777215
16:55:13 - - MaxStreams: 16
16:55:13 - - MaxStreamStride: 255
16:55:13 - - NumSimultaneousRTs: 4
16:55:13 - Adapter: X8R8G8B8 1920x1080 60Hz
16:55:13 - Back buffer: X8R8G8B8 1024x788 0X
16:55:13 - Depth stencil: D24X8 1024x788 0X
16:55:14 - Loading post effect shaders (HDR: 1, DoF: 0, FXAA: 1, PP: 1)...
16:55:14 - Loaded PostFx shaders...
16:55:14 - WARNING: Unable to find technique flag_veter_animated_items
16:55:14 - WARNING: Unable to find shader clear_floating_point_buffer_shader
16:55:17 - Resizing window...
16:55:17 - Adapter: X8R8G8B8 1920x1080 60Hz
16:55:17 - Back buffer: X8R8G8B8 1920x1017 0X
16:55:17 - Depth stencil: D24X8 1920x1017 0X
16:55:17 - Loading settings...
16:55:18 - Loading resource shaders
16:55:18 - Loading module resource min_env_materials
16:55:18 - Loading module resource min_bui_materials
16:55:18 - Loading module resource min_fac_materials
16:55:18 - Loading module resource min_fla_materials
16:55:18 - Loading module resource min_gui_materials
16:55:18 - Loading module resource min_map_materials
16:55:18 - Loading module resource min_itm_materials
16:55:18 - Loading module resource ext_itm_materials
16:55:18 - Loading module resource itm_materials
16:55:18 - Loading module resource exp_bui_materials
16:55:18 - Loading module resource exp_env_materials
16:55:18 - Loading module resource exp_gui_materials
16:55:18 - Loading module resource pellagus_clothing
16:55:18 - Loading module resource pellagus_items
16:55:18 - Loading resource barrier_primitives
16:55:18 - Loading resource test
16:55:18 - Loading resource simple_primitives
16:55:18 - Loading resource uimeshes
16:55:18 - Loading resource helpers
16:55:18 - Loading resource pictures
16:55:18 - Loading resource ui_server_filter
16:55:18 - Loading resource user_interface_b
16:55:18 - Loading resource user_interface_c
16:55:18 - Loading module resource min_gui_overview
16:55:18 - Loading module resource min_gui_particle_meshes
16:55:18 - Loading module resource min_gui_particles_2
16:55:18 - Loading module resource exp_gui_interface
16:55:18 - Loading resource ani_attacks
16:55:18 - Loading resource ani_attacks_single
16:55:18 - Loading resource ani_crouch_down
16:55:18 - Loading resource ani_death
16:55:18 - Loading resource ani_defends
16:55:18 - Loading resource ani_equip_arms
16:55:18 - Loading resource ani_human_mounted
16:55:18 - Loading resource ani_jump
16:55:18 - Loading resource ani_kicks
16:55:18 - Loading resource ani_lady_stand
16:55:18 - Loading resource ani_lancer
16:55:18 - Loading resource ani_low_walk
16:55:18 - Loading resource ani_man_cheer
16:55:18 - Loading resource ani_man_walk
16:55:18 - Loading resource ani_onehanded
16:55:18 - Loading resource ani_parry_attack
16:55:18 - Loading resource ani_poses
16:55:18 - Loading resource ani_run_forward_left_right
16:55:18 - Loading resource ani_run_lookingsides
16:55:18 - Loading resource ani_run_p
16:55:18 - Loading resource ani_run_sideways
16:55:18 - Loading resource ani_stand
16:55:18 - Loading resource ani_stand_guardsman
16:55:18 - Loading resource ani_stand_onhorse
16:55:18 - Loading resource ani_stand_shopkeeper
16:55:18 - Loading resource ani_strikes
16:55:18 - Loading resource uni_strikes3
16:55:18 - Loading resource ani_throw_stone
16:55:18 - Loading resource ani_turn_man
16:55:18 - Loading resource ani_twohanded
16:55:18 - Loading resource ani_walk_backward
16:55:18 - Loading resource ani_walk_lookingsides
16:55:18 - Loading resource ani_walk_sideways
16:55:18 - Loading resource ani_wedding
16:55:18 - Loading resource uni_defence
16:55:18 - Loading resource uni_equip
16:55:18 - Loading resource uni_fistswing
16:55:18 - Loading resource uni_jump
16:55:18 - Loading resource uni_lord_stand
16:55:18 - Loading resource uni_sideways
16:55:18 - Loading resource uni_stances
16:55:18 - Loading resource uni_strike
16:55:18 - Loading resource uni_throws
16:55:18 - Loading module resource min_mov_skeletons
16:55:19 - Loading module resource old_pictures
16:55:19 - Loading resource custom_banner
16:55:19 - Loading module resource min_fla_banners
16:55:19 - Loading module resource min_fla_banners_default
16:55:19 - Loading module resource min_fla_flags_vertical
16:55:19 - Loading resource arabian_castle
16:55:19 - Loading resource arabian_houses
16:55:19 - Loading resource arabian_props
16:55:19 - Loading resource arabian_village
16:55:19 - Loading resource destroy
16:55:19 - Loading resource doors
16:55:19 - Loading resource dungeon
16:55:19 - Loading resource food
16:55:19 - Loading resource gatehouse
16:55:19 - Loading resource interior_thirsty_lion
16:55:19 - Loading resource interiors_a
16:55:19 - Loading resource interiors_arabian
16:55:19 - Loading resource interiors_b
16:55:19 - Loading resource interiors_c
16:55:19 - Loading resource interiors_d
16:55:19 - Loading resource interiors_steppe
16:55:19 - Loading resource object_b
16:55:19 - Loading resource object_c
16:55:19 - Loading resource object_meshes
16:55:19 - Loading resource prisons
16:55:19 - Loading resource prisons_b
16:55:19 - Loading resource scene_small_tavern
16:55:19 - Loading resource ship
16:55:19 - Loading resource square_keep
16:55:19 - Loading resource stone_houses
16:55:19 - Loading resource valleyProps
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16:55:28 - WARNING: Unable to find texture icons_a
16:55:28 - WARNING: Unable to find texture map_icon_texture_b
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16:55:29 - Loading music...
16:55:29 - Loading textures...
16:56:53 - PERFORMANCE WARNING: Mesh fac_undead_body with material undead_body and shader def_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh fac_undead_body.lod1 with material undead_body and shader def_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh fac_undead_body.lod2 with material undead_body and shader def_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh fac_undead_body.lod3 with material undead_body and shader def_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh fac_undead_body.lod4 with material undead_body and shader def_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh saracin_hard_horses_b.4 with material saracin_spears_detal and shader flora_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh saracin_hard_horses_b.lod1.4 with material saracin_spears_detal and shader flora_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh saracin_hard_horses_b.lod2.4 with material saracin_spears_detal and shader flora_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh saracin_hard_horses_b.lod3.4 with material saracin_spears_detal and shader flora_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh saracin_hard_horses_b.lod4.4 with material saracin_spears_detal and shader flora_shader uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh common_tulbent_b.1 with material hair_headgear and shader dot3_alpha uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh common_tulbent.1 with material hair_headgear and shader dot3_alpha uses CPU skinning
16:56:53 - PERFORMANCE WARNING: Mesh gnezdovo_helm_a.1 with material horsetail and shader dot3_alpha uses CPU skinning
16:56:53 - Reading module data...
16:56:53 - Loading item modifiers...
16:56:53 - Loading flora kinds...
16:56:53 - Loading ground specs...
16:56:53 - Loading skyboxes...
16:56:53 - Reading settings data...
16:56:53 - Loading sounds...
16:57:10 - Unable to map sound snd_release_crossbow_medium
16:57:10 - Unable to map sound snd_release_crossbow_far
16:57:10 - Unable to map sound snd_bullet_hit_body
16:57:10 - Unable to map sound snd_player_hit_by_bullet
16:57:10 - Loading particle systems...
16:57:10 - Loading skins...
16:57:10 - Loading scene props...
16:57:10 - Loading menus...
16:57:10 - Loading tableau materials...
16:57:10 - Loading presentations...
16:57:10 - Unable to map presentation prsnt_game_start
16:57:10 - Unable to map presentation prsnt_game_escape
16:57:10 - Loading scripts...
16:57:10 - Unable to map script game_missile_launch
16:57:10 - Unable to map script game_troop_upgrades_button_clicked
16:57:10 - Unable to map script game_character_screen_requested
16:57:10 - Loading map icons...
16:57:10 - Loading strings...
16:57:10 - Loading quick strings...
16:57:10 - Loading meshes...
16:57:10 - Loading item kinds...
16:57:11 - Loading conversations...
16:57:11 - Loading mission templates...
16:57:11 - Loading party templates...
16:57:11 - Loading post effects...
16:57:11 - Loading actions...
16:57:11 - Initializing lua...
16:57:11 - Loading post effect shaders (HDR: 1, DoF: 0, FXAA: 1, PP: 1)...
16:57:12 - Loaded PostFx shaders...
16:57:12 - Loading time: 118625
16:57:24 - Creating game...
16:57:24 - Loading setting data...
16:57:24 - Starting game...
16:57:24 - Initializing meta mission...
16:57:29 - Starting map random_scene_plain_custom_1 in mode quick_battle_battle
16:57:30 - WARNING: Ground paint is smaller than terrain for site random_scene_plain_custom_1
16:57:32 - Loading post effect shaders (HDR: 1, DoF: 0, FXAA: 1, PP: 1)...
16:57:32 - Loaded PostFx shaders...

None of the errors or warnings raised refer to the items used, and the missing shaders aren't used by them either.

That said, I've just noticed that all the items are from the same source (same brf file).
 
Last edited:

Nobidexx

Recruit
There appears to be an issue with the store_random_party_of_template operation, as it returns an incorrect result (here, the player's party) when only 1 party of the provided template exists.

To give an example, here's what I'm trying to do:

- Check whether a unique army spawn exists
- If it exists, find it using store_random_party_of_template
- If its size is below 400, add reinforcements to the party, to make sure it stays above a certain strength.

Here's the relevant snippet:

(try_begin),

(store_num_parties_of_template, ":army_spawned", "pt_stavros"),
(assign, reg5, ":army_spawned"),
(display_log_message, "@nb army Stavros spawned = {reg5}"),
(eq,":army_spawned",1),
(store_random_party_of_template,":army","pt_stavros"),
(str_store_party_name, s5, ":army"),
(display_log_message, "@party name = {s5}"),
(party_get_num_companions,":size",":army"),
(le,":size",400),
(party_add_template,":army","pt_stavros_reinforcements"),

(try_end),

In practice, when the unique army has spawned, the game is able to detect its presence, but the store_random_party_of_template will return the player's party instead, which wrongfully adds the reinforcements to the player's party.

As before, the script works fine in my non-WSE2 version, which means it's probably due to an issue with how WSE2 handles this operation.
 

Nobidexx

Recruit
Thanks.

I've noticed another issue in my mod, again only when using WSE2. After a week of ingame time, the player starts gaining small amounts of xp at very small (but seemingly still random) intervals of time:

V6OjH5c.png

Perhaps this is due to a WSE2 operation working differently and interacting poorly with my own code, like with the previous issue. I've checked the training skill and it doesn't appear to have anything to do with that, given my character in this test had 0 in this skill.

I must admit I'm at a loss when it comes to tracking down what might cause this. I've checked for uses of the add_xp_to_troop operation, but it isn't used as part of triggers, so I have no idea what script could be firing up at regular intervals and adding unwanted xp to the player like that.

Any ideas?
 

K700

Sergeant Knight
WB
Some kingdom hero parties somehow get a copy player's hero troop.
Xp bug - also consequence "copy player hero" bug - xp awarded for battles involving copies.
 

Nobidexx

Recruit
Thanks, the issue does indeed happen to be a copy of trp_player being added to kingdom hero parties somehow (not other party types).

It seems to happen only when the lord's party is in combat, and only in fairly rare circumstances (not more than 2 or 3 lords even after a few weeks). I'll try to understand why and how this happens.
 

Nobidexx

Recruit
Are there operations that can add troops to a party other than party_add_template, party_add_members and party_force_add_members? I've gone through calls of each of these operations and added checks to see if they were the cause, but it doesn't appear to be the case.
 

Nobidexx

Recruit
I suppose it could be. I'll try to narrow it down further (I'm almost certain it has something to do with the scripts to simulate battle, given that the player troop is always added after the first casualties are inflicted on each side).

I could probably fix it easily with a trigger that goes through every party and removes trp_player if it's not in the player's party, but finding the root cause would be nice as it could be a problem elsewhere too.
 
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