Skip to content

[mod] Petsy Chattertone

2»

Comments

  • LavaDelVortelLavaDelVortel Member Posts: 3,207
    At line 1929 in the L3petsyj.d file, due to the absence of the following condition from L3Petsy.baf:
    OR(8)
    AreaCheck("AR0020")
    AreaCheck("AR0300")
    AreaCheck("AR0400")
    AreaCheck("AR0500")
    AreaCheck("AR0700")
    AreaCheck("AR0800")
    AreaCheck("AR0900")
    AreaCheck("AR1000")
    

    this dialogue can be incorrectly triggered under certain special circumstances. And because
    CreateCreatureObjectOffset("L3Boy",Player1,[30.30])
    
    is not executed, the dialogue cannot proceed normally, causing the script to enter an infinite loop.

    Speculation: This might be triggered by the condition at line 422 in L3Petsy.baf. Because the `L3PetsyQuest2` variable seems to evaluate to 0 when unassigned?

    The trigger was checking for the quest variable, but any ther script would could fire the talk you mentioned, there was an additional check needed. I added it to make sure the talk always happens when the boy is present and no other script should fire that dialogue.

    However, remember that my older mods are... far from perfect. I only knew what I was doing like 50% of the time, now it's more like 65%, huh. But some of the older mods will just be somewhat imperfect, because what they would need to work much better, is a total reorganization and recoding.

    That said, I fixed the possible problem you mentioned and released v4.4.3. Just keep in mind my old stuff was sometimes coded in a weird way, and I doubt any of those old projects will always work flawlessly.
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 120
    edited July 9

    The trigger was checking for the quest variable, but any ther script would could fire the talk you mentioned, there was an additional check needed. I added it to make sure the talk always happens when the boy is present and no other script should fire that dialogue.

    However, remember that my older mods are... far from perfect. I only knew what I was doing like 50% of the time, now it's more like 65%, huh. But some of the older mods will just be somewhat imperfect, because what they would need to work much better, is a total reorganization and recoding.

    That said, I fixed the possible problem you mentioned and released v4.4.3. Just keep in mind my old stuff was sometimes coded in a weird way, and I doubt any of those old projects will always work flawlessly.

    I'm reporting this because I received a player report that this was triggered when the boy wasn't present, causing the dialogue to fire but be unable to proceed. I'm not doing a code review—just passing along a bug report from players on this end.

    Thanks for the fix.
  • LavaDelVortelLavaDelVortel Member Posts: 3,207
    Yeah, I know, I am just saying those old mods are gonna be a bit more buggy, because... well, they are old and I was still learning, and I doubt they will ever work flawlessly, because I would need to rewrite and recode the whole mod :)

    The bug you reported, however, should be eliminated. I included proper checks to make sure the boy is there and is crucial for the talk, so v4.4.3 should work better in this context :)
Sign In or Register to comment.