To note, I'm speaking to "SKARD noticed I didn't also change the FaceObject()" to Nameless. I'm saying that should be left at See([PC]) FaceObject([PC]) so that she'll face the nearest PC (she has lines for when she sees just a normal PC, but she won't turn to face them anymore). The change to only have the floats if she sees TNO is good, of course.L276: I actually approve of the change to only recognize and address Nameless... if you ran a PC by her never having seen Nameless at all, it makes no sense.
I was looking at it over the summer, and it looked like Near and Return don't run when AI idles (the NPC gets offscreen for too long). So they'll just bunch up in the northwest, flee back to start when the party gets near, and then start heading back when you move away.L50: The script does return them to their saved location once they stray too far... or it does if it has a saved location to return them to, which is why I add that.
Stored locations in PST look to simply be the location (one of the two; I never looked to see which is really current and which is "home") in the ARE actor struct (in IWD, they altered the CRE struct to store the location data there), but you're right it shouldn't be much of a deal (although it could lead to a mass migration northwest if the OnCreation() fires too often and updates their stored locs while the buggers move ever closer to the phantom point). (I couldn't find a decent way to correct this, so it's not like I have any idea of something "better" to be done here, in any case.)
In the newer builds of NI, you might try setting the "Wander distance" value for the actor to some nonzero value; in some engines, this will instruct the RandomWalk() code to discard points that are outside that range (I believe it already existed in BG/TotSC, so it may work), as an experiment. But I wouldn't count on nor rely on it.
Also the thief Anarchist is Curst male, like Blackrose.L2885: Bleah, you're right... I'll extend the fix to those as well.
Yours will never fail (whereas "script name" can be made to work only in limited scenarios). I just point it out so you know it's not entirely hopeless (as for instance, I don't have to do all that legwork for Giltspur's customers, because I can just exchange their Enemy()s and Help()s and call it fixed well enough for my purposes).L3165: Ah, okay, interesting... never ran into an instance where it worked. I think my changes are still appropriate, yes?
Yeah, I had a hard enough time finding them when I looked because their start is obscured way up there. I'm not really familiar with PST, so that was more a question as to whether they were odd or not (all the work I did with this was over the summer, and I tore through it a single time, so I couldn't decide if their path was too funky having never actually played the game) since it looked like the others were at least disappearing at the weird town edges (whereas the castle and gate to Carceri are supposed to be closed).L3271: If you look, most of the rail critters in that area do odd paths like that, it didn't seem any worse (or better) than the other paths. Though I think at the end of this path, the "north wall of the blacksmith" is close enough to the door that I think it's implied he's headed there, just mostly out of sight.
I think it maybe has to be dead (the animation is just the body or something, or maybe you could talk to it if it was alive)? It could just be a general graphics bug (maybe widescreen or newer GPUs), like having it try to draw with a huge widescreen resolution... it seems to work fine as-is in vanilla with normal 640x and a crappy Intel IGP, though.L3470: Huh! I didn't notice the CGAMESPRITE state in the original CRE, I thought it was getting set to that in the save game -because- of the negative hp. Unfortunately in my own test game, by the time I discovered and fixed this problem they'd already "died" in my test game and I would've had to backtrack WAY too far to test my fix all the way till the endgame. I'll change the state as well for the next version, but maybe the low hp was causing him to die again or something? Hopefully if someone sees them disappear in their game, they'll mention it, then we'll know going forward (not that there's any other graphic that's a CRE, to my knowledge).
For this, the definition is entirely in the implementation. (Quint's poison charm, all those effects can be applied directly to the user (kind of like drinking a potion item); so it's more indicative of "apply all these to me." Cast spell isn't like that, though (especially in cases like TTShadow, where you also need to pick a target)--the effect isn't something you're going to want to "apply" to the actor. Locally, aside from the BladeIm, the cube, and the entropic blades, this flag is only needed for Maslow, MirImag, PCheese (once you fix it up), TTCutPur, and TTSource (and it shouldn't be set for all Ingress' teeth items).L3498: Well, depends on what you mean by spells.
Yes, and I was unable to find any solution. It doesn't always crash, but if you're running around with invincible TNO with a legion of shadows following you while testing the game, it can die trying to shoot the Blacksphere (it's something to do with this dumb spell).L135: I don't think I ever had those traps crash my game, so I couldn't really evaluate the worth of this fix. Have you had those crashes?
So do I. I bypassed all your grief by making the jail door not set guards hostile (so shad and raimon don't have to deaggro) and then switching all MAOs _WARN sets (so 2 is "don't come back or else" and 1 is "die now"). And then I got to ignore all the deaggro by just deciding that MAO yielding is allowing to leave that legion of rats in the immediate nest rather than frying your brain and not the wererats outside. Less heartache and headache for me than to look at all the changes you had to sort through. :-)L166: I'll have to investigate this one more as well. Have I ever mentioned how much I hate the Warrens of Thought? I really really do.
Lucky for you, though, this is just the catacombs. There's a rat (spawn controlled by 1400_Area_A) who leads you to another group of rats with a spell rat (spawn control 1400_Area_B). In vanilla (and v4), if you don't kill all the rats (I hope that was intent, although using !Exists() so they all have to be dead isn't done in any of the other spawn toggles), then any missing ones in the ambush will respawn (you have to wipe them all out to turn off the rat ambush in this area). In v4, however, the little bait rat who leads you to the ambush won't respawn, even if the ambushers are dead (and in vanilla, although the spell rat should turn them all off when it dies, it doesn't seem to ever run its Die() right, so the little turd would *always* respawn). (Fixpack appends a !Exists([Specifics(BaitRat)]) 1400_Area_A = 0 block.)
What I'm suggesting is to turn it off when the ambush group has been wiped out (the check already to toggle 1400_Area_B) since he no longer has a purpose (before then, why wouldn't they send another rat to lead the looters to the ambush?). Note also that the block to deactivate 1400_Area_B is missing one of its rats (Specifics 93), although this would never have any appreciable effect.
Thankfully, this is a *lot* easier than anything even remotely related to the Warrens of Thought teams. ;-)
Yeah, it's obviously the CRE script for the gears, but since there are already gear and machine sounds in the area's ambients, I never tried hooking it up (certainly, it looks like it might lead to some excessive sound-playing, although it's nice they had the foresight to turn it off when the gears stop).L1114: Hmmm, weird, that sound file sounds awfully familiar. Maybe I -should- activate it?
Yeah, these were the differences I recall from the various v3 TP2s (I trolled them over the summer to look for bugs, since I compulsively code my own fixes). I have original as-yet-unfixed stuff to throw out, but that just takes me walking through my local TP2 and posting the changes, so won't take too long.Really grateful for the help, you gave me lots of good stuff, in fact I may do a 4.1 for it (luckily, none of these should invalidate save games from 4.0).
Yeah, sometimes I see guest posts and I'm like, "Doh, I hope they don't think that one was me!"I -would- appreciate your at least coming up with -some- way to identify you when you post though
Register or fill in devSin as your guest name or -something-, it was like 30 posts before I figured out who you were and I *still* have to guess more often than not
![;)](http://www.shsforums.net/public/style_emoticons/default/wink.gif)
I only did the bodice posts last summer, the 2DAs, pimp NI, and maybe a couple other notes. I'll sign the important ones "devSin" when I remember.