PFixPack.tph:
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. If she is throwing out her lines about
TNO without
TNO around, then that's an additional change I should make, and she should just throw her standard lines instead, not turning to face anyone, just muttering/talking to herself.
QwinnFix.tph:
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. I agree that the problem is in RandomWalk() basically seeming to send critters to the west more than any other direction (you should see how much effort I put into dealing with that in the Hive section containing the Smoldering Corpse... you'd frequently get all the randomwalking critters stuck on the southwest edge of the area, I added similar "go back to your starting spot" logic to correct taht), but adding the SavePlace() will at least sometimes make them head back to their starting location if they stray too far, splitting them up every so often. Can't hurt, anyway.
L77: Hmm, looking at quests.ini, I think you're right, I'm probably making the "completed" entry for this quest drop out of the journal via this method. I'll create a variable to make sure Anizius only gets his spawn variable set once for the prison so he doesn't get spawned prematurely for Curst Gone.
L135: ... weird. Wonder why I did that. Maybe just a typo on my part. I'll change 2 to 3 in the script, and still increase it to 4, as it still seemed to be going too fast to me.
L278: Nice catch! I've been wondering why I'd still sometimes manage to see a duplicate Matter of Course. Been working at this one for a long time, so, thanks!
L1999: Nother nice catch, I was wondering why the nearby Sensates didn't aggro on my last test run, thought it was similar to that BV issue. Cool, fixed.
L2885: Bleah, you're right... I'll extend the fix to those as well.
L3016: Sure.
L3128: Nother nice catch, thank ya!
L3165: Ah, okay, interesting... never ran into an instance where it worked. I think my changes are still appropriate, yes?
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.
L3287: Eh, well, there's no way the duplicate header is a -good- thing, so even if it's not doing much I'll leave it in. If I find a reason to reactivate team 1 someday, at least I won't have this interfering.
L3358: I don't think other areas serve for comparison, because no other area with abishai has any sort of police patrolling the streets. It was a tough decision, but what finally made me decide to comment it out was that in the vanilla game, the Harmonium WILL defend Grosuk, if you bring him close enough for them to see the fight/death. I'm willing to hear more arguments to the contrary on this, I was really 50/50 on it.
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).
L3498: Well, depends on what you mean by spells. Quint's Poison Charm cures poisons and is conversable, for example. I was thinking that "gain experience points" should always be invokable from the menu, but looking at TTSOURCE, without my mods that's the one example of a tat that ONLY has an
XP gain and that one wasn't invokable from inventory, so yeah, the preponderance of the evidence backs up your position. I'll reverse my fixes for those two tats and for the tattoo of the source as well. I think the Tattoo of the Cutpurse should stay conversable though, as it's not techinically a spell effect and similar items are conversable.
RestoFix.tph:
Yeah, both changes are very very trivial. The description on the sword item, might as well leave it in just for people looking in Near Infinity. Don't really see a reason -not- to do them either.
SkardFix.tph:
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?
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.
L323: Hmmm, I'm actually thinking this actually -caused- the problem I just fixed in v4.0... see QwinnFix.tph, line 3170. I'll review what you're saying and maybe I can come up with a simpler way to resolve all the issues. The best option probably is to, yes, set them to THUGP instead of THUG in Skardfix.tph, then I can get rid of my v4 fix.
L341: I'll take a look, but yes, that sounds like the best solution.
L1114: Hmmm, weird, that sound file sounds awfully familiar. Maybe I -should- activate it?
L1166: Your suggestions here sound good.
You can have permission to call me devSuck, sorry, but I can't help it lazy is my only superpowe
Why, -yes-, everyone ELSE is pulling their weight around here by going through my tph code and my .d code line by minute line, you lazy bastard, how dare you?! You're fired!
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).
I -would- appreciate your at least coming up with -some- way to identify you when you post though
![:P](http://www.shsforums.net/public/style_emoticons/default/tongue.gif)
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
![:P](http://www.shsforums.net/public/style_emoticons/default/tongue.gif)
Qwinn
Edited by Qwinn, 17 January 2010 - 06:53 PM.