What I currently have. A test case:
There's a creature that has a script attached to it R#BREU01.cre/R#BREU01.bcs from Improved asylum, actually. The problem is the script is not executed. The most important proof of that is that the first block in R#BREU01.bcs.
IF PickPocketFailed([PC]) Allegiance(Myself,NEUTRAL) General(Myself,HUMANOID) !StateCheck(Myself,CD_STATE_NOTVALID) See(LastTrigger) !Allegiance(LastTrigger,FAMILIAR) THEN RESPONSE #100 StartDialogOverride("RR#PICKP",LastTrigger) ENDDoes not fire when I fail a pickpocket attempt. The character does not prebuff(prebuff code is in the same script) and does not initiate dialog with PC as supposed to. And the weirdest thing is that if I open his script in near-infinity and then save it even unchanged(or just export it as-is) into /override folder, the script executes normally, several times each second.
I have no idea how to reproduce the bug on other creatures/scripts, but this one seems to be perfectly reproducible for me - whenever I remove B#BREU01.bcs from /override and the engine takes it from game biffs, it stops being executed.
Any ideas? I hope we can fix it at the very least to ensure that the same problem will not get into BGEE D:
Upd:
Ascension64, I need basic function addresses that are responsible for executing creature scripts. Is this info reversed? Can you provide it to me? Actual questions are also in posts #10-#11
Edited by Suslik, 14 May 2012 - 03:22 PM.