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SI Fixes & Keyring 02.09 update?
Posted: Sun Sep 09, 2007 3:20 am
by Petrell
What was changed? Readme's are the same and newest files inside the zip's are dated 14/07...
Re: SI Fixes & Keyring 02.09 update?
Posted: Sun Sep 09, 2007 7:37 am
by marzo
What was changed?
Practically nothing; I just updated the usecode for the changes in UCC and recompiled the usecode. It works exactly as before.
Re: SI Fixes & Keyring 02.09 update?
Posted: Sun Sep 09, 2007 10:27 am
by Petrell
As I was quessing but why are the file dates so old? And mentioning changes in readme would be nice even if they change nothing fundamentaly ;p
Re: SI Fixes & Keyring 02.09 update?
Posted: Fri Sep 21, 2007 4:16 pm
by Ommadawn
Just a quick question from someone who's only just rediscovered the joys of U7 after 15 years or so (on his Axim pocketpc no less...)
Do you need to start a new game to take advantage of the keyring mod?
Re: SI Fixes & Keyring 02.09 update?
Posted: Fri Sep 21, 2007 4:48 pm
by marzo
For most of the "big" things, yes; a few small things will work regardless.
SPOILER
Small things that will work: forging swords, shearing sheep, milking cows, etc.
Big things that won't work: the main Keyring quest, the Shrines & Codex, the cleaning of Lock Lake, innkeepers asking for the room keys when you check out (leave) the inn.
Re: SI Fixes & Keyring 02.09 update?
Posted: Sun Sep 30, 2007 1:21 am
by Crowley
This seems like a fitting place to make comments about the mods. The connection between Mack's key and cleaning up Lock Lake seems a bit wonky. I picked up the key and then spoke with Lord Heather. For some reason I could talk to him about the key, and doing so prompted him to ask if I had changed my mind about finding the key's owner. There had been no previous dialogue concerning the key, and I had not even had the bill signed by him. I was carrying the unsigned bill with me at the moment, though.
Re: SI Fixes & Keyring 02.09 update?
Posted: Sun Sep 30, 2007 11:50 am
by marzo
Hm. That should *not* be happening... the flag that triggers the key dialog is set if and only if the key is deleted during the cleanup, and the flag that triggers the conversation option you mention is displayed if and only if the previous flag is set (i.e., if the mayor is carrying the key) *and* you reject the mayor's first offer to take the key. The only explanation would be corrupted flags.
Re: SI Fixes & Keyring 02.09 update?
Posted: Sun Sep 30, 2007 9:23 pm
by Crowley
The mayor is definitely not carrying the key, which was revealed through killing him or making him join the party through the cheat menu. Responding yes to his question gave me a copy of the key I already had.
Going on about other things in the keyring mod, Lord British does not seem to be carrying his crown jewels.
Re: SI Fixes & Keyring 02.09 update?
Posted: Mon Oct 01, 2007 1:43 am
by Dominus
I *think* not everything NPCs give you are on their body, the passing of items can be done via usecode only.
Re: SI Fixes & Keyring 02.09 update?
Posted: Mon Oct 01, 2007 2:30 am
by marzo
The mayor in particular, carries the key through usecode only: he is carrying the key if flag 848 is set -- the flag is set when the cleanup eggs delete the key from the fish's body, and it is cleared when he gives it to you. Flag 849 is set on the first time you talk to the mayor after he has the key (that is -- if flag 848 is set and flag 849 is not) and it is never cleared. While both flags are set, there will be the "key" option to select from when talking to the mayor.
Re: SI Fixes & Keyring 02.09 update?
Posted: Mon Oct 01, 2007 3:07 am
by marzo
Ack, I just figured out what happened: when I integrated the Q&I mod, I failed to notice that the flags I used for the cleanup where also used by the Q&I mod for other things, one of which you most certainly did (hearing the Fellowship philosophy).
Re: SI Fixes & Keyring 02.09 update?
Posted: Mon Oct 01, 2007 5:21 am
by Crowley
Glad to have been of assistance. Now, about the missing crown jewels...
Re: SI Fixes & Keyring 02.09 update?
Posted: Mon Oct 01, 2007 5:28 am
by marzo
Now, about the missing crown jewels...
When I finish implementing them, they will be added to the game; they are still unfinished (the crown, in particular, is nowhere near done).
Re: SI Fixes & Keyring 02.09 update?
Posted: Mon Oct 01, 2007 6:33 am
by Crowley
All right. The readme just made it sound like they are already in there.
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 02, 2007 4:04 am
by Crowley
I think I have encountered an easily reproducable bug in the keyring mod.
*SPOILERS*
After I use the Gem of Dispelling and speak to the mage I save immediately, in case the fight goes badly and I don't want to go through the cutscene and conversation again. If I load this save and slay the mage, Laurianna does not initiate dialogue. I have that save right here if you want to take a look at it.
*END SPOILERS*
Are you going to change Dupre's amulet once you include the crown jewels? That thing looks an awful lot like it belongs to Lord British...
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 02, 2007 6:00 am
by marzo
I have that save right here if you want to take a look at it.
Sure, post it to the bug tracker and I'll take a look at it. If you also have a save from just before the conversation, it would help, but it is not required.
Are you going to change Dupre's amulet once you include the crown jewels?
Unlikely; I deliberately made it similar to LB's amulet because LB's amulet was the source of the symbol for the Knights of the Silver Serpent, and I conceived the latter to be the origin of Dupre's amulet.
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 02, 2007 8:14 am
by Crowley
I submitted it to the tracker. Unfortunately I do not have a save before this event.
In the meantime I found yet another bug. Jaana always refuses to cast Great Heal through her spellbook, citing insufficient reagents as the reason. Specifically she states she is "lacking one 00."
Re: SI Fixes & Keyring 02.09 update?
Posted: Wed Oct 03, 2007 11:01 am
by Crowley
Here's a more serious bug: Unlock magic spell simply does not work. I get the magic words and casting gestures, but the door remains locked. I tested it with several doors, with and without the mod, and the problem is in the keyring mod.
Re: SI Fixes & Keyring 02.09 update?
Posted: Thu Oct 04, 2007 3:59 am
by marzo
Jaana always refuses to cast Great Heal through her spellbook, citing insufficient reagents as the reason. Specifically she states she is "lacking one 00."
I bet that the same happens to the explosion spell too. In any case, this one will be fixed in the next update.
Unlock magic spell simply does not work.
Fixed; it was a dumb mistake I introduced in the last update.
Re: SI Fixes & Keyring 02.09 update?
Posted: Thu Oct 04, 2007 4:11 am
by marzo
If I load this save and slay the mage, Laurianna does not initiate dialogue.
Hm. Whatever happened to the human fighter in your save? His absence would be the cause why she is not speaking at the end of the fight. You can make the save work again by setting her ID to 1 (F->N->148 [enter]->N->V->1 [enter], x until you leave the cheat screen) and killing everyone.
Re: SI Fixes & Keyring 02.09 update?
Posted: Thu Oct 04, 2007 5:30 am
by marzo
Ah, just figured out. You managed to get Sentri to interfere with the script by "assuming" the identity of the fighter. I have reworked the usecode so that this won't be possible again in the future. The next update will even make your save work again correctly.
Re: SI Fixes & Keyring 02.09 update?
Posted: Thu Oct 04, 2007 9:17 am
by Crowley
Thanks for figuring things out. I guess this would also explain why my party has a bad habit of starting to fight amongst themselves there.
Re: SI Fixes & Keyring 02.09 update?
Posted: Mon Oct 08, 2007 5:28 am
by Crowley
Now I have delved into Serpent Isle, I've noticed some problems with the exchanged items even with the fixes mod:
-Mortegro does not acknowledge that I have the severed hand in my inventory when I speak to him about it.
-The entry for ice wine on the list is not updated even after I speak about it to Julia in Moonshade.
-Erstam still claims the lab apparatus belongs to him, even though Ducio says that it is Vasculio's and the hand is what was exchanged from Erstam.
-After learning from Jendon about the Breastplate of Beauty, I am unable to speak to Kylista about it.
By the way, have you considered adding the map of Britannia to be exchanged with the bottle of ice wine? I know the displayed map is hardcoded, but you could instead have one of the party members commenting that a map of Britannia will be of little use in Serpent Isle.
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 09, 2007 3:06 am
by marzo
Now I have delved into Serpent Isle, I've noticed some problems with the exchanged items even with the fixes mod:
That is funny, I have been thinking of making a thread to call for submissions of new SI fixes for a new version. If you (or anyone else, for that matter) have any more ideas, please send them in; I will be compiling them for the next version.
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 09, 2007 1:47 pm
by Crowley
Well, I finally managed to get the full entry for the ice wine. Seems like asking Melino about it is the only way to do that. If you don't mind me dropping improvement suggestions one by one, I'll add them as I go through the game.
Still on the lab apparatus: while Ducio says it belongs to Vasculio, the list also says it is Erstam's.
The answer to the last dragon's riddle in Silver Seed is wrong. It should be 13, but the game accepts only 14. This is the riddle about grabbing bundles of cloth with three different patterns while needing to make five identical dresses. Worst case is 4+4+5=13.
The staircase to Pothos' apothecary conceals a secret door, and beyond that there is another secret door with a teleporter behind it. This leads to a baseball-themed secret area which has some goodies, enemies and a nonfunctional teleporter. I think making this teleport you back outside the apothecary would be the logical spot, since the teleporters in other secret areas also return you close to the well-hidden entrance teleporter.
A minor thing, but it would be nice if you could mention the fur cap to Frigidazzi once you find out it belongs to her.
This last point goes a bit beyond bug fix. In Silver Seed Surok the healer asks you to bring back the body of Ardiniss, if you happen to find it. Tsandar also laments on his body being lost. Adding a small sidequest to recover the body would be nice. I would be content with just a few lines of additional dialogue and perhaps a couple hundred experience points as a reward.
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 09, 2007 2:04 pm
by Crowley
Would it be possible to prevent Vibrate spell from making magic users drop spells?
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 09, 2007 2:42 pm
by Crowley
Adventures in sequence breaking: Get yourself into prison in Moonshade (either by getting arrested or casting Telekinesis on the secret door), then cast Fetch on the key on the desk, unlock the cell door with it and step into the teleporter. An easy fix for this would be to place the key inside the desk.
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 09, 2007 4:07 pm
by Jaesun
In the 2007-10-02 version (with the Serpent Isle Fixes), You can have the seance with Mortegro at noon. I thought you had to wait until Midnight for that?
I'll have to try the 2007-10-06, but I doubt it will fix this. It's not that big a deal.
I also had some problems with The Mint (A weird crash, except I have tried to 100% duplicate it, but cannot). Also the creatures there were not hostile (after they teleported in). They would turn hostile for a few seconds, then back to friendly, then turn hostile after a few seconds, then back to friendly.
The List Field still at times has problems. When training the NPC's, they will fight, but if the fight lasts for too long (not enough damage dealt to one of them), the person they were fighting, will wander off, and the NPC will continue to chase them, but the other person will not fight back, thus the event will never end.
Music "seems" at some times to end abruptly. If I can 100% reproduce this, I'll post on the bug tracker.
Also Some music events are not playing the music. For example the Lightning Scene in Fawn when Iolo finds the lute, and Olon asks Iolo to play a song, when Iolo does, the currently playing music will end, but the new music does not start. This also happens to Byrin in Sleeping Bull as well (the currently playing music stops, but no new music is played).
Anyways keep up the awesome work Marzo!
Re: SI Fixes & Keyring 02.09 update?
Posted: Tue Oct 09, 2007 6:43 pm
by marzo
Would it be possible to prevent Vibrate spell from making magic users drop spells?
One thing I considered for this was: when you cast vibrate on someone with spells, they drop reagents (and "lose" the spells) but immediately drop down (kneel) and start getting them back, regaining spells as they go. I don't know how much work it would be, but it would definitely be fun
Re: Jaesun: Except for the one about Mortegro, these sound more like Exult bugs than they do SI Fixes material; I will check into them nevertheless.
Re: SI Fixes & Keyring 02.09 update?
Posted: Wed Oct 10, 2007 12:06 am
by Crowley
One thing I considered for this was: when you cast vibrate on someone with spells, they drop reagents (and "lose" the spells) but immediately drop down (kneel) and start getting them back, regaining spells as they go. I don't know how much work it would be, but it would definitely be fun
That does sound fun. Of course you might question why someone doesn't mind being shaken that violently in the first place or pick up all the other dropped items, but that's overanalyzing the situation.
Re: SI Fixes & Keyring 02.09 update?
Posted: Wed Oct 10, 2007 2:35 am
by marzo
That can be done for them too; a fighter could go for his weapon first, then maybe the shield. Some others (like a gazer) would actually not drop anything at all. In any case, having some sort of reaction would be more interesting than it is now, where the target is unfazed by the experience.
Re: SI Fixes & Keyring 02.09 update?
Posted: Wed Oct 10, 2007 12:51 pm
by Crowley
My findings for today:
Having the nocturnal encounter with Frigidazzi while Serpent Bond is active really messes up the game. The party members do not leave properly. You can view their inventories and stats once you're sent to Freedom, but they don't follow you in there. After you get back to Moonshade, they are nowhere to be found.
Mortegro and Bucia do not acknowledge Rotoluncia's death in their dialogues. This is especially glaring with Mortegro since he takes over her seat in the council.
The List Field in Monitor has a couple of issues. First, one of the trainers may slip out the open door while your party member leaves the arena. After that the only way to get him/her back there is hack mover. Second issue comes up if you go training when it's almost 12, 3 or 6 o'clock. The trainer you picked can leave while the entering animation plays, and then you're stuck.