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[Release] Savegame Import Fixes


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#26
ejoslin

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Monochrome Wench wrote...

The second zev and alisatir flags are broken. I'll release another version of this later today that'll have most of the stuff fixed.


Thank you so so much!

#27
mousestalker

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Bless you!

#28
sami jo

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Thank you doesn't begin to cover it. =)

#29
Whailor

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I was waiting for Find Nathaniel quest but didn't get it, later found out that for some reason the game thinks that Nathaniel wasn't recruited into Wardens in Awakening, while he was. So I kept getting the replacement quest instead... Hopefully soon we have tools which really allow us to import the savegame as it should be. Thanks to all who are working on this, very much appreciated :)

#30
didymos1120

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Quick question: am I right in thinking you have to re-import for this fix to work, or am I getting that wrong?

#31
Thought Process

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I'm actually guessing gen00pt_vault runs on game load or start, but I could be wrong.

#32
didymos1120

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Thought Process wrote...

I'm actually guessing gen00pt_vault runs on game load or start, but I could be wrong.


Hmm, yeah.  It is a "gen" script, so that'd make sense

#33
explodingman

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Thank you for this

#34
Monochrome Wench

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Thought Process wrote...

I'm actually guessing gen00pt_vault runs on game load or start, but I could be wrong.


My guess is the script would run at game start, and at chargen to set defaults for predefined histories. The game will also call it when querying the flags for plot 06747299357844759FA42C634B2C8FB2 (such as in a conversation conditional or explicit call to GetPartyPlotFlag in a script). 

There are some anomalies in the script that could be causing extra problems. The docs for the function GetPartyPlotFlag() state it is used to get values for flags 32-127 and to call the script the nCallScript arg needs to be set true. However the gen00pt_vault script is calling the function on itself with flag numbers  >= 128 and not setting the nCallScript arg. I'm not sure if the function call will be returning the correct values in this case. It may be the function automatically calls the script when querying flags >= 128 so the code is fine. The functions docs also say not to call it with the nCallScript arg set true when calling from a plot script (my guess this is to avoid accidental recursive function calling).

#35
didymos1120

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Oh, BTW, found a plot flag oddity with the GFF editor: there are two entirely separate sets of flags that record who did the Dark Ritual w/ Morrigan. Only one is used, and it does record the choice properly, but the other does not. Maybe the second set is some old cruft that got left in, but that kinda bothers me nonetheless.

Also, another bug: Anders apparently died at Vigil's Keep, even though he didn't.

#36
explodingman

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Is there any way to fix the game having Nathaniel as dead? He lived in my awakening, had max approval, and yet I'm getting the Fool's Gold quest, which I read you only get if he is dead. Thanks.

#37
snfonseka

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Thanks..

#38
Monochrome Wench

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I've released a new version 1.0 of the mod. First post updated to reflect changes

#39
explodingman

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You are amazing. Thank you!

#40
Sue

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Thank you, thank you!!!!!!

#41
jenovan

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Thank you, MW!
I've looked at the vault debug in the console, and the two romanced flags for Zevran are working as expected.

However, with Isabela in the party after the Zevran encounter, she propositions Zev (as expected), but he turns her down as if he was in a relationship with a Warden who did the Ultimate Sacrifice. In my save, the Warden lived (and the vault debug script confirms this). Any insights into what the problem might be?

#42
Persephone

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Thank you! Maker bless you! XD

#43
sabreene

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Thank you!! I'd gotten everything fixed using the gff4editor except for those pesky romance flags. Now when I check w/the console, the world status is correct!! XD

My warden lived & stayed with Zev too, so I'll have to see if he does the same thing with Isabela. I haven't had time to actually play yet. Grumble, grumble.

#44
Monochrome Wench

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jenovan wrote...

Thank you, MW!
I've looked at the vault debug in the console, and the two romanced flags for Zevran are working as expected.

However, with Isabela in the party after the Zevran encounter, she propositions Zev (as expected), but he turns her down as if he was in a relationship with a Warden who did the Ultimate Sacrifice. In my save, the Warden lived (and the vault debug script confirms this). Any insights into what the problem might be?


Couldn't say wothout examining the conv... which is easier said than done without a dialog viewer. Using gff editor + looking up tlk entries manually is not particularly fun

#45
Thought Process

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Monochrome Wench wrote...

Couldn't say wothout examining the conv... which is easier said than done without a dialog viewer. Using gff editor + looking up tlk entries manually is not particularly fun

I'm working on such a tool, what kind of information do you need?

Modifié par Thought Process, 20 mars 2011 - 10:32 .


#46
Bfler

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Now the console displays the right choices.
Do I have to build a new character or does it work when I simply load a savegame. In the second case, how can I check the difference, for example with the Leliana romance, ingame?

#47
Dreadstruck

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explodingman wrote...

Is there any way to fix the game having Nathaniel as dead? He lived in my awakening, had max approval, and yet I'm getting the Fool's Gold quest, which I read you only get if he is dead. Thanks.


I get a similiar bug but with Anders instead. The debug says that he died and was recruited in Awakening which doesn't really make sense. He stayed with the Wardens in my ending

#48
Naitaka

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awesome, the romance and made love flag all came up properly, great job with the fixs.

#49
ejoslin

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sabreene wrote...

Thank you!! I'd gotten everything fixed using the gff4editor except for those pesky romance flags. Now when I check w/the console, the world status is correct!! XD

My warden lived & stayed with Zev too, so I'll have to see if he does the same thing with Isabela. I haven't had time to actually play yet. Grumble, grumble.


I got him acting like the warden was dead as well.  And if Isabela is not in the party, the second conversation is the non-romanced one.  We need a toolset :/

#50
explodingman

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Everything looks great except my game says Anders was recruited and Anders died. I know Anders lived in my game, in the Epilogue he left the Wardens and came back to them (max approval).