AER is PARTIALLY COMPATIBLE with the Random Encounter Frequency (Awakening) component of Dain's Fixes. You must delete 'rand_forest_gxa.gda' and 'rand_plains_gxa.gda' from Dain's or ensure AER overwrites Dain's by loading after it.
Nice mod. Seems to be the only one that actually fixes the Velanna's Exile encounter. Unfortunately causes a couple new bugs. Details posted in the bugs section.
Hey, thanks for the mod! I didn't see it mentioned anywhere, (unless this's what you meant by cleaning up the travel script) but this actually made my games load times in Awakening SIGNIFICANTLY faster, with less of a delay before and after the swords appear for an encounter, so I appreciate that.
I have encountered an issue with it, though. It triggered the Nathaniel Howe recruitment encounter (if you let him go) despite me already having recruited him straight from the prison. This resulted in Nathaniel Howe resetting his stats, and him losing all of the items he already has equipped.
I believe it's because I installed the mod in the middle of my playthrough.
Oh, crap! I'll see if I can rework the conditional check so that it can't happen again. Sorry!
Ed: Okay, I'm pretty sure that's fixed now. One of Nathaniel's (and Lillith's) encounter entries wasn't set to check if you'd actually recruited them before, just if you'd finished one major plot. Sorry for the inconvenience!
I too got the Nathan encounter despite already recruiting him. However, for me it didn't reset his stats or inventory. I repeatedly tested having him in and outside of my party when triggering the encounter, and also rejecting or accepting his offer during said encounter, and neither choice affected the already recruited Nathan. Accepting his offer did automatically bring me back to the Keep though, and I have no idea if rejecting the offer messes with the recruited plot flag. With that being said, I am also using Dain's Fixes Random Encounter Frequency, so that might be related.
So, you did not simply edit the gda's for the encounters (as others have done before you) - you rewrote the code to make sure the encounters occur? Interesting, if so. :-)
Yes, I used DAO's world map travel script, and reworked it for Awakening, filling in some missing info in other files as necessary. The original script must have referenced GDAs for some things, because raising the encounter chances in them did work a bit, but, ¯\_(?)_/¯.
VERY interesting. Have tried several attempts at fixing this with .gda's, but I don't think I've been able to trigger each and every random encounter in DAA - in fact, I know it; I've never met those pirate dudes that drop that set dagger... Will try your mod and see if it works. :-)
Right! Having had at least 3 encounters I've never seen before, including the pirate captain that drops Dumat's Claw, and flawlessly breezed through Velanna's Exile, I think I can say you nailed this pretty good. :-) There are some encounters that keep repeating, even after I am done with them (Burning Bridge especially) - but I rather prefer that, than NOT encountering them! As Nigel Tufnel says: "10? This goes to 11!" ;-) Wanna try tackle the Silverite Mines equipment bug while you're at it? You would become a legend, you know. ;-)
Is this compatible with the similar component in Dain's Fixes (Random Encounter Frequency / Awakening, in the Tweaks section)? I would assume yes, since they don't share files, but would like to confirm.
Not sure if the issue is with this mod or my game, but the merchant Lilith showed up at Vigil's Keep and thanked me before I'd actually encountered her on the road.
Neat. Just for reference's sake, the reason the "ncs" looks like "gibberish" is because it's compiled code, unlike the NSS files you see in the Toolset. Since Awakening was never released for the Toolset, we can't get at it's source and de-compiling isn't a feasible option due to the #includes. The game itself never ever touches the NSS files.
26 comments
AER is NOT COMPATIBLE with Lemming's More Random Encounters for Awakening.
AER is PARTIALLY COMPATIBLE with the Random Encounter Frequency (Awakening) component of Dain's Fixes. You must delete 'rand_forest_gxa.gda' and 'rand_plains_gxa.gda' from Dain's or ensure AER overwrites Dain's by loading after it.
I have encountered an issue with it, though. It triggered the Nathaniel Howe recruitment encounter (if you let him go) despite me already having recruited him straight from the prison. This resulted in Nathaniel Howe resetting his stats, and him losing all of the items he already has equipped.
I believe it's because I installed the mod in the middle of my playthrough.
Ed: Okay, I'm pretty sure that's fixed now. One of Nathaniel's (and Lillith's) encounter entries wasn't set to check if you'd actually recruited them before, just if you'd finished one major plot. Sorry for the inconvenience!
The original script must have referenced GDAs for some things, because raising the encounter chances in them did work a bit, but, ¯\_(?)_/¯.
Will try your mod and see if it works. :-)
There are some encounters that keep repeating, even after I am done with them (Burning Bridge especially) - but I rather prefer that, than NOT encountering them!
As Nigel Tufnel says: "10? This goes to 11!" ;-)
Wanna try tackle the Silverite Mines equipment bug while you're at it? You would become a legend, you know. ;-)
Just for reference's sake, the reason the "ncs" looks like "gibberish" is because it's compiled code, unlike the NSS files you see in the Toolset. Since Awakening was never released for the Toolset, we can't get at it's source and de-compiling isn't a feasible option due to the #includes. The game itself never ever touches the NSS files.