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  1. kleidophoros
    kleidophoros
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    This happened last night, I was a prisoner to some looters, being dragged around the map, the quest still triggered :)
    I said no, everything was normal. should have said yes to see what happens.
    version 1.0.1
    1. FedRandomNumber
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      He-he-he... I'll look into this.
    2. kleidophoros
      kleidophoros
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      Ok, another one.
      This guy is from your quest.
      https://imgur.com/zZkhOch

      what he is talking about is from warlord pack, per that mod companions in your party either like or dislike eachother and they talk about it. your guy thinks he is my companion :P

      https://www.nexusmods.com/mountandblade2bannerlord/mods/5655
    3. FedRandomNumber
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      This guy is from your quest.
      Imgur is temporarily over capacity. Please try again later.

      Does it break something in a major way?
      I'll try to check out the image when I can, but I don't think I will be able to fix it.
      The quest person is not a Wanderer. His occupation is CaravanGuard.
      I guess, this mod just takes everyone in the party (maybe checking for actual quest characters, but mine doesn't work this way), a manages them, and adds the lines.
      And if I'm right, there's not much I can do on my end.
    4. kleidophoros
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      Nah, it doesnt break anything, just the immersion :P
    5. kleidophoros
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      Ah okay, the problem is a bit more serious I think. 

      Spoiler:  
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      Is your guy supposed to initiate the talk after being rescued? if so he initiates this talk about other companions so if you want to finish the quest and get your reward, you need to go to the party screen to talk to him to trigger your quest talk and reward. so yeah, the quest is partially bugged.

      I mean I did the quest, back to world map, he talks about companions, and then I went to a city, later I remembered to talk to him myself to finish the quest.
    6. FedRandomNumber
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      Spoiler:  
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      Is your guy supposed to initiate the talk after being rescued?


      Yes. Supposed to.
      But I don't see how I can fix it on my end.
      Except, maybe loading order could fix it? Can you try to put the mods differently relatively to each other?
    7. kleidophoros
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      Before or after, still triggers the same companion bickering, not your stuff.
    8. FedRandomNumber
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      That's a shame. Thanks for checking that out.
    9. kleidophoros
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      Just noticed, I have they married too, no one wants to get married for years now. possibly blocked by same mod but I dont know. not sure if I can disable warlord without breaking the save though.
    10. FedRandomNumber
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      As for They Married, you can turn on DebugLogging=true, and check - maybe they are just not into each other. )
    11. kleidophoros
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      debug gives me this, all fine I guess?

      https://imgur.com/pMdpYkc
    12. FedRandomNumber
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      Looks correct - I presume they have too much difference in their traits (that I use as a representation of their values).
    13. kleidophoros
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      Spoiler:  
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      Nooooooooo!
      I had a large bag of javelins, your guy made it legemdary but it's not a large bag anymore :(
    14. FedRandomNumber
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      Nooooooooo!

      I'm not sure if I can universally and reliably make it the best of both worlds...
      Did it actually get smaller, though?
      I didn't focus on that specific scenario, but it felt like I did something like that, and was satisfied with the result.
      Maybe I wasn't paying enough attention, or that might not endure save/load...
    15. kleidophoros
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      Yes, it was a 7 piece bag, not it's 5 :(
    16. FedRandomNumber
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      Sorry about that. I'll think how to handle it. 
      But right now I'm preoccupied trying to fix another mod with more major problems.
    17. kleidophoros
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      Spoiler:  
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      Ok, tried once more,  with warlord pack active, the mod I linked before, your guy thinks he is a companion and bitches about my real companions so your mod is kinda broken at that point.
      But if I disable reactive companions part of warlord pack via config file, your guy initiates the correct dialogue so your mod works fine.
       
  2. kleidophoros
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    Spoiler:  
    Show

    [/code][/code]I did the quest, saved the guy, talked to son, "I am not allowed to talk to you" maybe you can change his line and have him say something like "talk to my father" or something.
    talked to dad, "teach me your thing", my smithing is at 32 or something? that fine? I was expecting more I guess :P
    1. FedRandomNumber
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      Spoiler:  
      Show

      maybe you can change his line and have him say something like "talk to my father" or something.
      Good point. My expectation was for you to start moving on the map - then the father is supposed to initiate the dialogue with you on his own. 

      talked to dad, "teach me your thing", my smithing is at 32 or something? that fine? I was expecting more I guess :P
      Well... There was supposed to be something else.
      Experience is a backup reward. The main reward is upgrading one piece of your current equipment to legendary.
      Either you already have everything at legendary level, or... Is there some mod that drastically modifies how equipment works?
      If there is, and it's not too much of a bother - can you re-check if the father offers the upgrade without it?
      You can reduce the quest cooldown and increase the chance to trigger it in the config file, changing these parameters:
      QuestCooldownInDays=60
      QuestHourlyChance=0.1
    2. kleidophoros
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      Spoiler:  
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      yeah sorry, I wasnt clear, he offered 2 choices, teach me his craft and upgrade my equipment, I chose teach me first, got some experience. 
      Later I reloaded the save, chose the other, upgraded a sword to legendary. It works, just the teach me your craft reward is s#*! :P
    3. FedRandomNumber
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      Ah, okay. I'll try to make the choice clearer at least.
  3. Kinlail
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    So far I have added this to my build and it seems compatible, it did trigger and state there is a hideout marked on my map. However, when I zoom out I don't see anything. I will keep exploring and see if I can find it. I will report anything weird. 

    I also didn't see any new entries on the quest log. 
    1. FedRandomNumber
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      I also didn't see any new entries on the quest log. 
      Oh yeah, this I should add to the description.
      I couldn't make it saveable with the formal part of the quest system. So I had to make it more diegetic, so to speak.
      Just in case, if you need a reminder - the NPC joined your party, and you can ask him to give the directions again.

      However, when I zoom out I don't see anything.
      Hm... It could be a hideout you haven't discovered yet.

      I will report anything weird.
      Thanks.
  4. kuba1234
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    Hey,

    maybe a easier access to info what kind of quests are added would help - personally I have +40 mods installed and if I have to risk compatiblity i would like to know the benefits.

    Best regards, 
    (PS. I use some of your other mods - great job)
    1. FedRandomNumber
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      Fair enough.
      But with the encounters and quests, I want to preserve the sense of wonder and exploration - for those who care about it.
      It's a risk, I know.
      I hope there will be enough brave souls who will risk it and allow us either to fix the compatibility issues or establish there were none to begin with.