I just finished my second play-through and logged a bunch of typos and errors in the conversation nodes. I have the convo ID and node ID for each mistake to make them easy to correct (should just be a matter of cut-and-paste).
Are you still updating this mod? If so, should I post the fixes here or in the bug tracker?
The typos are technically not bugs introduced by this mod, but I would encourage you to leave them here in the comment section. If the author doesn't have time to fix them, then I might do it for a mod I started last year, based on this one.
OK, here's what I've found. I did NOT do a comprehensive script review, just flagged issues I happened to see in my own playthrough. So this is a random collection of script fixes, not a complete edit.
There are some one-off typos (e.g., "dackage" for "package"), but some issues recur throughout ("awhile" vs "a while," "ordinance" vs "ordnance"), and are repeated in multiple nodes that share the same text. I've tried to make it as easy as possible to locate each problem node.
Below are some other fixes that didn't fit the spreadsheet format.
2. This tooltip in HongKong has "CONNETED" (should be "CONNECTED"):
I wasn't sure how to get at this text via the editor. The typo appears in file line 12327 of \ContentPacks\HongKong\data\maps\a3_tsangtower_s1.srm.bytes
3. In HongKong convo HK_Hub-Global_Gobbet (ID 54d96c4e3030316814006f9b), at node 55ca5c43626632e42a009b42, Gobbet asks "So. What else did you want to chat about?" and it's possible for no dialogue options to be available to the player. Clicking the "..." button boots the player from the conversation.
I suspect this node is supposed to have an option to take the player back to the root of the convo but I'm not sure.
4. In this chapter text the phrase "his mothers ASIST device" is missing a possessive apostrophe (should be "his mother's ASIST device"):
This appears to be an encoding error in \ContentPacks\HongKong\data\stories\story.story.bytes at file line 123: "his mother’s ASIST device". The string "’" is not displayed by the engine as an apostrophe and could be replaced with a ' character.
The same text (with the broken apostrophe) also appears in the file \ContentPacks\HongKong\data\convos\54c696f3303031301d005190.convo.bytes at file line 2392.
5. In hk_coda, reading all emails set my Inbox to "-1 unread messages":
6. In hk_coda, during the "conversation" with the hacked training room turrets, the turrets' dialogue is attributed to "New Actor":
(The example above is convo MC_a2_StationRun_s1-Matrix_TrainingRoomSystem (ID 5642ad54643661bc130026f7) at node 56465d116266327c150035d2).
Hi, thanks for reporting! Fixing typos is pretty painless so I think I can take a look at this in a few days. Might also be a good opportunity to look into the bugs NinjaReb0rn reported previously.
Hi, sorry for the lack of response from me, I'll give a proper status report now. (Apologies if I repeat some things from earlier posts)
Basically, editing the files by hand is a major pain, and I've forgotten just about everything from back when I made the mod...
I felt that the best attack vector would be to first develop a GUI mod editor for the SRR trilogy, similar to Apotheosis which I've made for Pillars of Eternity II: Deadfire. Because honestly, I don't have the energy to go back to the old workflow.
I had a nice pace and got some good progress for a while, but ran into a dilemma/roadblock... I had made the choice to move from the GUI framework GTK 3 (which I'm using for Apotheosis) to GTK 4, however the library (Gir.Core) that provides C# bindings for GTK 4 (but not 3) is looking awesome but is missing some critical parts of the API for my project, especially some parts that would make it easier to port things over from Apotheosis. I could just move back to GTK 3, however the new features in GTK 4 are so nice that I really don't want to go back...
The best way forward would honestly be to support the development of Gir.Core, however I've not had the energy or time to commit to that.
So the gui mod editor has sadly been in a limbo for a while, and by extension any updates to this mod.
Does this mod fix the companions/spirits inventory ending up in your stash? (i.e. a spirit's 'life arrow' basic attack will end up in your stash and is unsellable).
Hi. Thanks a lot for all this fixes. Ok, I'm not sure if this has been posted, but if you don't give any metadata to Maximum Law, when you reach the mission 6, the number of messages in the inbox is 4, but only appear the entries for 3 of them. The fourth is "URGENT PROBLEM".
This entry only appears after you have given to Maximum Law at least 2 metadata (in my case the Museum and Neville Ma).
Ok, more info: When I arrive from Museum (mission 6) and check mission computer, I have 2 unread mails. After talking to Crafty (AND knowing about the Notes, AND asking her send me the notes to my mail), I have 4 unread emails, BUT in fact I have only 3 mails for reading. I assume the sencond note of Crafty added as an unread email, but it has not the correct check.
You would need to check the NumMissionsPlayed for 6 in case of Note1 and for 8 in case of Note 2. These are the checks that are available in conversation HK_Hub-Global_MissionComputer for this two entries.
The only mod I have is this one and when I just started a new game - the first one in years - I had Carter's gear after she dies and we get to the hub for the first time. Her armour, her spells. I put her armour on and it makes my character look like they're just wearing underwear. I don't remember this happening before.
Will just adding the Bugfix folder to Content Packs make it work, or do I have to put the data files contained within into Content Packs and overwrite exist files for it to work? It never asked me to replace anything. I'm just not sure where to look to see if its working so I'm worried I didnt install it correctly.
Will just adding the Bugfix folder to Content Packs make it work, or do I have to put the data files contained within into Content Packs and overwrite exist files for it to work?
Thanks for the replies. Have you ever seen a bug where Gobbet no longer gets the 3 rnd Shrine Spirit control option? I'm looking at my companions' upgrades and its been replaced with a really underwhelming +1 to Spirit Summoning and Control? I just noticed it after i finished the second mission, so i can't select it yet. Kinda killed my desire to continue.
Edit: Ah nvm. I just reread the notes on the front page after I posted this. I see it was impossible to fix so it was replaced. Is +1 to those two abilities really worth taking?
Edit: Ah nvm. I just reread the notes on the front page after I posted this. I see it was impossible to fix so it was replaced. Is +1 to those two abilities really worth taking?
Eh, I'd the Acidic Fog upgrade. I wanted something as conservative and in line with vanilla balancing as possible, so mirroring the Augment Skill: Ranged Combat felt like a good solution. But it does end up a bit meh upgrade, especially if you picked Gobbet's Augmented Ability: Spirit Control which makes her less dependent on Spirit Control.
Not sure if you're still updating this, but I had a bug where after a mission, the game dumped my party members' (Duncan, Isobel, Racter) whole inventory into my stash. This included all the previous tiers of their weapons as well, so I had 4 different versions of Isobel's decks and 2 different assault rifles from Duncan, plus all the medkits and drone repair kits they were carrying.
Specifically it was the Extraction mission. Before this mission (or rather after I went to talk to Dreamland) the game also put 1 version of Isobel's old deck in the inventory though, so it might be caused by something else previously.
I was digging around and read that it might be caused by loaning programs/weapons to party members? I had loaned Isobel an Attacker ESP on the previous mission, but I have no idea if that's what's actually causing it.
I also ran into this bug. It happened to me after the first mission where I ended up having all of Carter's equipment in my stash, granting me a considerable boost to starting cash and a free armor upgrade.
70 comments
I just finished my second play-through and logged a bunch of typos and errors in the conversation nodes. I have the convo ID and node ID for each mistake to make them easy to correct (should just be a matter of cut-and-paste).
Are you still updating this mod? If so, should I post the fixes here or in the bug tracker?
1. I have a bunch of minor typo corrections that I've put in a spreadsheet: https://files.catbox.moe/ovqoms.xlsx
There are some one-off typos (e.g., "dackage" for "package"), but some issues recur throughout ("awhile" vs "a while," "ordinance" vs "ordnance"), and are repeated in multiple nodes that share the same text. I've tried to make it as easy as possible to locate each problem node.
Below are some other fixes that didn't fit the spreadsheet format.
2. This tooltip in HongKong has "CONNETED" (should be "CONNECTED"):
I wasn't sure how to get at this text via the editor. The typo appears in file line 12327 of \ContentPacks\HongKong\data\maps\a3_tsangtower_s1.srm.bytes
3. In HongKong convo HK_Hub-Global_Gobbet (ID 54d96c4e3030316814006f9b), at node 55ca5c43626632e42a009b42, Gobbet asks "So. What else did you want to chat about?" and it's possible for no dialogue options to be available to the player. Clicking the "..." button boots the player from the conversation.
I suspect this node is supposed to have an option to take the player back to the root of the convo but I'm not sure.
4. In this chapter text the phrase "his mothers ASIST device" is missing a possessive apostrophe (should be "his mother's ASIST device"):
This appears to be an encoding error in \ContentPacks\HongKong\data\stories\story.story.bytes at file line 123: "his mother’s ASIST device". The string "’" is not displayed by the engine as an apostrophe and could be replaced with a ' character.
The same text (with the broken apostrophe) also appears in the file \ContentPacks\HongKong\data\convos\54c696f3303031301d005190.convo.bytes at file line 2392.
5. In hk_coda, reading all emails set my Inbox to "-1 unread messages":
6. In hk_coda, during the "conversation" with the hacked training room turrets, the turrets' dialogue is attributed to "New Actor":
(The example above is convo MC_a2_StationRun_s1-Matrix_TrainingRoomSystem (ID 5642ad54643661bc130026f7) at node 56465d116266327c150035d2).
(Apologies if I repeat some things from earlier posts)
Basically, editing the files by hand is a major pain, and I've forgotten just about everything from back when I made the mod...
I felt that the best attack vector would be to first develop a GUI mod editor for the SRR trilogy, similar to Apotheosis which I've made for Pillars of Eternity II: Deadfire. Because honestly, I don't have the energy to go back to the old workflow.
I had a nice pace and got some good progress for a while, but ran into a dilemma/roadblock... I had made the choice to move from the GUI framework GTK 3 (which I'm using for Apotheosis) to GTK 4, however the library (Gir.Core) that provides C# bindings for GTK 4 (but not 3) is looking awesome but is missing some critical parts of the API for my project, especially some parts that would make it easier to port things over from Apotheosis. I could just move back to GTK 3, however the new features in GTK 4 are so nice that I really don't want to go back...
The best way forward would honestly be to support the development of Gir.Core, however I've not had the energy or time to commit to that.
So the gui mod editor has sadly been in a limbo for a while, and by extension any updates to this mod.
Anyways, here are some old WIP screenshots:
Ok, I'm not sure if this has been posted, but if you don't give any metadata to Maximum Law, when you reach the mission 6, the number of messages in the inbox is 4, but only appear the entries for 3 of them. The fourth is "URGENT PROBLEM".
This entry only appears after you have given to Maximum Law at least 2 metadata (in my case the Museum and Neville Ma).
Ok, more info: When I arrive from Museum (mission 6) and check mission computer, I have 2 unread mails. After talking to Crafty (AND knowing about the Notes, AND asking her send me the notes to my mail), I have 4 unread emails, BUT in fact I have only 3 mails for reading. I assume the sencond note of Crafty added as an unread email, but it has not the correct check.
You would need to check the NumMissionsPlayed for 6 in case of Note1 and for 8 in case of Note 2. These are the checks that are available in conversation HK_Hub-Global_MissionComputer for this two entries.
Link: https://steamcommunity.com/app/346940/discussions/1/1291817208481430966/
The latter, the files need to be overwritten : )
Edit: Ah nvm. I just reread the notes on the front page after I posted this. I see it was impossible to fix so it was replaced. Is +1 to those two abilities really worth taking?
Eh, I'd the Acidic Fog upgrade. I wanted something as conservative and in line with vanilla balancing as possible, so mirroring the Augment Skill: Ranged Combat felt like a good solution. But it does end up a bit meh upgrade, especially if you picked Gobbet's Augmented Ability: Spirit Control which makes her less dependent on Spirit Control.
Specifically it was the Extraction mission. Before this mission (or rather after I went to talk to Dreamland) the game also put 1 version of Isobel's old deck in the inventory though, so it might be caused by something else previously.
I was digging around and read that it might be caused by loaning programs/weapons to party members? I had loaned Isobel an Attacker ESP on the previous mission, but I have no idea if that's what's actually causing it.