Hi guys, as promised, i am currently processing and packing drake's fixes and merging them with the Restoration pack (trying to keep it updated in the future), in the process i was also able to fix another two bugs regarding the shipkids 1 and 2 random events.
Anyway, i have doubts/can't reproduce some of the bugs, so
@Drake713
The line “He seems oblivious to the trouble he caused with the mushrooms.” seems to indicate that there was supposed to be some additional outcome from the previous event (likely tied to the flag 9_oli_ate_shrooms) since this hints at design elements not in the release version... bug?
convo\part9\cnv_9_rnd_oli_gather2.json.z:
"Try the leaves and we'll see if you get sick."+"The rest of you can do what you want." = morale+20 & supplies+15 (It should not affect the player, but I do get a console error here due to the o1 flag not being initialized, bug?)
FIXED; but not tested
THIS IS MAKING ME MAD
The console error comes from a wrong speaker entity, is [ravens] when it should be [convoy_ravens].
Anyway the event is really half-broken:
1) "Eat the berries" + "The rest of you can do what you want" = give the correct texts, display Oli icon (when it should display the Ravens Convoy) and DON'T give +9 supplies (as if the engine was skipping something.
2) "Eat the berries" + "Throw the basket away = correctly works.
3) "Try the leaves" + "The rest of you con do what you want" = Once fixed, give the correct texts, display icon (the Ravens) and correct amount of supplies and morale.
4) "Try the leaves" + "Toss the basket away" = give the same results of 2, plust the morale +10, but with a wrong icon (Oli) - WHY, HOLY COW, WHY?
and your proposed fix nor anything i've tried seems to work and i can't understand WHY
convo\part10\cnv_10_pop_lundar_saved.json.z
*The sections marked as "later on" happen at the start of ch12, the way this section is handled seems... odd, bug?
FIXED: now instead of being rewared for ONLY saving the houses; you are rewarded ANYTIME you save the houses - eg market & houses -or- greathall & houses
This is a tricky one, since as you notice it's handled in an odd manner, but the reward for the other cases are handled at saga2.json.z level, at the beginning of Ch12, as soon as you finish the conversation with Josurr. Here's the code:
Code:
{
"actions": [
{
"id": "josurr",
"type": "ROSTER_REMOVE"
},
{
"scene": "saga2/scene/stage/stg_village_interior2/stg_village_interior2.json.z",
"type": "CONVO",
"url": "saga2/convo/part12/cnv_12_convo_josurr.json.z"
},
{
"prereq": "14_lundar_join && 10_greathall_save",
"type": "VARIABLE_MODIFY",
"varname": "num_fighters",
"varvalue": 51
},
{
"prereq": "14_lundar_join && 10_homes_save",
"type": "VARIABLE_MODIFY",
"varname": "num_peasants",
"varvalue": 203
},
{
"prereq": "14_lundar_join && 10_market_save",
"type": "VARIABLE_MODIFY",
"varname": "supplies",
"varvalue": 112
},
{
"type": "VARIABLE_SET",
"varname": "josurr.talk"
}
],
"id": "talk_josurr_lundar",
"triggers": [
{
"type": "TALK",
"unit": "josurr"
}
]
},
convo\part11\cnv_11_convo_tunnelstonesinger.json.z
"Step back" = nothing? bug?
FIXED: check to make sure you like the linkpath I fixed it with tho
I don't understand in what consist the bug, could you explain me further?
There is an extra slide that is not needed in this conv, bug?
convo\part10\cnv_10_convo_goodbyes2.json.z
FIXED
As the prior one, i can't understand exactly the bug.
WARNING!!! If you click on the volunteers you will be committed to this path with no way to go back to the Houses option above, bug?
convo\part13\cnv_13_pop_oldford_train.json.z
TODO: might not be fixable
I am quite sure it is not a bug, but since you're outta of time (as explained in a couple line of text) you could choose only one: Train the archers or the ckeck the volounteerss.
convo\part14\cnv_14_convo_canary.json.z
All options lead to the same result; option 3 implies a gain of supplies but none are added, bug?
TODO: what I would like to do here is instead of directly adding in supplies I'd like to change the foraging equation to include fighters so when her horseborn join they contribute to foraged supplies; I'm thinking something like the following -
"expression": "(num_peasants+num_fighters*.1)*forage_rate"
So that fighters forage at 1/10th the rate of clansmen... what do you think?
Logically, it seems ok, not totally sure it could be implemented. I am pretty sure that there are just one or maybe two forage set points, so it's not that huge difference in adding directly the supplies or not.
convo\part14\cnv_14_pop_arb_war_setup_king.json.z
"Hakon, can you stop them at the gate?" = Battle (bug?)
FIXED; but not tested
I have not tested the changes yet, but can't understand exactly in what consists the bug, could you give me details further.
# # # # # # # # # # # # # #
The others are all fine 
Compared them with the newly updated files (with no problems), currently packing and testing them.
I am just curious to know the reasons behind of "dagr_state=0", that means dagr dies, in cnv_8_pop_savemore.json.z if you "Ignore the village and head down river". It doesn't seems to affect anything in game, not sure if it could mess with Dagr joining for the battle in Lundar or Dagr battles when you rejoin with Rugga, but it's really strange and nonsensical...
As soon as Drake will reply and we check this list of dubious bugs, i'll update this thred, steam's thread and nexus mods one and release the Fixpack, in the hoping that John will not release new traslation/patches just next week