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Snappers don't spawn outside the Monastery ruins #45
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gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/Story/Startup.d Lines 1603 to 1604 in 2164a25
changed to Wld_InsertNpc (Snapper,"OW_MONSTER_NAVIGATE_02");
Wld_InsertNpc (Snapper,"OW_MONSTER_NAVIGATE_02"); |
This fix might be close to impossible to implement. How important is it? |
As it's not noticable, it's not that important to me. Isn't there any way to just spawn two additional snappers at these waypoints? Or would that be incompatible to mods fixing this issue as shown above? |
It wouldn't be exactly incompatible. But there is no reliable way to check if the issue was fixed already. We would spawn to additional snappers (to the possible already fixed ones). |
Actually, I might be able to check if the bug was already fixed. I will leave a note about this, so I don't forget: Tokenize the Startup and check for any pushed strings. Compare the contents of all pushed strings against "OW_MONSTER_NAVIGATE02" and if found, spawn two snappers manually. |
Some more thoughts:
So far it sounds very complicated. |
If we introduce new instances, can't we just give them a unique ID or some other variable that the other Snappers haven't? |
Yes that’s a general difficulty in Gothic, that also a lot of mods struggle with: Human NPCs generally only exist once in the world. They can be identified by their script instance, e.g. Generally, this is solved by having duplicates of the script instance. This can be seem for quests where the player is supposed to defeat certain monsters. This is an issue I will think about a little bit. |
Sorry, I misread this. If we use new instances, we can in fact identify them. NPCs of new instances will not be stored in the game saves, however. If the snappers are in line of sight or are currently engaging with the player somehow. The will suddenly be reset when loading the game. |
Now we can just identify them by their missing waypoint (there might be a more reliable way, I will investigate) and then insert the Snappers mid-game at their correct waypoints. We will save their instances to put them back into their limbo state when reverting the fix. Should they have died in between, that cool, too. The only hurdle is to decide what to do if they are currently interacting with or visible to the player.
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I'd go with this solution. It doesn't introduce possible inconsistencies. |
The test will have to be a bit elaborate by checking if the snappers are gone when unloading the patch. |
Snappers don't spawn outside the Monastery ruins.
This fix corrects the spawn of the two snappers such that they appear in the game. On saving, this fix is reverted to leave no changes in the savegame. That means, the spawn of the snappers is invalidated again. However, if the player is currently in spawn range of the snappers when saving, their spawn is not reverted and they will be written to the savegame. In that event, they remain in the game. This is necessary to avoid inconsistencies when saving the game while engaging with the snappers.