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Tatooine Sandpeople Enclave - First entrance scene issues #296

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DarthParametric opened this issue Oct 6, 2019 · 2 comments
Closed
5 tasks done

Tatooine Sandpeople Enclave - First entrance scene issues #296

DarthParametric opened this issue Oct 6, 2019 · 2 comments
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Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Tatooine Issue occurs primarily on Tatooine Type: Conversation This issue is a DLG-specific bug/error Type: Module This issue involves changes to a module's properties (ARE, GIT, IFO, LYT, and VIS files). Type: Scripting This issue is related specifically to a scripting bug/error

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@DarthParametric
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DarthParametric commented Oct 6, 2019

  • When you enter the Sandpeople Enclave for the first time, you get a scene where a guard recognises you through your disguise, but the trigger for this is quite a way from the spawn-in point, requiring the player to manually walk forwards to hit it. The trigger could be extended to include the spawn-in point.
  • There are the usual facing and NPC rotation issues due to scattered/random party positioning. Jumping the party should solve this.
  • The end of this scene strips off and destroys any Sandpeople disguises under the fade-out, before jumping the party to the Chieftain and starting that conversation. This leaves the party in their underwear for that conversation. Although the script can not be decompiled, the bytecode suggests it is using the DestroySandpeopleDisguise function from k_inc_tat. It seems that did originally include an extra function to equip clothing on the party afterwards, but that was later commented out. That functionality could be restored - it's a little weird to be talking to the Chieftain in your underwear.
  • The guard uses the generic Sandpeople appearance (266, Alien_Sand_People_02) which is the same as the disguise the party wears. It would be better to switch him to use the same appearance as the guards in the Chieftan's room (268. Alien_Sand_People_04) to better differentiate him in closeup shots.
  • After speaking to the Chieftain and agreeing to get him vaporators, you are are kicked out of the Enclave back to the Sandpeople Territory. You can see the gate guard being spawned after loading (different module, but easier to lump it under this issue). Edit: The OnEnter not being able to be decompiled stymied that, but an alternative route is to change his spawn point to behind the party, then walk him forwards to his original position.
@DarthParametric DarthParametric added Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Tatooine Issue occurs primarily on Tatooine Type: Scripting This issue is related specifically to a scripting bug/error Type: Module This issue involves changes to a module's properties (ARE, GIT, IFO, LYT, and VIS files). labels Oct 6, 2019
@DarthParametric DarthParametric added the Type: Conversation This issue is a DLG-specific bug/error label Dec 14, 2021
@DarthParametric
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DarthParametric commented Dec 14, 2021

1.9.0 beta test observations:

  • If entering with disguises but not bringing HK (but possibly also when bringing him but choosing to attack), the party is stripped of the disguises which leave them in their underwear and T-posing when the scene ends. The Sand People also go hostile while still in the conversation, which causes party members to start attacking before the scene ends.

@DarthParametric
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DarthParametric commented Dec 22, 2022

  • If entering with disguises but choosing to attack, you can skip the dialogue pause which causes the player to t-pose and the companions to be shown getting the disguise swap.
  • Sand Person needs a forced TALK_FORCEFUL anim on the final node of the Attack Them All branch.
  • If entering with disguises but choosing to attack, if you try to re-equip the armour slot of a companion the game will crash. Doesn't happen if you save and reload first. Doesn't seem to happen at all when re-equipping the player.

Presumably this doesn't happen with the LS route because you forcibly get kicked out of the module after talking to the chieftain, and the module load effectively achieves the same reset as a save/reload.

Edit: Actually it seems that it is the first one you re-equip doesn't cause a crash, but subsequent ones do (including the player).

Edit: Still haven't determined the root cause of the crash, but in my test save I had no existing clothing in my inventory. The former script did an inventory lookup and only spawned new clothes if there were no existing items. Seems that something about that function induced the crash.

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Labels
Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Tatooine Issue occurs primarily on Tatooine Type: Conversation This issue is a DLG-specific bug/error Type: Module This issue involves changes to a module's properties (ARE, GIT, IFO, LYT, and VIS files). Type: Scripting This issue is related specifically to a scripting bug/error
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