All right, update, hopefully final before alpha test build out:
A single bug or strange interaction kept this thing from being out days ago. Since it was so strange I ended up rewriting and rearranging quite a bit of stuff with connor and the VV quest (still works the same, except the solutions aren't so mutually exclusive, and only the diplomatic one gets the village built up. You can still get neither, only guns, only diplomatic or both).
The bug was not mine, it was this: Joe triggers molerat_origin_info, which sets GVAR_VAULT_VILLAGE_FLAGS to 1. I tried to use this as a diplomatic trigger for McClure dialogue about the village (as it allready does via the Brain, so why not?). So I made it simply trigger at Joe, trigger options at McClure, which triggers options with Connar - which should give you set_molerat_origin_amulet. All of this is in the original code, except I made it the diplomatic path for McClure for lack of a separate GVAR for that.*
The problem is that set_molerat_origin_amulet DOESNT_BLOODY_WORK! Instead of setting GVAR_VAULT_VILLAGE_FLAGS to 2, it sets it to 3, and "if (molerat_origin_amulet)" doesn't trigger at any point at all. I've tried manually jacking G_V_V_F to 2 and nothing happened.
So when phobos turns up and we figure out what's going on there I think we will finally be done with everything (except the brain, which is half done, but I've been stuck with this thing for days).
Oh, and while trying to even find what he hell was wrong all the time I fiddled with connor quite a bit, and some with stark (relevant bits). The following stuff, most of it noted as problems by the comments in the original script has also been fixed (and I hope the rewrites get accepted):
- If you ask stark about slavery being the main reason and then back out of the quest, and he goes on a raid, the molerats are now killed (used to be only villagers gone, discovered it by checking everything VERY throughly)
- If you got the stuff from Harry and talked to Stark about his real intentions causing him to raid right away, it would also leave the "deliver the guns" quest to remain permanently active (also problem with original script)
- Turning Harry in now sets the correct variable (it used to set the quest variable finishing the quest, which I kept in as an option for anyone who wants to cross the quest out after delivering the guns without going the diplomatic route. But since it also didn't set the correct variable, it could've made editing or trying to bugfix the thing more confusing).
- Connars initial dialogue now properly redirects after the first time (I also rewrote/edited the initial dialogue quite a bit without removing any of the meaning, as it was quite sparse. Right now it lacks most of the old "evil" options, but I put in so much effort into making the damned questline work without hickups that I'll release the build and only add the "screw yourself up irevocably by being an obvious moron" options back in later).
And those are just the ones I both remember and am sure I wasn't the one to cause them.
And now I need to fix the McClure thing (also has comments about "//Check this place"). And that should be it, Connar still needs a tweak in his new main dialogue node, the code is a bit messy to look at in places, but I've used the high speech (original content) alternate diplomacy route to skip places where molerat_origin_amulet was supposed to get you through, and everything works, sometimes even better than it used to.
The dialogue could use a bit of tuning here and there, but that part is actually easy. Anyway, hopefully last textwall here, fingers crossed we solve that McClure thing.
*(which means I just added a non-speech path, molerat_origin_amulet lets you get SERVANT_TIME_EXTENDED with McClure, which then gives you a high speech check at Connor for immediate diplomatic win or if failed you can still do it via Brain, pretty much same as it used to be, except there's now more ways to extend the quest than just speech, and I could use SERVANT_TIME_EXTENDED as part of the Diplomatic path which doesn't interfear with gun delivery. This was inspired by Killap's (?) comment in the source about "adding something else to McClure besides the speech check", so it technically wasn't even my idea.
A single bug or strange interaction kept this thing from being out days ago. Since it was so strange I ended up rewriting and rearranging quite a bit of stuff with connor and the VV quest (still works the same, except the solutions aren't so mutually exclusive, and only the diplomatic one gets the village built up. You can still get neither, only guns, only diplomatic or both).
The bug was not mine, it was this: Joe triggers molerat_origin_info, which sets GVAR_VAULT_VILLAGE_FLAGS to 1. I tried to use this as a diplomatic trigger for McClure dialogue about the village (as it allready does via the Brain, so why not?). So I made it simply trigger at Joe, trigger options at McClure, which triggers options with Connar - which should give you set_molerat_origin_amulet. All of this is in the original code, except I made it the diplomatic path for McClure for lack of a separate GVAR for that.*
The problem is that set_molerat_origin_amulet DOESNT_BLOODY_WORK! Instead of setting GVAR_VAULT_VILLAGE_FLAGS to 2, it sets it to 3, and "if (molerat_origin_amulet)" doesn't trigger at any point at all. I've tried manually jacking G_V_V_F to 2 and nothing happened.
So when phobos turns up and we figure out what's going on there I think we will finally be done with everything (except the brain, which is half done, but I've been stuck with this thing for days).
Oh, and while trying to even find what he hell was wrong all the time I fiddled with connor quite a bit, and some with stark (relevant bits). The following stuff, most of it noted as problems by the comments in the original script has also been fixed (and I hope the rewrites get accepted):
- If you ask stark about slavery being the main reason and then back out of the quest, and he goes on a raid, the molerats are now killed (used to be only villagers gone, discovered it by checking everything VERY throughly)
- If you got the stuff from Harry and talked to Stark about his real intentions causing him to raid right away, it would also leave the "deliver the guns" quest to remain permanently active (also problem with original script)
- Turning Harry in now sets the correct variable (it used to set the quest variable finishing the quest, which I kept in as an option for anyone who wants to cross the quest out after delivering the guns without going the diplomatic route. But since it also didn't set the correct variable, it could've made editing or trying to bugfix the thing more confusing).
- Connars initial dialogue now properly redirects after the first time (I also rewrote/edited the initial dialogue quite a bit without removing any of the meaning, as it was quite sparse. Right now it lacks most of the old "evil" options, but I put in so much effort into making the damned questline work without hickups that I'll release the build and only add the "screw yourself up irevocably by being an obvious moron" options back in later).
And those are just the ones I both remember and am sure I wasn't the one to cause them.
And now I need to fix the McClure thing (also has comments about "//Check this place"). And that should be it, Connar still needs a tweak in his new main dialogue node, the code is a bit messy to look at in places, but I've used the high speech (original content) alternate diplomacy route to skip places where molerat_origin_amulet was supposed to get you through, and everything works, sometimes even better than it used to.
The dialogue could use a bit of tuning here and there, but that part is actually easy. Anyway, hopefully last textwall here, fingers crossed we solve that McClure thing.
*(which means I just added a non-speech path, molerat_origin_amulet lets you get SERVANT_TIME_EXTENDED with McClure, which then gives you a high speech check at Connor for immediate diplomatic win or if failed you can still do it via Brain, pretty much same as it used to be, except there's now more ways to extend the quest than just speech, and I could use SERVANT_TIME_EXTENDED as part of the Diplomatic path which doesn't interfear with gun delivery. This was inspired by Killap's (?) comment in the source about "adding something else to McClure besides the speech check", so it technically wasn't even my idea.
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