The joke was about not using npcs and references the PC Count tool, which was a proud Co8 innovation at the time it was written (many years ago). It's not about premade or player-made PCs. Merceror, can I be so bold as to ask if there is any chance you mis-counted? The dialogue scripting seems straightforward. Also, did you have an animal companion, familiar or anything else that may have bumped up the party size?
Hmm, ok. I guess humor doesn't always translate well in writing. Either way, the PC Count tool is used to replace your joinable NPC slots with additional pre-made NPCs, which is sort of what was innovative about it, no? (Bold correction added by me - Merceror vs. Marceror) I did have an animal companion, so if your script is counting these than that explains the original count of 8. I had not expected my doggie to be counted here. That was really the lesser issue though. Mainly I'm concerned about my lack of ability to enter the keep, and therefore, play the mod. I guess I can go ahead and dismiss my animal companion and see if that makes a difference. I appreciate the reply.
Okay, it looks like the issue was related to have 8 party members... and a dog. With the dog dismissed I am able to continue the dialogue. So it looks like I can still have my 8 man party after all! And by the way, the comment in game is "You know, I just despise NPCs and I find the PC Count Patch to be damn handy. So if that joke has nothing to do with NPCs, you sure could have fooled me with that quote. Oh, and one other note. It seems that if you reload your game in the very first area (where you buy your starting equipment), you will have your original gold amount restored regardless of how much money you may have spent previously.
Yeah the gold thing is a known bug, we're working on it. The initial dialogue clearly needs a tweak if it is including animal companions - some scripts do, some don't. Anyway, thanks very much for double-checking that, I'll add it to the bug list. As per my previous post, the comment is about NPCs not pre-made PCs. Kursk, Maiala, Jozen, Regdar etc that you can use as starting PCs are just that - starting PCs. Having 8 of them in your party (or 8 of any PCs in your party, pre-made or player-made) will prevent you from recruiting any NPCs along the way - Two Swords or Milo or whoever. Hence the joke - if you have deliberately set up your party so that there is no room for recruitable NPCs, your party leader says, "you know, I just despise NPCs...." You also miss out on scenarios such as rescuing the merchant in the Spider Woods, or the guy from the prison cells. Always a good idea to leave on slot free.
Absolutely. Note that some of the NPCs who join up, like the Merchant-+-wife-+-man-at-arms, join as ai followers (like animal companions), you can have up to 9 of them, again keeping the last (10th) spot free for moments when the game wants to temporarily attach someone to your party to achieve certain behind-the-scenes things.
@ Gazra In that save you uploaded, can you test what happens if you dismiss Two-Swords before going into the tower? I have noticed abnormal behavior that seems to only go away when I do that (after throwing out 95% percent of the script and dialogue to no avail). Also, does the watchman start out nude and stay that way for a relatively long time? (with and without TS please)
I can confirm that the Billy scenario functioned perfectly after I removed Two Swords from my party before talking to the Tower Watch inside the Bailiff's Tower at night (see screenshot below). So it was Two Swords being in my party that was causing the Billy scenario to not function properly at night for me all along! I seem to recall seeing some watchmen naked on 1 or 2 occasions of my playthrough of version 1 of the KotB module, but I believe that they suddenly equipped their items when my party moved close enough to them to cause them to switch from inactive mode (because the player's party is too far away from them) to active mode where they have animations. In any case, I never saw any of the watchmen naked in my testing of this after reading Sitra Achara's previous post in this thread. I don't know if the following information is of any relevance, but when I loaded that saved game, then moved my party over to the 3 watchmen who were fighting Billy, then one of the watchmen said "Someone get the Bailiff!", then my PC spoke to the Bailiff in the pub and agreed to deal with Billy, then my party entered the Bailiff's Tower, then the Tower Watch forced my party to exit the tower, then my party rested in the inn until morning, then, to my surprise, Billy was still up on the battlement!
Having a completely unrelated NPC in your party breaks the Watchman's ability to detect whether or not you have the Bailiff's ring somewhere in your possession. Ha! I knew it! Please test this again tomorrow Gazra, it might be a 'Thursdays only' bug :dizzy:
I couldn't believe it at first either... Her presence seems to fundamentally break the scripting in some peculiar way, e.g. some of the 'teleport to main map' commands won't work when she's around as well. It's not a one off thing either, it's very consistent for me. I guess it's the game's way of punishing you for giving her OP swords, you should've known better Ted :no: edit: ok, I got to the bottom of this. Apparently it was due to the lack of return RUN_DEFAULT in TS's san_first_heartbeat. Correcting this fixed the issue, fix attached. (to be precise, there was a return RUN_DEFAULT command, but it was placed inside an if condition that doesn't normally fire)
Nice work Sitra. :clap: If I understand this, folks, it should fix the grosser Billy problems (having the Bailiff's ring but still not being let into the tower). Please place in data/scr and test.
I've experienced same a few times, but this is very hard to replicate and thus properly test. I've tried something*, if this persists in the next patch please let us know. * I suspect it's because of the survival check script, which involves spawning the enemy critters and then immediately destroying them. I think that explains the Door 1 label as well, which I recall is associated with destroyed objects. Thus I've tried changing it to setting OF_OFF, hopefully that will work.
I am also having trouble with Billy. For me he is never on the wall. I see the xbow men, I can listen to their dialogue and get the quest form the bailiff...however for me, at no point, have I ever seen billy. Not sure even what the bowmen are shooting at. Billy simply does not spawn. And I can't complete the quest as he is never on the wall. I only got him (the bowmen shooting at hi and quest, se he is there but not there...(seen by everyone but me I guess!)at daytime. This is weird.
For the record I also have the problem with Billy not spawning and the guards shooting at nothing! Also I had problems with a disappearing ball of spider silk which I picked up in the Spider woods and promptly lost! Main bug I've found, in otherwise fab game, is that Spoiler in the Gnoll Cave there is a secret passageway containing a dead elf with pockets full of gems behind him is a secret door discoverable with the appropriate tool, however I can't get it to register with the cursor and can't get through I also can't go back the way I came as there is no access to the chief's room from the secret tunnel end of Spoiler!! Updated in 1.0.1