I would have thought a broken Invensource.mes would crash the game. heh. Install instructions updated to include DELETE THE OVERRIDES FOLDER!
No worries - happy to help how/when I can. is there a way to do any slightly more advanced fault finding? Maybe point me at how I could possibly use debug mode to find a behaviour? While I'm a total noob @ python, I have some coding experience. Also noticed that a bard's fascinate/suggestion can exhibit the same kinda behaviour - swopping around my & the mobs stats/values. ...Yeah, I play tripping fighters & singing bards a lot Busy with another playthrough - great to have a fresh module to play - you dudes rawk!
You can clone the temple+ repo and run it in debug mode to debug C code. For Python scripts it's mainly with prints right now... you can also put breakpoints in the Python API C++ functions.
I cannot say I agree, @Allyx. Overrides folder is quite important for any additional modifications, like ad-hoc bugfixes etc. In this case it was misinformation - great Sitra's deduction fixed the problem. So if T+ Configuration app would alert you with warning, you would know where to dig.
Ok, so if each module had it's own overrides folder though, there wouldn't be an issue when switching modules?
Well in a sense there already is - inside modules/MODULENAME_core. But this was only recently introduced. The global overrides still takes precedence however.
In post #26 and #27 I showed that there are some vendors that do not reset their inventory after completing the first quest. You can now add the cleric guy, too:
In the north adventure, the room with the lizards and the lone drow.... that drow still tries to go around my tanks to go through the backdoor to my wizard. But now he is barred from opening that door... Now this battle can't end until I go and chase him down - thus triggering all the other battles along the way. Not nice luckily if i bring my mage forward into the room with the lizards, then that drow-guy comes back so I just needed to wait for him.
I finished playing the North quest. The werewolf still does not have his reduction against non-silver weapons. He is supposed to require silver weapons, yes? After I fought the magma guy, i was able to pick up his magma balls. They are invisible, but if you press the tab button they are displayed. I even used one in battle. Those locked and barred doors are a bigger issue that needs to be fixed. Sure, they are locked and barred. Even if i unlock them, they are barred, so I need to smash them - that's no trouble. But I don't even need go through that hassle. You can actually walk right through the closed, locked, and barred doors. Shown in the attached zipped video clip
@FDR4PREZ, thank you for the feedback! The fact that you managed to find the magma balls I created specifically to allow the monster to throw them is spectacular! Wow, fun. Yes, I will need to set them as unpickable. Barred doors is very annoying issue. The problem is that I have no idea how to fix that. Maybe @Sitra Achara could advise in this case. Yeah, I will try to work on that today.