Zontik on 24/3/2017 at 11:08
Testing a mission I've noticed that count of available pickpockets changes during the game: 13 at start and 16 in the end. I've loaded saved game into editor and tried to find the reason, but no luck. I tried to enter 'hilight_by prop altlink' and got all my AI hilighted. Checked any of them; no one had link Contains. 10 pickpockets were taken already, so 6 must stay intact. So I have two quistions:
1) what can cause such a bug?
2) how to trace it in saved game?
Zontik on 24/3/2017 at 12:54
No. BTW, it seems the archer bug was cured in New Dark.
When I start mission and finish it with Ctrl-Alt-Shift-End, I see 13 available pickpockets.
When I wait for a while and finish the mission without doing something useful, the count is still 13.
When I load file saved in the middle of the mission and finish it, the count is 16.
Of course, I'll start mission once more and will check the count after any suspicious event, but now I have no even a guess: what can produce these 3 extra pickpockets?!
Yandros on 24/3/2017 at 12:58
The archer bug normally only adds one, but if you've added two similar links in your gamesys, then it might explain the difference being 3.
marbleman on 24/3/2017 at 13:03
I'm no expert, but it might be worth checking: do you have any AIs spawning later in the mission? If you do, and they have pickpockets, it would explain it.
Unna Oertdottir on 24/3/2017 at 13:23
It's about humans, so you might try this:
Load the savegame in DromEd, type this
link_draw_on contains
hilight_obj_type human
hilight_render 1
maybe you can find out the unexpected link.
Tannar on 24/3/2017 at 17:21
Is it possible that it is something set in the mission quest data? I seem to remember something similar happening in a beta test long ago.
Daraan on 24/3/2017 at 18:59
Quote Posted by Tannar
Is it possible that it is something set in the mission quest data? I seem to remember something similar happening in a beta test long ago.
Thinking about this as well.
We have to work with this I think:
Quote:
When I start mission and finish it with Ctrl-Alt-Shift-End, I see 13 available pickpockets.
When I wait for a while and finish the mission without doing something useful, the count is still 13.
When I load file saved in the middle of the mission and finish it, the count is 16.
You tested this with multiple runs? Start mission. Save. Load end?
Loading a save game would trigger a sim message.
Maybe there is a initializing trap that gets some stuff done and would do so again after a load.
But 1st how that can could increase the pickpocket variable is beyond me at the moment. 2nd Why would it only work after one reload only, or does it increase even more?
Zontik on 24/3/2017 at 20:18
No matter how much times I save/load and in which order. In the beginning I have 13, in the middle and in all later saves - 16. Though, the current version of miss file is a bit different than it was while playing, but I've nothing done with variables.
Firstly I've noticed in stats that pickpocket count is too high. Then I've start checking.
Quote:
do you have any AIs spawning later in the mission?
No.
Quote:
Is it possible that it is something set in the mission quest data?
What is correct to call "something"? There are a lot of custom things there, but I did nothing nothing with DrSPocketCnt. Yet.
I've tried all three commands, the result was surprisingly zero. All 'contains' links from the last save are generic keys (+ two forgotten powerups in the footlockers). Nothing with alternate or belt attach. DrSPicketCount=16, DrSPocketOK=9, DrSPocketFail=1. I have no idea what the latter mean, maybe it is picking arrows from the falling archer after knocked him out?
Honestly, a couple of hours ago I've found 3 fake pickpocket count - some objects were attached to humans via Alternate contains link, and those objects were destroyed during the game. So there should be 13, no more. I've tried to do the same in the very start of the mission - to destroy the objects intentionally. Then I've checked DrSPocketCnt again. It was still 13.
I think I should fix those three and start the test again. I'll do that in a few days. Let's see what happens. Then I'll return here with some news. Now it seems rather like a random program bug.
john9818a on 24/3/2017 at 21:00
So what happens in the first half of the playing of the mission? Obviously if you stand idle at the beginning forever nothing should change, so something that occurs like a conversation is changing the conditions of the mission. Use the process of elimination and disable each event or conversation one at a time until the problem stops occuring.