snobel on 17/11/2025 at 06:56
Hi Beleg - as far as I can tell, that's just the way that convos are set up. The conversation browser only lets you select an archetype as the 'conversation owner'. But I'd love to be wrong here...
It would probably be possible to drop the conversation mechanism and instead use a chain of scripts, and trigger volumes instead of proximity. But I'm not sure the added complexity is worth it.
Edit: Thanks for making me think about it again, because I think I may have overlooked something obvious ... brb. :sly:
chopin42 on 19/11/2025 at 01:31
Hi! Have you tried mod the conversation in the "conversations"? Wound guard-1/2/3/4/5/edit/usage? Replace the map name, if not.
snobel on 19/11/2025 at 07:57
I've been there, both to get a "City" conversation package compiled and to fix the other issue with the wound convos all playing non-stop when you were near one pair of guards.
But I think I've found the real reason for the remaining issue, I just need to do some more testing to verify that I didn't just get lucky on the first few A-pose free tests...
snobel on 22/11/2025 at 12:49
The wound convos issue appears to be fixed: In addition to the activation by radius there's a volume/script in SQ1 which will trigger the first one. Probably because otherwise you can get past without activating it, or it may be a remnant from before the conversations system was in place - as indicated by some deleted scripts on the WoundGuards. In any case I didn't pay it much attention but the script does not check the game day - and on day 1 you go to Stonemarket, queuing the convo although the participating NPCs are not in the map... Apparently a bad idea. After adding a game day condition to the script, the problem went away.
But there's a new issue. :rolleyes: The statistics, as shown on the Crime Report posters, are all wrong. The scripts involved have been auto-fixed but they look like they should work. It won't be a blocker for the third test map, though.
Edit: The stats issue needs some scrutiny to make sure it's not indicating a bigger problem - so the test map will probably be delayed a bit.
Edit 2: Crime Reports hopefully working now. A couple of things were wrong. First, the way the script fixing handled the 'pre-travel' condition was not good enough. Second, the stats in the original game are completely borked?! I'm not much interested in statistics myself so I never noticed before.
snobel on 17/1/2026 at 14:17
Project update: As mentioned in the test map thread I had a disk mishap which required some work to be re-done after restoring a backup. That should be complete now - with things set up a bit cleaner and a couple of minor bugs found and fixed in the process. In addition, more stuff (maps and scripts in non-merged T3 Gold, because that's what needed reconstruction) is now on source control.
Test map 3 has been updated after rebuilding it on the restored installation. The (
https://www.ttlg.com/forums/showthread.php?t=152854&p=2532547&viewfull=1#post2532547) 'phantom enforcer' bug has been fixed. Because the patch for dynamically spawning NPCs still has serious bugs - causing the consistent crashing that Svperstar encountered while testing - it's been disabled in this version of the test map.
The enforcer thing was an easy fix: At the beginning of day 6, they're set out-of-world by a script, which originally fires on map start. But due to the script fixing it now fires when the player enters Old Quarter. As the enforcers started in-world this meant that they were free to wreak havoc - until the player crossed the border to Old Quarter, at which point they would immediately disappear, leaving confused guards fighting the air... Fixed by letting them start out-of-world and adding a new script to make them present on day 7.