AmProsius / gothic-1-community-patch

Gothic 1 Community Patch
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PC uses NPC "Mercenary" dialogue line. #378

Open Quintus24 opened 1 year ago

Quintus24 commented 1 year ago

Hello, everyone!

I would like to report the following bug:

Describe the bug: This issue can be encountered in the Free Mine by talking with some of the "Mercenary" NPC. Selecting the "What goes on here in the Camp?" option will trigger the conversation, however, the PC will speak the final dialogue line using the NPC's voice.

Dialogue: PC: "What goes on here in the Camp?" NPC: "We guard the entrance to the mine." PC: "No-one except our people are allowed in."

Expected behavior: The dialogue output is properly set to its respective owner.

Steps to reproduce the issue:

  1. Travel to the Free Mine and reach the FMC_PATH02 waypoint.
  2. Speak with NPC "Mercenary" and select the "What goes on here in the Camp?" option.
  3. Reach the final dialogue line and notice it is swapped.

Additional context This issue occurs for all "Mercenary" NPC who share this dialogue option. Also notice that the string is white instead of yellow.

Attaching screenshots for more clear information.

  1. Location @ FMC_PATH02 waypoint. Location @ FMC_PATH02

  2. Initiate Dialogue. Select Dialogue Option

  3. PC - Dialogue 1. PC - Dialogue 1

  4. NPC - Dialogue 2. NPC - Dialogue 2

  5. PC - Dialogue 3. PC - Dialogue 3

Thank You and Best Regards! Quintus24

AmProsius commented 8 months ago

Provided fix:

https://github.com/AmProsius/gothic-1-community-patch/blob/aff7368e025c5fc1b6e02d574da5e0e9a83e2aaa/scriptbase/_work/Data/Scripts/Content/Story/B/B_AssignAmbientInfos_Mine_SLD_8.d#L104-L109

changed to

FUNC VOID Info_Mine_Sld_8_DasLager_Info()
{
    AI_Output(other,self,"Info_Mine_Sld_8_DasLager_15_00"); //What goes on here in the Camp?
    AI_Output(self,other,"Info_Mine_Sld_8_DasLager_08_01"); //We guard the entrance to the mine.
    AI_Output(self,other,"Info_Mine_Sld_8_DasLager_08_02"); //No-one except our people are allowed in.
};

Similar to #142.