Valley of Dying Things node error #741
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Attached file is a savegame just next to the error node. Just walk west after loading the save
Can you zip the savegame and drag it onto the Github comment form? That's the best way to attach something for me.
I found the bug though.
WalkWest.exg.zip
@CelticMinstrel the node in question calls node 22 directly, so it's not a chain of nodes going weirdly in response to an SDF or anything. When I get home, I want to check in Legacy BoE if there is a special encounter there that didn't convert, but it looks like there's simply a node there that was never implemented. (I think in Legacy BoE a nonexistent node is a no-op, not an error message?)
At least this doesn't crash the game.
In scenario conversion we should
probablymaybe? remove nodes from maps if they don't point to a real callable node.Sorry, I have no idea if this is the case.
I don't think this was caused by an error in scenario conversion. After the conversion was completed, I deleted all trailing blank nodes, which probably surfaced this issue.
Confirmed that this points to a No Special node in the original, and in Classic BoE, nothing happens when you step there. So my fix in #732 is good.
As far as behavior goes when a nonexistent node is called... as a designer I would want this error message to point out that I've probably made a mistake. But for players in old scenarios that won't be changed again, we're adding an error message where there shouldn't be one.
Right, because in Classic BoE, the node does exist and is a no-op node. Remember that Classic BoE had a fixed number of nodes per area.