BGforgeNet/Fallout2_Unofficial_Patch

Can't pick up plants in Arroyo

Opened this issue · 10 comments

Started a new game with clean F2 install followed by latest version of UPU (.exe). Character cannot pick up the Broc Flowers and Xander Roots in the hunting grounds. Character begins the kneeling animation for picking up an item but it appears as if the animation gets interrupted. Character stands up partway through and item disappears from ground but does not appear in inventory. Issue does not occur with clean install of the game on my system, only happening with UPU. Savegame attached for what it's worth. Possibly related to recent changes to garden plant respawn behavior?

SLOT01.zip

Fallout 2 1.02.31u14 (GOG Classic version)
Sfall 4.2.4 (version included with UPU)

Possibly related to recent changes to garden plant respawn behavior?

Likely, I'll check this.

Please try these (drop into data/scripts).
scripts.zip
If possible, please also verify respawning logic mentioned in #44 (both plants and geckos).

Okay, the animation still looks a little funky but the items are now actually moving to my inventory, so that's good. Now I can't actually tell from reading #44 what the practical difference between original and fixed behavior should be - you'll have to forgive me, I'm no programmer. Both plants and geckos are respawning daily but I feel it's more complicated than that. If you tell me what exactly to look for I'd be happy to check.

How about these scripts.zip.
The fixed version is supposed to limit how many are spawned. In original, I think each new day there would be more on the same spot, if you visit the map, but don't pick them up.
Geckos weren't changed, so don't mind that.

It's still messy, though. One option would be to revert it back to the original, after all it worked good enough for anyone to bother. Another it to drop object script and map vars shenanigans and just use list_items/critters to get the total count and impose actual limits (spawn only when there's less than MAX, up to the MAX, never less than MIN).
Tagging @NovaRain for reference.

How about these [scripts.zip]

This works correctly, all seems to be in order now.

Got the same results from 1st and 2nd scripts.zip. It seems calling remove_script(self_obj) in pickup_p_proc works and doesn't causes animation glitch now. Using a check with list_items for total plants on the map in map_enter_p_proc from map script might be a less problematic way if that works, at least you don't need to care about item stacking with script attached items.

at least you don't need to care about item stacking with script attached items.

Might still need that, to avoid counting plants that player might've dropped. I realize this is a lot of nitpicking, but UP is about nitpicking, and if we add a fix, I'd like it to be an actual fix, no something half-assed, otherwise what's the point, can just keep the original.
Do you agree with respawning logic that I outlined in the previous message? (I mean, do you think that's what actually was intended)

Do you agree with respawning logic that I outlined in the previous message? (I mean, do you think that's what actually was intended)

TBH I'm not really sure, from original xander/broc scripts source it seems the limit was supposed to be "total xander/broc on the map" since dropping one does try to increase MVAR.

OK, I think I'll just revert to the original then. Maybe revisit this later if there's consensus on how it should actually work.