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Out of curiosity, have you finished the QfG4 patch that you claimed to be working on, in the Q/A section?
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JStryker47: Out of curiosity, have you finished the QfG4 patch that you claimed to be working on, in the Q/A section?
...a fan-made QFG4 patch? I wasn't aware someone was working on one. Could you link the relevant discussion here plz?
Ask, and you shall receive!~
Seems like unofficial patch ruined my wizard walkthrough - i gave leopard lady prisoner two gifts (beads and statue), but i can't give dagger, so i bought another one and gave it to her - and nothing happens after, i can't free her or gain trust. =(
Post edited November 15, 2021 by KainXVIII
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KainXVIII: Seems like unofficial patch ruined my wizard walkthrough - i gave leopard lady prisoner two gifts (beads and statue), but i can't give dagger, so i bought another one and gave it to her - and nothing happens after, i can't free her or gain trust. =(
If I recall, you can't open the cage when Uhura or Yesufu are guarding it. You have to leave and come back until the generic guard is there.
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KainXVIII: Seems like unofficial patch ruined my wizard walkthrough - i gave leopard lady prisoner two gifts (beads and statue), but i can't give dagger, so i bought another one and gave it to her - and nothing happens after, i can't free her or gain trust. =(
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jtd786: If I recall, you can't open the cage when Uhura or Yesufu are guarding it. You have to leave and come back until the generic guard is there.
Thanks, this helped me (its really dumb puzzle, if you ask me)
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jtd786: If I recall, you can't open the cage when Uhura or Yesufu are guarding it. You have to leave and come back until the generic guard is there.
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KainXVIII: Thanks, this helped me (its really dumb puzzle, if you ask me)
It really is. Devon's whole motivation for marrying Yohari is to free her, so why does he not do it just because Uhura and Yesufu can disagree in English? He should be invoking Simbani law and telling them off! It's not like trusting Katrina in 4 - that makes sense because of her special eyes.

Speaking of things that irk me, the one thing I don't like about this patch is that you get the Thieves' Guild card for having stats other than Pick Locks. That's the "you're a thief" stat - Stealth and Climbing should not be checked for that. Same with being able to Thief Sign in 4... but not save the poor cursed Chief Thief like a Paladin would.
Post edited March 13, 2022 by N7Kopper
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N7Kopper: Speaking of things that irk me, the one thing I don't like about this patch is that you get the Thieves' Guild card for having stats other than Pick Locks. That's the "you're a thief" stat - Stealth and Climbing should not be checked for that. Same with being able to Thief Sign in 4... but not save the poor cursed Chief Thief like a Paladin would.
I would like to second this. It's not like you got a picklock, this is a *membership* card. You shouldn't have that just because you can climb.
Amazing work, thank you for putting in the time.

Curious if this has been rolled into ScummVM? I notice a dev reached out to merge changes
This is a great idea - but I've run into a snag! I can't leave the Simbani guest house on Day 5. I've attached a photo.

I'm using 1.3A.
Attachments:
Hello, just answering some posts:

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N7Kopper: Speaking of things that irk me, the one thing I don't like about this patch is that you get the Thieves' Guild card for having stats other than Pick Locks. That's the "you're a thief" stat - Stealth and Climbing should not be checked for that. Same with being able to Thief Sign in 4... but not save the poor cursed Chief Thief like a Paladin would.
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LabrynianRebel: I would like to second this. It's not like you got a picklock, this is a *membership* card. You shouldn't have that just because you can climb.
It should only be checking for those two Thief-specific skills: Stealth and Pick Locks. But you're right, it would make a lot more sense if the game would just assign the Guild Card based on whether you actually joined the Thieves' Guild in the last game or not. There must be a way for SCI to read flags from QFG2 import files. I'll keep looking into this issue further!

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bullseye81: Amazing work, thank you for putting in the time.

Curious if this has been rolled into ScummVM? I notice a dev reached out to merge changes
I've actually been in contact with a ScummVM contributor on Discord, and I'd very much like to reach out to the team when my schedule allows!

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Tyler_Whitney: This is a great idea - but I've run into a snag! I can't leave the Simbani guest house on Day 5. I've attached a photo.

I'm using 1.3A.
Yes, I've been notified of this issue before by another player, but could not recreate it. It's very strange. I haven't done anything to the exit instance in that room. It's possible that this is an old decompiler error. I'm going to recompile the room under SCI Companion 3.2.4 for the next version of the patch, and see if that makes any difference.
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elessar77: I have heard that the ScummVM's version doesn't include the NRS patch like the gog version, in which the NRS patch is already pre-installed.
ScummVM does not need these patches and you should not use these patches when using ScummVM.
ScummVM fixes tons of issues automatically internally and in a way that don't break saved game compatibility. So if another script patch is added internally, saved games will still work.

And the problem is also right now if you start the game with these patches, get issues further down the line, and then remove the patches, your saved games under ScummVM will not work anymore.

Also keep in mind that the ScummVM fixes dynamically APPLY to all sorts of versions of QfG3, including the translated localized versions. Patch files are always version-specific.
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m_kiewitz: ScummVM does not need these patches and you should not use these patches when using ScummVM.
ScummVM fixes tons of issues automatically internally and in a way that don't break saved game compatibility. So if another script patch is added internally, saved games will still work.
Huh?

I thought so long as the game uses Sierra's patch system, it should be compatible with ScummVM. I'm unsure how the patch breaks anything in ScummVM.

I thought ScummVM was already tested with GOG's version, which includes patches.
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bliznik: Huh?

I thought so long as the game uses Sierra's patch system, it should be compatible with ScummVM. I'm unsure how the patch breaks anything in ScummVM.

I thought ScummVM was already tested with GOG's version, which includes patches.
Yes, patch files will be applied, BUT when the fan patch contains errors like for example uses uninitialized temp variables, it may cause an issue in ScummVM, because ScummVM checks for these kind of errors, as well as checks for tons of other script bugs. Plenty of these fan patches do contain errors (no blame here, most were created ages ago when no detailed knowledge was available).

Worse: when it is a recompiled script, there may be other issues. Or even issues that were already fixed, but are not detected anymore because offsets have changed.
The original interpreter didn't care about any of that. It simply tried to execute and went on and on, sometimes resulting in internal memory corruption further down the line. That's even the reason for all these script checks inside ScummVM in the first place.

And thus you should not use fan patches, because these should not be needed in the first place. You can of course still use them, no one is stopping you, but if there are problems well, and I remember there at least were problems with QfG3 fan patches and people couldn't just remove them, because that broke saved game compatibility and thus their saved games would have been worthless.

For example timer bugs should not happen in ScummVM anyway, because ScummVM contains a speed throttler, which makes sure the game doesn't run way too fast internally.
And tons of script bugs are patched automatically within ScummVM, without you even knowing that these issues got patched and these on-the-fly patches get applied to all sorts of different versions too, like for example the localized (French, German, etc.) versions of QfG3. Using the common fan patches in these cases will typically result in crashes, because the patch files are simply not compatible (has nothing to do with ScummVM, the same will happen in Dos).

Especially the NRS patches are GREAT for the original interpreter.
But you should not use them under ScummVM, because they won't really fix anything (to my knowledge) that isn't already fixed, and may cause harm instead.

I think some patches are even blacklisted, I would have to take a look which ones were blacklisted.

ScummVM is supposed to make these old games just work, without having to fiddle around with fan patches.
And if there are still game bugs left, they should be reported to the ScummVM bug tracker, where they should get fixed the proper way (internal script patcher). As I said that has tons of advantages, especially that localized versions are fixed as well.

Also: these internal script patches within ScummVM WILL NEVER DESTROY SAVED GAME COMPATIBILITY. Tons of these fan patches do destroy saved game compatibility, which is an utter nightmare, especially when you want to get rid of them.
Post edited November 06, 2022 by m_kiewitz
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reddvii: Hello, just answering some posts:

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LabrynianRebel: I would like to second this. It's not like you got a picklock, this is a *membership* card. You shouldn't have that just because you can climb.
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reddvii: It should only be checking for those two Thief-specific skills: Stealth and Pick Locks. But you're right, it would make a lot more sense if the game would just assign the Guild Card based on whether you actually joined the Thieves' Guild in the last game or not. There must be a way for SCI to read flags from QFG2 import files. I'll keep looking into this issue further!
In my humble opinion, it should only check Pick Locks. Since the Guild Card isn't exported, checking the one stat that detemines if you are a thief or not should be the way to go. While a thief without the ability to sneak (Pretty sure Levitate can substitute for climbing) might be a crap thief, a Paladin who can disappear into the shadows does not a Thief make if he's never broken and entered in his life.

It's only a very minor nitpick though, I just drop the guild card and pretend it never existed when I play Wages. (I don't like the Thief in 5 at all, so I never play him)