I’m running into a bit of an oddity with changing scripts in the game…or even leaving them assumedly unchanged. It turns out that my ‘Bounties Unlocked’ mod, which adds a couple lines to _bounties.lua, prevents the Devil’s Crossing gate from opening at all.
Now I know that this gate in particular has Crossed the Devil multiple times already in the past, but I’m not convinced it’s my changes to the script that are at fault. If I copy/paste the base, vanilla _bounties.lua script into my mod and make no changes whatsoever, the gate still won’t open! I gather that there’s something deeper going on.
If anyone has any insight to the matter, I’d greatly appreciate hearing it!
For reference, I’ve attached both a modified and an unmodified _bounties.lua script:
Are you including the core “source/scripts/main.lua” in your mod?
I would recommend editing the conversation files to achieve your desired result, but I suppose you can do it with all those custom limits per faction too.
I wasn’t before, but upon adding it, same result. Also threw in “source/scripts/game/grimdawn.lua” and “/quests.lua”, as those seem to follow the chain down to “/quests/_bounties.lua”. Still the same result.
Noted. I believe I considered that at first but was worried about whether the
--
-- Grim Dawn Bounties
-- Bounty Limit per faction
-- Default Bounty Cap per session is 5
--
local bountyLimit = 5
This might seem strange but I use your edited _bounties.lua script in my Not_So_Grim mod without a problem. I did take the following off the end of it though as it seemed not needed and wasn’t in the original