Of Scripts and Gates - Custom Script Preventing DC Gate from Opening

Hi! Me again!

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:

Attachment: bounties.zip

Are you sure that’s the only script that breaks?

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.

Nope, not a clue. Edit: Nah, everything breaks. :smiley:

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

Would have overriden such changes.

Does your game log include lua errors? Not sure if the retail version spits out that info, but maybe it does for mods.

But yes, if the conversation isn’t referencing the lua function check, then it doesn’t matter what the limit is set to.

My guess is no, as I’ve been searching for them for ages.

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


wned = true
			
			end
			
		end
	
	end

end

Huh. That was in the original for me but I’d imagine a syntax error like that could keep other scripts from running. I’ll try it out.

Yup. Gate opens. Thanks.

bizarre…

Looks like you are missing a ‘p’

pwned = true

?

:smiley: