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GF2-I: The Zora fan-thread / 'Zora the Scout as NPC in GF3' thread


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I have found that I am very fond of Zora the Scout, which is a very useful (but not very brave) scout with a battle roar. Her dialogue and picture are all good too. I like her very much and I wish she had more dialogue which can be arranged for future games. 

I really want to see what Zora does after GF2 and I think her being sent to the Ashen Islands for being involved in Drypeaks is a reasonable outcome. 

 

Furthermore, Zora is awesome to have in your party early game.

 

Here are some wise words about Zora the Scout: 

  

On 3/27/2024 at 1:24 PM, Randomizer said:

It really pays to have some Leadership to recruit creations or NPCs to join you Some are better than your character at this point in the game and will make it much easier. An example is Zora in Drypeak Mines for her buffing ability, Battle Roar. 

 

  

2 hours ago, Slarti said:

Nora is exceptional period -- unless you're eschewing other party members entirely, any party wants her around for 100% of the Drypeak area.  

 

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If you dismiss her before you enter the tunnel, she will be back in the Mines and can be recruited again.

 

However, she seems hardcoded to leave when entering any (?) post-tunnel zone.  I guess someone else had the same bright idea I did and Jeff closed that loophole.

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10 hours ago, Slarti said:

  I guess someone else had the same bright idea I did and Jeff closed that loophole.

 

What was that idea? 

Also, hardcoded exit? :/

At least, she could be in the town so you could talk to her. Say "hi", chat a bit, invite her back to your apartments for some wine when Shanti is not there... ;) 

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Posted (edited)

I made a small mod that increases the benefit for the early-areas NPC companions. Here is the link.

EDIT: For Xander and Heust Blade, there's a different Mod I made, you can read about it here

 

What this mod does: The Abandoned Thahd and Zora slightly increase in level, but at a slower pace than you. Furthermore, the Thahd's level is boosted by your character's Shape Thahd skill. 

 

Abandoned Thahd

Once you return to Drypeak with the Abandoned Thahd, the level of the thahd increases to 4 if you are level 4-5, to 5 if you are level 6-7, to 6 if you are level 8 and to 7 if you're level 9 or above. 

It is also boosted by +1 for each Shape Thahd level you have. 

 

Scout Zora, to which this thread is dedicated

Since Zora is already very good, the boosts she gets to her level are less than the Thahd; she only gets the "basic" level increase. I.e. 

Once you return to Drypeak with Zora, her level increase to 5 if you are level 6-7, to 6 if you are level 8 and to 7 if you're level 9 or above. 

You can also speak to smith to buy better equipment for Zora, which gives her better armor (slightly increases armor and stun resistance) and a boost to her physical attacks (which is simulated by giving her a +2 to strength and agility so she can deal +10% more damage). 

 

Instructions: 

From Steam library, click on geneforge on the list to open the menu, go to "Browse local files", navigate to the "scripts" folder and overwrite the two scripts there with the scripts in the zip file. 

 

 

Edited by alhoon
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  • 2 weeks later...
On 4/4/2024 at 2:22 AM, alhoon said:

Once I find it, I will probably do one. I certainly plan to make one for Blade something and that Servile Mage, if they are still available. 

If used in conjunction with my Cheat Engine Cheat Table from my latest post, I found and added values to change whatever creation/joinable you have in slot 1 under PC. 

level, attributes, exp, existing and maximum health modifiers. No pressure if it takes away from game experience. ADVISED: Its rather CHEAT heavy for anything you would want or need for PC and creation in game. ill get link on this post, to my post.

 

https://spiderwebforums.ipbhost.com/topic/30334-cheat-tables-for-use-on-geneforge-2-infestation/#comment-328620

Edited by MJgreg86
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On 4/15/2024 at 6:57 PM, alhoon said:

Level of a creation (not of an NPC but something you made) will reset instantly to what it should be, though. Keep that in mind. Attributes, maximum health etc remain. 

not entirely. code lines i found using cheat engine permanently change the creation level throughout the duration of the game play. never resetting to what it should be or to a default. the level change and stats along with that level change remain and can be adjusted accordingly. as exp and abilities. if ones creation has abilities that arent ideal and can be changed as well. even from a save where cheat engine was used, restart without cheat engine and remains for entire duration of game play still.. 

 

also works the same for any recruitable character interacted with that will join. 

Edited by MJgreg86
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3 hours ago, MJgreg86 said:

not entirely. code lines i found using cheat engine permanently change the creation level throughout the duration of the game play. never resetting to what it should be or to a default. the level change and stats along with that level change remain and can be adjusted accordingly. as exp and abilities. if ones creation has abilities that arent ideal and can be changed as well. even from a save where cheat engine was used, restart without cheat engine and remains for entire duration of game play still.. 

 

also works the same for any recruitable character interacted with that will join. 

I was not aware for that, I don't use the cheat engine. :)

I was referring to simple scripting. If you add or replace an ability to a Creation with scrips, that stays for the game. If you change stats with a script, that stays for the game. If you change the level with scripts... it doesn't. In previous games it would change too. But I assumed since creations now level up only with your stats, which could go up at any time, even if you don a piece of armor, that the game was checking all the time. 

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13 hours ago, alhoon said:

I was not aware for that, I don't use the cheat engine. :)

I was referring to simple scripting. If you add or replace an ability to a Creation with scrips, that stays for the game. If you change stats with a script, that stays for the game. If you change the level with scripts... it doesn't. In previous games it would change too. But I assumed since creations now level up only with your stats, which could go up at any time, even if you don a piece of armor, that the game was checking all the time. 

Ehh cheat engine is not for everyone. it really can be addicting finding new lines of code to modify the game, however it truly takes away from the game experience with to many mods to stats, levels, spells, abilities, etc. i fully understand your work with scripts and kinda wish i had the patience to learn how script strings or variables change in game play with creations, PC, joinable characters. look forward to some more of your script mods in the future. really liked this topic with Zora. she seems to be a really strong base addition to the team.! 😉👍

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33 minutes ago, MJgreg86 said:

look forward to some more of your script mods in the future.

Well, I have one with Xander to get him to level 15 and fix his double-searer issue + a small quest to make him a little more powerful with spells.

I plan to make one more where you convince Tuldaric to Zap one of your Drayks so that it can learn more magic, and then have the mages in the complex offer paths for the Drayk. 

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  • 2 weeks later...

Nice mod. Thanks for your work with it and polishing it up!!

 

The primary trouble with some recruit companions is the overwhelming fear of combat, followed by running off. I buffed Zora nicely with this mod and then went to The Secret Tunnel and she ran off shortly thereafter complaining about the dangers. Never had a chance to fight and try out the improvements. Any suggestions on overcoming this obstacle? I've modded here for about 15 years (scripts, graphics and quests) and published about 3 extensive mods over the years, and offered custom mods for anyone, so feel free to give an advanced pointer to solve this new circumstance. Any pointers are appreciated. Thanks!!

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Posted (edited)
3 hours ago, Aoslare said:

Zora and the Abandoned Thahd are hardcoded to leave the party if you bring them into any zone past the Secret Tunnel.  This isn't something that happens in the scripts, so there's no way to disable it.

 

I see this in the secret tunnel: 

 

 


 

begintalknode 6;
    tag = 6;
    state = -1;
    nextstate = -1;
    condition = character_in_party(101) >= 0 ;
    question = "special";
    text1 = "Suddenly, the thahd snaps! The fear is too much for it. It goes totally rogue.";
    text2 = "As you watch, it runs back the way you came, waving its long arms and shouting. Soon, it's gone. At least it didn't attack you as it went.";
    code = 
        sf(101,17,1);
        remove_char_from_party(101);
    break;


begintalknode 7;
    tag = 7;
    state = -1;
    nextstate = -1;
    condition = character_in_party(120) >= 0;
    question = "special";
    text1 = "Zora decides that she has had enough. _Shaper, you really should not be exploring this place. Zakary warned us about this area. Nobody is supposed to come here. It's too dangerous!_";
    text2 = "_You can kill yourself if you want, but I have to turn back. I hope you will do the same._ You don't see any reason to force her to stay. You thank her for her company. Then she turns and flees.";
    code = 
        sf(101,18,1);
        remove_char_from_party(120);
    break;
 

 

 

 

Are you saying that beyond that, in any zone after 11, they will run away without script removing them? 

That is... interesting. I never tried to disable that part of the script; I considered it fair for them to go then. Any idea why this happens so hard beyond the demo area? 

 

 

@ZorroDragonslayer,

Xander remains for you as long as needed though. It is a bit more complex to "boost him" with extra power than Zora, but you will get your money's worth. 

Edited by alhoon
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Posted (edited)
11 minutes ago, Aoslare said:

For the fourth time in this thread: yes, it is hardcoded, separately from the scripted stuff in the Secret Tunnel.

Any idea why this happens? Why the developer chose to put it as hardcode in? For Zora, I can guess because she has the roar. 

For the Thahd... not any real idea. 

 

What I mean, is that it is a strange design choice. 

Edited by alhoon
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I posted too early......I have solved it and cleaned out the Secret Tunnel and went back to drypeak. All is well so now I'm on to some other places to continue testing. I haven't polished my solution up yet but its still good. Only with Zora, not the Abandoned Thahd. It doesn't look like a companion I would want to be following me around.

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16 minutes ago, alhoon said:

Any idea why this happens? Why the developer chose to put it as hardcode in? For Zora, I can guess because she has the roar. 

For the Thahd... not any real idea. 

 

What I mean, is that it is a strange design choice. 

I'm guessing hardcode makes it possible to have a single check after the Secret Tunnel rather than a check in all remaining zone scripts. Since the zones are numbered and you can't have those NPCs in a zone higher than that one.

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36 minutes ago, ZorroDragonslayer said:

I posted too early......I have solved it and cleaned out the Secret Tunnel and went back to drypeak. All is well so now I'm on to some other places to continue testing. I haven't polished my solution up yet but its still good. Only with Zora, not the Abandoned Thahd. It doesn't look like a companion I would want to be following me around.

So you Got Zora to follow you post-tunnel? I... am not sure that will be possible for longer; I have her advancing up to level 6 I think. 

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I've been through five more zones. She is a good companion. I'm hoping there will be more. I did hit a hardcode popup notice box at Freegate and it took away my lone Fyora creation after the popup, then popped again and took away Zora. She doesn't naturally walk fast enough to stand second in line. She is at level 5.

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Posted (edited)

Wait, why did you lost your Fyora at Freegate?  

10 hours ago, ZorroDragonslayer said:

She doesn't naturally walk fast enough to stand second in line.

Apologies but the above few lines don't make much sense to me. Could you elaborate more?

 

Also, what did you do to make Zora not disappear? Just changed the script or anything else was required?  

Edited by alhoon
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Posted (edited)

1. The Fyora. Upon entry to Freegate a pop-up box of text complains about Zora needing to leave. To be precise, "Zora stops you. _I'm sorry, Shaper. This is farther than I can travel with you. I need to return to my post. I wish you luck._ After a brief farewell, she leaves in a hurry, heading back to Drypeak.". (From text4dialogs entry 71.) Then the pop-up closes and the first companion in the lineup (the Fyora) disappears and two seconds later it repeats, removing the first companion left in line at that point which was Zora. Poof! Gone! I went back to a save from just before I entered Freegate and changed the 2 helpers' party order making Zora first. Upon entry to Freegate, a few seconds later, it happened again but only took Zora and left my Fyora alone. When Zora originally joined me she was the second helper in line and always was the straggler at the back end, hence my comment on how fast she walks.

 

2. The modifications. Only with script file changes. The name Zora only occurs in five script files. (Z6mines, Z6minesdlg, Z11smarshdlg, z12stunneldlg, and text4dialogs.) The scripts to specifically remove her from the party were modified. Also there are several areas of invisible bunched up hotspots that walking through makes her complain about being there. Those dialogs were modified.

 

I believe her part in Jeff's story line was primarily meant to be local to the Drypeak area. The fact that we like her so much provides incentive to have her along farther into the game. There were other Spiderweb games in the past that had a lot of banter between companions and players. Sometimes too much in my opinion. I modded some of it out to make the games go smoother. But in this case the companions are mostly doing work along with the rest of the party. Unfortunately most of them aren't worth having around for very long. Maybe some day we will be able to treat them similar to our own management adjustments like training and item use. There's so much item material laying around that we need to use more of them with our helpers! One can but hope.

 

Other details: Playing Guardian on Normal, full purchased game v101, non allied, in the early game so no major bosses slayed yet and no abusive comments to leaders, only met the Shaper leader so far. Update: Playing v101 standalone Mac app.

Edited by ZorroDragonslayer
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Just to be really clear, because somehow it's still not:

 

Zora is in your party in zones BEYOND the Secret Tunnel and it's not triggering the hardcoded goodbye pop-up anymore?  Even if you leave and re-enter a zone beyond the Secret Tunnel?  Yes or no?

 

None of the script files you mentioned control that happening.  The first 4 aren't even loaded in subsequent zones, and the text4 file only contains text -- no actual game logic.  Her leaving is hardcoded.

 

(Also, are you on Windows or Mac?  Asking since we did find another edge case difference between platforms.)

 

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