<!--quoteo(post=222237:date=Nov 19 2007, 02:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 19 2007, 02:03 PM) [snapback]222237[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.
Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->I have just installed Build 13 Final and tested this. It all seems to work perfectly on the default corpsemode and looting settings. When I kill a monk, he turns into a skeleton. When I kill the skeleton, he dies. When I press [T], the looting dialogue starts. I do get money from looting them. When a skeleton steals my money, I can kill him and get my money back through looting him. In short: I cannot replicate the problem.
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<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid="

" border="0" alt="keith.gif" /> Parley?!
While drifting in the process of testing the Marry Wood and John Coxon companionships, I made an unschedulled touch-down at Oxbay and... really spent some time with the Abbey.
As a manner of semantics it seems to me that it is safe to say that the walk trough the events works just fine... and in addition: the problem as described by Petros is obvious, is further more a very annoying detail that kills quite a bit of the fun, but it doesn't actually prevent one from moving on with the game.
I can confirm <!--quoteo(post=0:date=:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--quotec-->When I press [T], the looting dialogue starts. I do get money from looting them.<!--QuoteEnd--></div><!--QuoteEEnd--> ... which is exactly what feels wrong because: "T" should trigger a looting interface and not the dialogs sequences - that part being allready assigned to the space bar.
Pressing "T" only to get dialogs makes the entire sequence weird and I could never catch the soul/skeleton who steals the money because he actually runs away, remember! Then with the missing looting interface what would one do if you really do catch him? Dialogue him into giving the money back or shift back into autoloot? The question remains theoretical though, because as i said odds are you never catch the run-away.
I don't know if everybody agrees that this is a bug, but should this be the case a good definition of it would be: In Greenford Abbey dialogs work but the looting interface is missing.
My very personal feeling about this problem is that this might be the right moment to address all these design issues.
I have been playing this game for years and it actually became the only game I do my mindscaping with because it offers allready far more then any available merchantise. Saying this I do also appreciate the addition of options. I remember the random 20 characters in the stockgame's enc.walker file for example - which made it piece of cake to remove a character you didn't like or to replace it with another from the very limited selection. The new configurations are an enormous improvement and the amount of work put in the game is impressive.
I am constantly overwhelmed and gratefull for having access to this work.
But I don't know? Am I the only one who experiences a strange feeling when Captain Jack Sparrow shows up as a rapist or highwaythief(ves) and I have to kill him? How many twinbrothers does he have? Shouldn't some of the skins be made unique, as a matter of consequence... even though this kind of matter is not a game crashing bug?!
Being inclined to look at things in this way, the only thing I can say about the Abbey sequence is:
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="

" border="0" alt="me.gif" /> Thanks Petros! I really appreciate your addressing the issue!
I take it for granted the matter is registered in the update priorities.