berelinde Posted October 20, 2007 Author Share Posted October 20, 2007 And I've found the problem. The problem is that I'm a moron. I forgot to add my own prefix to a variable check. Type this into the console and go talk to Kelddath, and you'll be good to go: CLUAConsole:SetGlobal("MutaminDead","GLOBAL",2) CLUAConsole:SetGlobal("B!GavinBassilusQuest","GLOBAL",6) You should have done the latter before, but in case you didn't, there it is. Also, if you wanted to resume from the saved game where he left, he should be standing right outside the temple. He was in your save. I'll be fixing this for v2. Link to comment
Simbul Posted October 22, 2007 Share Posted October 22, 2007 Thanks, I've already found this out by checking the script file Link to comment
berelinde Posted October 22, 2007 Author Share Posted October 22, 2007 Cool. The funny thing is that I know this worked in previous versions, because this quest hasn't been changed... intentionally. However... I do have a cat who knows how to work the keyboard drawer on my computer desk, and it wouldn't be the first time he stepped on some funky key combination. He's also hit speaker phone and dialed 911 before. It's like living with a monkey. Link to comment
Simbul Posted October 22, 2007 Share Posted October 22, 2007 Yet another bug. During Body Thieves quest, when you break into Valeria's house, all her guards attack you, but Gustav, the butler, doesn't turn hostile and you can speak to him after the fight. Still, he doesn't seem to acknowledge that Bertram is dead, so the dialog just breaks when it comes to Bertram's interjection. Link to comment
berelinde Posted October 22, 2007 Author Share Posted October 22, 2007 He's supposed to EscapeArea(). Will check. Shouldn't make a difference when you go upstairs, though. Link to comment
Simbul Posted October 23, 2007 Share Posted October 23, 2007 Now I remember - when I first enter the house, there are 2 Gustavs - one of which immediately escapes area and the second stays Link to comment
berelinde Posted October 23, 2007 Author Share Posted October 23, 2007 Ah, that explains it. I'm going to call that a fluke. This is his spawning code: IF //Gustav AreaCheck("%Temple%") Global("B!GustavExists","GLOBAL",0) THEN RESPONSE #100 SetGlobal("B!GustavExists","GLOBAL",1) CreateCreature("B!GUSTAV",[3950.50],0) END And this is his moving code: /* Moving Gustav */ IF Global("B!GustavExists","GLOBAL",1) Global("B!GustavMove","GLOBAL",0) THEN RESPONSE #100 EscapeAreaMove("%Beregost_House22_L1%",475,375,1) SetGlobal("B!GustavMove","GLOBAL",1) END IF OR(6) See(Player1) See(Player2) See(Player3) See(Player4) See(Player5) See(Player6) Global("B!NeutralGustav","LOCALS",0) THEN RESPONSE #100 SetGlobal("B!NeutralGustav","LOCALS",1) StartDialog("B!GUSTAV",Player1) END That's very, very basic script, and there aren't a lot of places this can screw up. Link to comment
Guest Lady Darwin Posted November 14, 2007 Share Posted November 14, 2007 ...suddenly there is a big problem with his second quest. With the Bassilus one everything went smoothly, but after talking with messenger when I go with Gavin to Keddath, Keddath's dialogue isn't changed, and Gavin still thinks he has to go to the temple and reminds my PC about it I'm not romancing him, if this matters. I am romancing him, and I get this same bug. 2nd quest never initiates, no dialogue from Keddath. Gavin whines that we need to see Keddath even when standing right next to him. Link to comment
berelinde Posted November 14, 2007 Author Share Posted November 14, 2007 Yes, it's a typo in one of the global variables that's preventing Ormlyr from talking. If you can use the CLUA console, please open it and type in CLUAConsole:SetGlobal("MutaminDead","GLOBAL",2) Then go talk to Ormlyr again. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.