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End of Game Dynaheir's Romance Problem


Beelzenomen

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***Massive spoilers***

 

Okay, I finally killed Sarevok at the end of the game. I see the little film of his statue (among the thousands of other statues) crumbling away. Then my party appears before who I assume to be Jon Irenicus (given his voice) who orders his henchmen to take me and "the girl". Dynaheir tells me to leave and I can choose to "go through the portal" (though no portal has appeared). It looks as though Dynaheir starts to cast a spell, but it's never completed. Then Jon Irenicus walks away, and my party and his henchmen stand around and look at each other. Forever. I have no control over the characters' actions, and have to use ctrl-alt-delete to bring up the task manager to shut down the game. I think I'm supposed to get additional dialogues and actions, but nothing more happens.

 

My "final save" was done, and I can load that game, but nothing more happens there-Sarevok is dead and his cronies have fled. I've killed Sarevok three times now, and the same thing happens each time.

 

Ohyeah, I'm playing in EasyTutu, and my BG1 NPC Project is v14.

 

I'm not sure how to properly insert my WeiDU log the way I've seen others do it, but I'll try:

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name

~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #0 // Assign a kit to Ajantis? -> Ajantis: Cavalier

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #5 // Assign a kit to Alora? -> Alora: Swashbuckler

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #6 // Assign a kit to Dynaheir? -> Dynaheir: Sorceror

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #10 // Assign a kit to Eldoth? -> Eldoth: Blade

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #13 // Assign a kit to Faldorn? -> Faldorn: Avenger

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #21 // Assign a kit to Imoen? -> Imoen: Swashbuckler

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #29 // Assign a kit to Kivan? -> Kivan: Archer

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #39 // Assign a kit to Shar-Teel? -> Shar-Teel: Berserker

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #47 // Assign a kit to Xzar? -> Xzar: Specialist Mage

~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks

~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced

~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells

~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards

~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions

~RR/SETUP-RR.TP2~ #0 #2 // Bard kit revisions

~RR/SETUP-RR.TP2~ #0 #4 // Additional equipment for Thieves and Bards

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications for Version 14, September 18, 2007

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections

~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait.

~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait.

~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait.

~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait.

~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues

~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content)

~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content)

~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content)

~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content)

~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content)

~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content)

~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran

~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn.

~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location. -> Alora Starts in Gullykin.

~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script.

~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party

~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues

~SETUP-FINCHNPCV3.TP2~ #0 #0 // Finch NPC for Tutu v3.0

~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu and BGT, v 1.3 Beta

~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content)

~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content)

~GAVIN/GAVIN.TP2~ #0 #3 // Gavin: Check for Tutu-Fix Walking Speeds

~GAVIN/GAVIN.TP2~ #0 #7 // Gavin: Player Initiated Dialogue

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grand Mastery (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Staffs, Clubs, and Slings (Icelus)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4030 // Consistent Stats: Edwin -> Use BG Values

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr)

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So, no one has any ideas?

 

I've played through the end a number of times now, and the last scene (after Sarevok's death) won't play through. I get three statements from "Stranger" (which I've responded to a number of different ways), then Dynaheir says, "Thou art the shadow that crept in the shadows..."

 

She appears to begin to cast a spell, then says "Run, my love, and fare thee well." I choose from among the responses. "Stranger" says "Starry-eyed fools."

 

Then nothing happens. Eventually, "Stranger" just wanders away. Everyone else stands there, including my party. And I use ctrl-alt-delete to shut down the game. It seems to get stuck somehow. I've actually let it run for about 10 minutes and nothing happened, except once "Stranger" wandered back onscreen for a second.

 

To be honest, I kinda just want to see how it plays out. If I could somehow prompt the scene and have it run through via CLUAConsole or something, I'd be perfectly happy with that.

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I wish I could help... but unfortunately, I can't figure out what is wrong with that cutscene on your install. The only thing you are missing is

 

 

Stranger casts a death spell killing Dynaheir, everyone instantly gets dominated, and the cutscene is supposed to take everyone away with a quick displaysting heard saying "game over, go play BG2".

 

 

 

Joni sets

IF ~~ X#FinalNoImoen
SAY @1681
IF ~~ THEN DO ~SetGlobal("X#DynaDeath","GLOBAL",4)
StartCutSceneMode()
StartCutScene("X#DYLSTA")~
EXIT
END

IF ~~ X#FinalImoen
SAY @1681 /* ~Starry-eyed fools.~ */
IF ~~ THEN DO ~SetGlobal("X#DynaDeath","GLOBAL",4)
StartCutSceneMode()
StartCutScene("X#DYLSTB")~
EXIT
END

 

if Imoen isn't in the party,

IF
True()
THEN
RESPONSE #100
	CutSceneId("x#cutspy")
	ClearAllActions()
	SmallWait(3)
	ActionOverride("dynaheir",SpellNoDec("X#JONI",WIZARD_MAGIC_MISSILE))
	Wait(2)
	DisplayStringHead("X#JONI",@0) // Wench, you have overstepped your ability; it is beyond you or anyone to wrest this subject from me.
	Wait(2)
	ActionOverride("dynaheir",LeaveParty())
	ActionOverride("X#JONI",ForceSpell("dynaheir",CUTSCENE_POWERWORD_KILL))
	CreateVisualEffectObject("SPFINGER","dynaheir")
	ActionOverride("dynaheir",DestroySelf())
	Wait(2)
	CreateVisualEffectObject("SPCLOUD3",Player6)
	SmallWait(8)
	ActionOverride(Player6,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player5)
	SmallWait(8)
	ActionOverride(Player5,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player4)
	SmallWait(8)
	ActionOverride(Player4,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player3)
	SmallWait(8)
	ActionOverride(Player3,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player2)
	SmallWait(8)
	ActionOverride(Player2,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player1)
	SmallWait(3)
	ActionOverride(Player1,PlayDead(300))
	DisplayStringHead(Player1,@1) // You have been abducted! Your story continues in Baldur's Gate II, Shadows of Amn. Import your character from your final save into BG2.
	ActionOverride(Player1,ReallyForceSpell(Player1,DRYAD_TELEPORT))
	ActionOverride("X#JONI",ReallyForceSpell("X#JONI",DRYAD_TELEPORT))
	ActionOverride("X#BODHI",ReallyForceSpell("X#BODHI",DRYAD_TELEPORT))
	ActionOverride("X#LASSA",ReallyForceSpell("X#LASSA",DRYAD_TELEPORT))
	ActionOverride("X#TANOV",ReallyForceSpell("X#TANOV",DRYAD_TELEPORT))
	ActionOverride("X#VALEN",ReallyForceSpell("X#VALEN",DRYAD_TELEPORT))
	ActionOverride("X#ULVAR",ReallyForceSpell("X#ULVAR",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA1",ReallyForceSpell("X#CUTVA1",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA2",ReallyForceSpell("X#CUTVA2",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA3",ReallyForceSpell("X#CUTVA3",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA4",ReallyForceSpell("X#CUTVA4",DRYAD_TELEPORT))
	Wait(6)
	SetGlobal("endofbg1","GLOBAL",3)
	FadeToColor([20.0],0)
	Wait(3)
	EndCutSceneMode()
	StartMovie("_NDCRDIT")
	EndCredits()
END

 

if she is,

IF
True()
THEN
RESPONSE #100
	CutSceneId("x#cutspy")
	ClearAllActions()
	SmallWait(3)
	ActionOverride("dynaheir",SpellNoDec("X#JONI",WIZARD_MAGIC_MISSILE))
	Wait(2)
	DisplayStringHead("X#JONI",@0) // Wench, you have overstepped your ability; it is beyond you or anyone to wrest this subject from me.
	Wait(2)
	ActionOverride("dynaheir",LeaveParty())
	ActionOverride("X#JONI",ForceSpell("dynaheir",CUTSCENE_POWERWORD_KILL))
	CreateVisualEffectObject("SPFINGER","dynaheir")
	ActionOverride("dynaheir",DestroySelf())
	Wait(2)
	CreateVisualEffectObject("SPCLOUD3",Player6)
	SmallWait(8)
	ActionOverride(Player6,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player5)
	SmallWait(8)
	ActionOverride(Player5,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player4)
	SmallWait(8)
	ActionOverride(Player4,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player3)
	SmallWait(8)
	ActionOverride(Player3,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player2)
	SmallWait(8)
	ActionOverride(Player2,PlayDead(300))
	CreateVisualEffectObject("SPCLOUD3",Player1)
	SmallWait(3)
	ActionOverride(Player1,PlayDead(300))
	DisplayStringHead(Player1,@1) // You have been abducted! Your story continues in Baldur's Gate II, Shadows of Amn. Import your character from your final save into BG2.
	ActionOverride(Player1,ReallyForceSpell(Player1,DRYAD_TELEPORT))
	ActionOverride("%IMOEN_DV%",ReallyForceSpell(Player1,DRYAD_TELEPORT))
	ActionOverride("X#JONI",ReallyForceSpell("X#JONI",DRYAD_TELEPORT))
	ActionOverride("X#BODHI",ReallyForceSpell("X#BODHI",DRYAD_TELEPORT))
	ActionOverride("X#LASSA",ReallyForceSpell("X#LASSA",DRYAD_TELEPORT))
	ActionOverride("X#TANOV",ReallyForceSpell("X#TANOV",DRYAD_TELEPORT))
	ActionOverride("X#VALEN",ReallyForceSpell("X#VALEN",DRYAD_TELEPORT))
	ActionOverride("X#ULVAR",ReallyForceSpell("X#ULVAR",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA1",ReallyForceSpell("X#CUTVA1",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA2",ReallyForceSpell("X#CUTVA2",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA3",ReallyForceSpell("X#CUTVA3",DRYAD_TELEPORT))
	ActionOverride("X#CUTVA4",ReallyForceSpell("X#CUTVA4",DRYAD_TELEPORT))
	Wait(6)
	SetGlobal("endofbg1","GLOBAL",3)
	FadeToColor([20.0],0)
	Wait(3)
	EndCutSceneMode()
	StartMovie("%tutu_var%NDCRDIT")
	EndCredits()
END

HEY - wait a second - try using NI and changing the CutSceneId("x#cutspy") to CutSceneId("dynaheir") or another participant, like Player1. It may have worked in testing, but perhaps the cutscene .cre somehow is not getting patched with its name on your install??

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I'd go ahead and change it to Player1. If you change it to Dynaheir, and the Stranger does cast a death spell on her, the cutscene will hang if she's running it.

 

CutSceneId(Object)

 

Where Object is the creature running the cutscene. If Object is disabled, through death or another thing that would prevent him or her from running scripts, like charm or sleep, the cutscene will hang.

 

Found that out doing the cutscene for Laran's duel. I had used CutSceneId("B!Laran") and then failed to give him a monhp item. He got chunked, and the cutscene never ended.

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cmorgan and berelinde,

 

Thanks so much for your replies. Unfortunately, I'm not exactly sure what you are recommending. I think you're asking me to change references from CutSceneID("X#CUTSPY") to CutSceneID("PLAYER1") within a particular script. After some exploring with NI, I think these scripts are found within X#DYLSTA.BCS and X#DYLSTB.BCS. Is that right? If so, I'd edit X#DYSLSTB.BCS because Imoen is in my party.

 

Unfortunately, my NI skills are pretty rudimentary. I can edit items (a little, actually I've just changed icons and descriptions), but that's about it. My guess is that I would decompile the X#DYSLSTB.BCS file, edit it to replace CutSceneID("X#CUTSPY") to CutSceneID("PLAYER1") on line 5, then compile it. Is that right? I'm certainly willing to try. Just let me know if that's what you're recommending.

 

(For what it's worth, there is a X#CUTSPY.CRE in my override folder, but berelinde's post seems to indicate that the use of X#CUTSPY.CRE may be the problem.)

 

I really appreciate your help.

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Ah, I see that NI makes the whole editing of scripts very easy. No decompiling or compiling necessary on my end.

 

So, I changed X#DYLSTB.BCS to begin:

 

IF

True()

THEN

RESPONSE #100

CutSceneID("Player1")

 

and saved it. I only changed the one part--"x#cutspy" to "Player1".

 

Then, I killed Sarevok again (and had trouble, just a few days away from killing him and it was difficult again!). But the cutscene still hangs in exactly the same place. I get the dialogues with "Stranger" and Dynaheir, then there is a spell effect on Dynaheir (or she casts a spell, it's hard to tell), and then nothing more happens. Everyone stands around, and maybe wanders a little.

 

From reading the script, it appears that after the dialogues, Dynaheir is supposed to leave the party, then X#JONI (perhaps this is "Stranger"?) casts CUTSCENE_POWERWORD_KILL on Dynaheir. But before the dialogues, Dynaheir SpellNoDec's WIZARD_MAGIC_MISSILE on X#JONI. If "SpellNoDec" means to cast the spell, it doesn't happen. Or at least, it doesn't ever complete. And after the dialogues, Dynaheir doesn't die. I don't know if the spell casting or spell effect on Dynaheir that I see is her attempt to cast a spell, or the effect of Power Word Kill.

 

After going back and killing Sarevok again (took three tries this time!), the spell effect happens on Dynaheir before the dialogues are over with. It does not appear that she actually leaves the party before the cutscene hangs, but it's hard to tell because she's talking and so her little circle is white, not green or blue.

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I absolutely am not sure what is going on, because the darned thing plays fine here.

 

CutSceneId(Player1) (no " "s) (you have to go back to a spot before entering the area for changes to take effect, I think, but i think you did that - to double check, make this change and then go back and ; Gorilym and i ran into that in testing, where we kept saying "it doesn't work", only to forget that the scripts may not take effect unless the game doesn't have them cached or something).

 

But unfortunately, that doesn't help, as the darned thing will die on Player1 DRYAD_TELEPORT. So I may need to edit the darned thing to ...

 

hold on.

 

OK.

 

Try this and see if it fixes it (by the way, please .zip or rar a save before entering the Temple, and one right at the point after killing Sarevok, plus a copy of your WeiDU.log, and I will try to replicate your install and see if I can troubleshoot some more.).

 

x#cutspy should not be the problem here, as ToB uses cutspys as objects - we inserted a copy of the .cre because SoA apparently doesn't come with them (?? or was it Tutu v4 on Jastey's and soem other folks' install?). But, just to make sure, you could try this:

 

Go to your override, and pull a copy of "x#cutspy.cre" to your desktop for safekeeping.

 

Open up NI again, and go find the creature (.cre) "X#CUTSPY".

 

Under "stats", it should say "Disable creature (271)"

 

Clear that stat, and save the .cre.

 

Close NI and reload the game.

 

Play through and see if it works.

 

This one is a stumper - I don't know why the cutscene would be failing on your install and not on mine (or CamDawgs, for that matter), but we will eventually get the darned thing figured out...

 

 

 

Line that seems to be misfiring on your install is

ActionOverride("dynaheir",SpellNoDec("X#JONI",WIZARD_MAGIC_MISSILE))

 

Is your game an SoA only?

 

In my game, I have X#JONI.CRE assigned X#JONI.BCS using X#JONI.DLG. Please check to make sure you have the same.

 

EDIT: OK, you know what, send me the saves, please, and i will tinker. i just tried a version of this,and it garbaged out on my install in the same place. i am going back to the worklogs - perhaps there is a line missing, or something - I tested this myself, as did CamDawg. This is driving me nuts.

 

The test sequence, for any other BG1NPC-ers, is pretty simple - to see where it is crashing, start a new game and jump to the first area outside CC. Pick up Imoen.

CLUAConsole in _dynahe6 then talk to her and let her join.

CLUAConsole in x#joni.

SetGlobal("X#DynaDeath","GLOBAL",2).

Talk to Joniboy with Player1.

 

The thing will hang *before* the DisplayStringHead.

 

The cutscene should at least go through the lines beyond that point until it starts working with nonexistent actors, but it stops on that command.

 

CamDawg, any thoughts?

 

 

 

 

Do you have

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Guest Guest_David_*
I emailed the files. Thanks!

 

 

So no news on this issue?

This happened to me as well.

The game just hangs.

 

Nice to know what should've happpened though :)

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:help:

 

I have managed to figure out that it is really, realy messed up - but i have spent several hours on it without any better results. I am going for one last try.

 

 

Good luck on that! It's not really a big deal, it'd just be nice to see what exactly happens.

 

BTW, I remember seeing a cutscene at the end of BG1, where the Five meet around a table or something, very long ago. My memory could be wrong since it's been many years.

 

I didn't see this cutscene when I completed EasyTutu, so I'm just wondering whether it was the EasyTutu conversion that cut it out, or BG1 NPC Project.

 

Thanks!

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I am not sure, as I have not seen that on BG, Tutu, or EasyTutu - I know that this one sequence is the only set of materials we have that touches anything past Sarevok's big Arch-Villain moment of combat. Perhaps it was a mod-added encounter?

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No, I'm pretty sure it wasn't a mod-added encounter, because it was nothing like the Dynaheir romance end-game sequence; it was a cutscene, actual movie playing and all that.

 

I think my memory is more than a little fuzzy on that score, could have been at the end of BG2, before ToB. Not really sure though, but I really do sort of remember seeing a cutscene of the Five sitting around a table looking at the protagonist through some scrying means or something.

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