cmorgan Posted January 13, 2008 Share Posted January 13, 2008 Finally fixed in v15 soon to be released. IF True() THEN RESPONSE #100 CutSceneId("x#joni") SmallWait(3) ActionOverride("dynaheir",ForceSpell("x#joni",MAGIC_MISSILE_SURE_HIT)) Wait(2) DisplayStringHead(Myself,@0) // Wench, you have overstepped your ability; it is beyond you or anyone to wrest this subject from me. Wait(2) PlaySound("EFF_M23C") ForceSpell("dynaheir",CUTSCENE_POWERWORD_KILL) CreateVisualEffectObject("SPFINGER","dynaheir") Kill("dynaheir") Wait(2) CreateVisualEffectObject("SPCLOUD3",Player6) SmallWait(8) ActionOverride(Player6,PlayDead(600)) CreateVisualEffectObject("SPCLOUD3",Player5) SmallWait(8) ActionOverride(Player5,PlayDead(600)) CreateVisualEffectObject("SPCLOUD3",Player4) SmallWait(8) ActionOverride(Player4,PlayDead(600)) CreateVisualEffectObject("SPCLOUD3",Player3) SmallWait(8) ActionOverride(Player3,PlayDead(600)) CreateVisualEffectObject("SPCLOUD3",Player2) SmallWait(8) ActionOverride(Player2,PlayDead(600)) CreateVisualEffectObject("SPCLOUD3",Player1) SmallWait(3) ActionOverride(Player1,PlayDead(600)) ForceSpell(Player1,DRYAD_TELEPORT) ForceSpell("%IMOEN_DV%",DRYAD_TELEPORT) ForceSpell("X#BODHI",DRYAD_TELEPORT) ForceSpell("X#LASSA",DRYAD_TELEPORT) ForceSpell("X#TANOV",DRYAD_TELEPORT) ForceSpell("X#VALEN",DRYAD_TELEPORT) ForceSpell("X#ULVAR",DRYAD_TELEPORT) ForceSpell("X#CUTVA1",DRYAD_TELEPORT) ForceSpell("X#CUTVA2",DRYAD_TELEPORT) ForceSpell("X#CUTVA3",DRYAD_TELEPORT) ForceSpell("X#CUTVA4",DRYAD_TELEPORT) DisplayStringWait("x#joni",@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. Wait(6) SetGlobal("endofbg1","GLOBAL",2) FadeToColor([20.0],0) Wait(3) EndCutSceneMode() StartMovie("%tutu_var%NDCRDIT") EndCredits() END Link to comment
Guest Zaharias Posted March 3, 2008 Share Posted March 3, 2008 I have exactly the same problem. How or where should I put those lines (the text above)? So I could see final cutscene displayed properly? Link to comment
Qwinn Posted March 3, 2008 Share Posted March 3, 2008 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. That scene does indeed occur at the end of BG2, not at the end of BG1. Qwinn Link to comment
cmorgan Posted March 3, 2008 Share Posted March 3, 2008 I have exactly the same problem. How or where should I put those lines (the text above)? So I could see final cutscene displayed properly? The safest way is to make sure you have a save from before killing Sarevok. Then, using NI, open up the .bcs files, and find x#dylsta.baf. It will say something like IF True() THEN RESPONSE #100 CutSceneId("x#cutspy") ClearAllActions() SmallWait(3) ActionOverride("dynaheir",SpellNoDec("X#JONI",WIZARD_MAGIC_MISSILE)) Wait(2) DisplayStringHead("X#JONI",######) // 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,######) // 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 Now, edit the file DO NOT JUST COPY/PASTE... as the sttrefs (the two ##### entries shown above, on my test install they are DisplayStringHead(Myself,111361) and DisplayStringWait("x#joni",111362) but are different on each install!!!) to match the above code. Now do the same for x#dylstb.bcs (you can copy/paste a into b, as they are identical now). Then, save and play forward from the point before you kill Sarevok and get the cutscene. We are working hard to get a new version out that has this repair, along with all sorts of good opening up of content that has been unintentionally blocked for years. v15 will be out relatively soon, we hope, ad will put this bug to rest FOREVAR!!! Link to comment
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