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Aldeth Sashenstar & Merchant League


Chev

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I saved Aldeth Sashenstar in the Cloakwood forest form the Druids and then I should find him out side the Merchant League HQ. I have check a few times and I can't see him. I have BG1NPC v14 installed with BGT v1.04 + others mods. I looked at BGTNeJ and BG1UB, and they both touch Aldeth, but I don't think what they change would effect him showing up outside the Merchant League. I am thinking it might be BG1NPC?? I can try CLUAConsole him in for my game, but I thought you show know.

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Not sure if this is BG1NPC. But it might be... looks like it is using a X#AldethMove variable when Aldeth should get moved to Baldur's Gate, but I'm pretty sure the area script uses the vanilla AldethMove variable instead.

 

You can try CLUAConsole:GetGlobal("AldethMove","GLOBAL") and also for X#AldethMove to see if they're set to 1. If especially the vanilla variable isn't set, then something wonky might've happened.

 

In the vanilla game, Aldeth will destroy himself after chapter 5 per ar1100.bcs.

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X#AldethMove is set to 1 and with CLUAConsole:GetGlobal("AldethMove","GLOBAL") I get GLOBALdoes not exist.

 

I am sure I can play on (you don't need to fix this for me), but this might need to be fixed in the next version.

 

When I set AldethMove to1 he showed up.

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Maybe AldethMove turned to X#AldethMove during prefix/variable change? Looks like it.

 

I am looking at Jaheira's quest file, and it seems very probable:

 

IF ~Global("X#JaheiraQuestHelpAldeth","GLOBAL",1)~ THEN DO ~SetGlobal("X#JaheiraQuest","GLOBAL",2) SetGlobal("X#AldethMove","GLOBAL",1) AddexperienceParty(1000) GiveItemCreate("%tutu_var%POTN09",Player1,1,0,0) ActionOverride("aldeth",EscapeArea())~ JOURNAL @163 EXIT

 

I guess a mass replace is needed: "X#AldethMove"->"AldethMove"

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Definitely - it looks like I removed the duplication (X#AldethMove and AldethMove) in the release copy - checking it against my older working code tonight. I will have to follow that variable through and recheck it in each occurrence - on the list!

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Well, hmmm...

 

you could open up the savegame, find the variable setting, and change it from

 

X#AldethMove

 

to

 

AldethMove

 

and then go back to a svae before you enter the area that has Aldeth reappearing.

 

 

That might work.

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Well, hmmm...

 

you could open up the savegame, find the variable setting, and change it from

 

X#AldethMove

 

to

 

AldethMove

 

and then go back to a svae before you enter the area that has Aldeth reappearing.

 

 

That might work.

 

Thanks.

 

But i was looking for a more "permanent fix", like as if i start a new game i wouldn't need to take care of this.

 

but no problem, since when I start a new game, i'll be playing with a new version of the mods...

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