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Dynaheir/Branwen Romance Conflict


Guest Ashval

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I'm currently playing with both Dynaheir and Branwen in my party. I have no intention of trying to romance both NPC's (heh), but despite choosing relatively harmless responses to Dynaheir's advances...I'm now at the point where the romance conflict makes a disheartening decision. I'm outta luck with either of them. :band:

 

I've already experienced (and enjoyed greatly) the Dynaheir romance before. I want to continue enjoying the Branwen romance on this playthrough. It's fantastically written. So, my question is this...how do I stop the Dynaheir romance before the two of them pull out the coin. I have a save before that dialogue pops up. Surely there's a CLUA command I could use? I tried searching for information on the variables used, but I haven't had much luck.

 

Thanks in advance for any assistance. ;)

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Sure, it's:

 

CLUAConsole:SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1)

 

Or click on her(if you have player-initiated dialogue installed) and choose "Dynaheir, our relationship seems to be becoming more than friendship. You are and you will always be my valued friend and companion, but I don't want to take it further than that."

 

Glad you are enjoying the romances!

(And especially glad you liked Branwen romance. :band: )

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I think it was very tactfully written, yes: they both indicate they won't continue flirting with you unless you choose, and then you choose Branwen, Dynaheir or neither.

 

But it's still possible to miss Dyna/Branwen conflict, if one of the romances, Dynaheir's or Branwen's, becomes committed beforehand.

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Actually, iirc, after the coin talk, they will come back to you and ask you to chose, and then one romance will proceed normally and the other will shut down. If I am not msitaken.

 

Doh. I wasn't aware of this. Any research I tried on-line made it sound like both romances ended if it got too far, and there was such finality from the coin flip scene that I assumed that did it. Maybe I should let it play out?

 

As for the global setting...

 

CLUAConsole:SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1)

 

I'm at work and can't check it now, but I could have sworn when I went into ShadowKeeper to look at the possible variables, that this global was already at "1"...as was the "Active" variable. Yet, I still go the coin flip dialogues. That confused me. I could be remembering it incorrectly, so I'll definitely try that again when I get home from work. Also, I'm pretty sure I tried the dialogue option to exit the romance, and I still got the coin flip.

 

I'll update when I get a chance to get back in-game and try things out. Thanks for the help! :band:

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This is a bug.

 

Fix: BG1NPC\phase3\dyrom\baf\p#dyrom.baf

Add

 

!Global("X#DynaheirRomanceInactive","GLOBAL",1)

Global("X#DynaheirRomanceActive","GLOBAL",1)

!Global("P#BranwenRomanceActive","GLOBAL",3)

Global("P#BranwenRomanceActive","GLOBAL",1)

 

to the block

 

IF %BGT_VAR%
RealGlobalTimerExpired("X#DYBRConflictTime","GLOBAL")
OR(6)
Global("X#DYBRConflict","GLOBAL",1)
Global("X#DYBRConflict","GLOBAL",3)
Global("X#DYBRConflict","GLOBAL",5)
Global("X#DYBRConflict","GLOBAL",7)
Global("X#DYBRConflict","GLOBAL",9)
Global("X#DYBRConflict","GLOBAL",11)
InParty(Myself)
InParty("branwen")
THEN
RESPONSE #100
IncrementGlobal("X#DYBRConflict","GLOBAL",1)
END

 

(I'd recode it altogether differently, because it's suboptimal now - I recall it was different when I've been working with it before - but considering circumstances and the fact that Branwen Romance doesn't work currently, to hell with it; as long as functions).

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This is a bug.

 

Fix: BG1NPC\phase3\dyrom\baf\p#dyrom.baf

Add

 

!Global("X#DynaheirRomanceInactive","GLOBAL",1)

Global("X#DynaheirRomanceActive","GLOBAL",1)

!Global("P#BranwenRomanceActive","GLOBAL",3)

Global("P#BranwenRomanceActive","GLOBAL",1)

 

to the block

 

IF %BGT_VAR%
RealGlobalTimerExpired("X#DYBRConflictTime","GLOBAL")
OR(6)
Global("X#DYBRConflict","GLOBAL",1)
Global("X#DYBRConflict","GLOBAL",3)
Global("X#DYBRConflict","GLOBAL",5)
Global("X#DYBRConflict","GLOBAL",7)
Global("X#DYBRConflict","GLOBAL",9)
Global("X#DYBRConflict","GLOBAL",11)
InParty(Myself)
InParty("branwen")
THEN
RESPONSE #100
IncrementGlobal("X#DYBRConflict","GLOBAL",1)
END

 

(I'd recode it altogether differently, because it's suboptimal now - I recall it was different when I've been working with it before - but considering circumstances and the fact that Branwen Romance doesn't work currently, to hell with it; as long as functions).

 

I'm sorry Kulyok, but does this change what I should try in my game to fix the problem? I'm not much of a coder, so that stuff you posted didn't mean much to me. :band:

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No, I'm sorry, it was for the programmers.

 

For you, please, do the following:

 

CLUAConsole:SetGlobal("X#DYBRConflict","GLOBAL",100)

CLUAConsole:SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1)

 

CLUAConsole:GetGlobal("P#BranwenRomanceActive","GLOBAL")

- this should be 1 or 2.

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Yup - my version 11 has several blocks. Must have been accidentally left out of the recode of Dynaheir's blocks to match the BCS>DLG variable incrementation - I have 6 blocks of code in v11 you efficiently reduced to 1 during recode. Inevitable, really. I'd like to hold off on optimization, unless you have the time to deconstruct the whole romance again.

 

Integrating into master copy.

 

[cm note - Logged and updated as of Tuesday, Jan 22, 2008 - integrated into master copy].

 

Revised BG1NPC\phase3\dyrom\baf\p#dyrom.baf, lines 360 - 431

/* Branwen Conflict */
IF %BGT_VAR%
Global("X#DYBRConflict","GLOBAL",0)
InParty(Myself)
InParty("branwen")
!Global("X#DynaheirRomanceInactive","GLOBAL",1)
Global("X#DynaheirRomanceActive","GLOBAL",1)
!Global("P#BranwenRomanceActive","GLOBAL",3)
Global("P#BranwenRomanceActive","GLOBAL",1)
GlobalGT("X#DYLoveTalk","GLOBAL",4)
GlobalGT("P#BRLoveTalk","GLOBAL",4)
THEN
RESPONSE #100
RealSetGlobalTimer("X#DYBRConflictTime","GLOBAL",DYROM_TIMER)
SetGlobal("X#DYBRConflict","GLOBAL",1)
END

IF %BGT_VAR%
RealGlobalTimerExpired("X#DYBRConflictTime","GLOBAL")
!Global("X#DynaheirRomanceInactive","GLOBAL",1)
Global("X#DynaheirRomanceActive","GLOBAL",1)
!Global("P#BranwenRomanceActive","GLOBAL",3)
Global("P#BranwenRomanceActive","GLOBAL",1)
OR(6)
Global("X#DYBRConflict","GLOBAL",1)
Global("X#DYBRConflict","GLOBAL",3)
Global("X#DYBRConflict","GLOBAL",5)
Global("X#DYBRConflict","GLOBAL",7)
Global("X#DYBRConflict","GLOBAL",9)
Global("X#DYBRConflict","GLOBAL",11)
InParty(Myself)
InParty("branwen")
THEN
RESPONSE #100
IncrementGlobal("X#DYBRConflict","GLOBAL",1)
END

IF %BGT_VAR%
RealGlobalTimerExpired("X#DYBRConflictTime","GLOBAL")
InParty(Myself)
InParty("branwen")
See(Player1)
See("branwen")
!StateCheck(Player1,CD_STATE_NOTVALID)
!StateCheck(Myself,CD_STATE_NOTVALID)
!StateCheck("branwen",CD_STATE_NOTVALID)
OR(3)
Global("X#DYBRConflict","GLOBAL",2)
Global("X#DYBRConflict","GLOBAL",8)
Global("X#DYBRConflict","GLOBAL",12)
THEN
RESPONSE #100
Interact(Player1)
END

IF %BGT_VAR%
RealGlobalTimerExpired("X#DYBRConflictTime","GLOBAL")
OR(3)
Global("X#DYBRConflict","GLOBAL",4)
Global("X#DYBRConflict","GLOBAL",6)
Global("X#DYBRConflict","GLOBAL",10)
InParty(Myself)
InParty("branwen")
See(Player1)
See("branwen")
!StateCheck(Player1,CD_STATE_NOTVALID)
!StateCheck(Myself,CD_STATE_NOTVALID)
!StateCheck("branwen",CD_STATE_NOTVALID)
THEN
RESPONSE #100
ActionOverride("branwen",Interact(Player1))
END
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Sorry about that previous post...fingers had a mind of their own. :band:

 

I've entered the CLUA commands suggested by Kulyok. I now show a global for BranwenRomanceActive of "2". The only concern I have is that when I to go to intiate dialogue with her, she says she wants to be left alone and nothing will change her mind. I'll keep playing to see if something happens to correct this, but I'll keep checking here to see if there's something else I need to do.

 

Thanks a ton for the help so far. ;)

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No problem - and it must mean your romance is nearly finished. You'll get a talk in Candlekeep, Chapter 7 and the Undercity(and one in Baldur's Gate - Marek-Lothander plot, meeting Lothander for the second time), but that's it.

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