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Maretha not showing up


Shaitan

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Thanks! Looks like I will have to go back over this one (for the 300th time).

Looking at X#Andart.bcs the pertinent code begins at line 8200 or so. Moving the BG1NPC code to the beginning of the bcs file prior to the SCS added code allows the JaheiraHealsB global to be set to 6 and Andarthe to initiate the dialog with the party. I still ran into the issue with blowing Andarthe up without giving him the opportunity to surrender. I would suggest giving him a MINHP1 item (works fine in my game) so he can dialog and surrender, and if the party allows the surrender, provide the same XP by dialog and let him escape, and if the party chooses to kill him anyway, destroy the MINHP1 item by dialog and ApplySpell(Myself,RESTORE_FULL_HEALTH) and summon a few more beasties and shadow druids by script to assist. By the way, BGT has _WOLFDR.cre as the .cre's that are summoned which are non-existant resources in BGT. They would need to be WOLFDR.cre to work.

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Guest Guest

So, since I am a noob at all this, and just want to resolve the quest. How do I finish this quest, if all else failed? I lost the save where I didn't kill the Archdruid downstairs. So my situation is this:

 

Archdruid upstairs: dead

Guy in wyvern area: Alive

Archdruid outside treehouse: Dead

Maertha: Spawned via CLUA.

 

How do I get Maertha to talk to me, or get anyone to acknowledge the completed quest? Can you perhaps give a total overwiev of GLOBAL values which should be set for this to work?

 

Or, can I possibly spawn everyone back via CLUA, and set the globals, talk to them again, fight again, and then go on? :crazyeyes:

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Guest temujin_

assuming Beador (guy in the wyvern area) is alive, and Andarthe (guy outside the treehouse) is dead, try:

 

CLUAConsole:SetGlobal("X#JaheiraQuest","GLOBAL",4)

CLUAConsole:SetGlobal("X#MarethaExist","AR8401",0)

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

 

 

enter the treehouse. Maretha should spawn normally. Jaheira should also be in the party.

 

 

 

 

 

this thread has been here for a few months now... i wonder why David doesn't acknowledge this issue has to do with SCS? :crazyeyes:

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Guest marceror

Hi all. I could use some help on this one also.

 

My situation is currently

 

Archdruid upstairs: dead

Guy in wyvern area: Alive

Archdruid outside treehouse: Won't dialogue. He and a druid buddy both "have nothing to say" to me.

 

 

If I fight the archdruid his friend doesn't go hostile. I can kill them both, one after the other, but Maretha (sp?) doesn't spawn inside the treehouse.

 

Would appreciate an appropriate code to get me back on track! :crazyeyes:

 

By the way, the NPC mod is just fantastic! It several points it's nearly brought me to tears. I think I'm falling for Dyaneir (don't let my wife know). Her "yes" during a certain intimate moment, almost made me fall off my chair, hehe. Damn good writing in this mod.

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Hi all. I could use some help on this one also.

 

My situation is currently

 

Archdruid upstairs: dead

Guy in wyvern area: Alive

Archdruid outside treehouse: Won't dialogue. He and a druid buddy both "have nothing to say" to me.

 

 

If I fight the archdruid his friend doesn't go hostile. I can kill them both, one after the other, but Maretha (sp?) doesn't spawn inside the treehouse.

 

Would appreciate an appropriate code to get me back on track! :crazyeyes:

 

By the way, the NPC mod is just fantastic! It several points it's nearly brought me to tears. I think I'm falling for Dyaneir (don't let my wife know). Her "yes" during a certain intimate moment, almost made me fall off my chair, hehe. Damn good writing in this mod.

Looking at X#Andart.bcs the pertinent code begins at line 8200 or so. Moving the BG1NPC code to the beginning of the bcs file prior to the SCS added code allows the JaheiraHealsB global to be set to 6 and Andarthe to initiate the dialog with the party. You need to go back to your auto-save from travelling back to the druid area from the wyvern area for this to be effective. The code from the bcs file is as follows in a BGT game:

IF
Global("X#JaheiraHealsB","GLOBAL",5)
Detect([PC])
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
	SetGlobal("X#JaheiraHealsB","GLOBAL",6)
END

IF
Global("X#JaheiraHealsB","GLOBAL",6)
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
	StartDialogueNoSet([PC])
END

IF
Global("X#JQBeadorDead","GLOBAL",2)
Detect([PC])
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
	SetGlobal("X#JQBeadorDead","GLOBAL",3)
END

IF
Global("X#JQBeadorDead","GLOBAL",3)
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
	StartDialogueNoSet(Player1)
END

IF
Global("X#JaheiraQuestAAttack","GLOBAL",1)
THEN
RESPONSE #100
	SetGlobal("X#JaheiraQuestAAttack","GLOBAL",2)
	ActionOverride("jadruid8a",Enemy())
	ActionOverride("takiyah",Enemy())
	JumpToPoint([874.2175])
	FaceObject(Player1)
	CreateCreature("WOLFDR",[-1.-1],0) // Dread Wolf
	CreateCreature("WOLFDR",[-1.-1],0) // Dread Wolf
	Enemy()
END

IF
HasItem("X#ANSPER",Myself) // Flaming Spear +1
HPPercentLT(Myself,50)
THEN
RESPONSE #100
	DropItem("X#ANSPER",[-1.-1]) // Flaming Spear +1
END

IF
Global("X#AndSurrender","GLOBAL",0)
HPPercentLT(Myself,50)
THEN
RESPONSE #100
	SetGlobal("X#AndSurrender","GLOBAL",1)
	ChangeEnemyAlly(Myself,NEUTRAL)
	StartDialogueNoSet([PC])
END

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Guest marceror

Thanks for the quick reply erebusant. When I get back on my gaming PC I'll see if I can make sense of this on my Tutu installation. I've not played with these files before, but I'm willing to give it a try.

 

If I can't make this work, I guess I can just kill the arch druid and use the the CLUA commands listed above my post (not sure if those worked for the guy having the problem... folks should always come back and comment on that, but the lack of follow up comment seems to imply that it worked).

 

Okay, another silly question, do you folks know if enabling CLUA console in Baldur's Gate Tutu is supposed to use Debug Mode=1 under Program Options + CTRL-Space (the BG2 version), Cheats=1 under Game Options + CTRL-Tab (the BG1 version), or something else? I'm embarrassed to say that I couldn't get the console to open last night when I tried it (tried both the BG1 and BG2 versions).

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Guest marceror

Okay, a few things to say here.

 

First off, regarding my issue getting the CLUAConsole to work, it turned out that I wasn't changing the appropriate "compatability" files in my MS Vista installation, so once I realized that and got the the correct location modified, I had no issues getting the console to come up.

 

Secondly, erebusant, I found the file you referenced, but when I opened it in Notepad, it was not in clear text. This tells me that a tool is needed to appropriately view and modify the file. This would take me a little further into the realm of "modding" than I really want to go (I'm a confirmed non-modder, you see :crazyeyes:), so I decided against using this approach. I appreciate the information, just the same.

 

And finally, what I went ahead and did to resolve the problem was I killed Andarthe, and entered the CLUAConsole commands suggested by temujin_. They worked like a charm, as they caused a very talkative Maretha to spawn, and I was able to complete the quest and get the reward!!! I'm on my way to visit Seniyad next, to give him the good news, and I'm optimistic that this dialogue will also work. At any rate, the original poster who requested this fix wasn't thoughtful enough to come back and post his (or her) success. I didn't want to continue that legacy, so here's confirmation that it worked, and my thanks to the helpful folks on these boards for providing the help!!!

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Looking at X#Andart.bcs the pertinent code begins at line 8200 or so. Moving the BG1NPC code to the beginning of the bcs file prior to the SCS added code allows the JaheiraHealsB global to be set to 6 and Andarthe to initiate the dialog with the party.

Flagging as a separate problem for SCS/DavidW, as we can't do anything to the .bcs that won't end up with SCS adding on top.

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there's also another bug (unrelated to SCS) regarding the quest given by Izefia. he gives you the reward once you clear out the cave, but talking to him one more time resets his dialog and he delivers the same "Faldorn travels with you..." line that starts the quest.

 

Dammit. I so, so wanted to never add another line of dialog. I am searching all of the .tra files for a simple phrase I can cut and paste into this - basically, we need something that overrides the whole dialog at the end. A simple

 

APPEND ~%tutu_var%IZEFIA~

IF WEIGHT #-1 ~Global("X#ReportIzefia","GLOBAL",2)~ THEN BEGIN x#fqisover
 SAY ~ <<PLACEHOLDER>> ~
 IF ~~ THEN EXIT
END

END

 

Searching...

 

AHAH!

 

x#faint.tra, same file, @175 = ~Be strong! Go with the Nature's blessings.~

 

and for not done yet,

 

@157 = ~My time is my own. You will not place demands on it.~

 

and for player if Faldorn is unavailable and

 

@151 = ~No, not yet. We'll go look for him right now.~

 

And a better idea would be to send him away after the quest is over anyways. He does not have additional content.

 

So, no added .tra lines - an EscapeArea for him once the Faldorn quest is completed, and an intermediate state for the quest not being completed:

changes to x#faint.d

 

/* Faldorn Izefia ICT  to set Quest */

I_C_T ~%tutu_var%IZEFIA~ 1 X#FALDORNIZEFIA1
== ~%FALDORN_JOINED%~ IF ~InParty("faldorn") InMyArea("faldorn") !StateCheck("faldorn",CD_STATE_NOTVALID)~ THEN @56
== ~%tutu_var%IZEFIA~ IF ~InParty("faldorn") InMyArea("faldorn") !StateCheck("faldorn",CD_STATE_NOTVALID)~ THEN @57
DO ~SetGlobal("X#ReportIzefia","GLOBAL",1)~
END

/* Faldorn Izefia Quest Done  */

CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) Dead("peter") InParty("faldorn") InMyArea("faldorn") !StateCheck("faldorn",CD_STATE_NOTVALID)~
THEN ~%tutu_var%IZEFIA~ X#IzeFaldo2
@58
== ~%FALDORN_JOINED%~ @59
== ~%tutu_var%IZEFIA~ @60
== ~%FALDORN_JOINED%~ @61
== ~%tutu_var%IZEFIA~ @62
DO ~SetGlobal("X#ReportIzefia","GLOBAL",2) AddXPObject("faldorn",100) GiveItemCreate("%tutu_var%POTN08","faldorn",1,0,0) GiveItemCreate("%tutu_var%POTN20","faldorn",1,0,0)~
EXIT

/* Faldorn Izefia Quest Done BUT Faldorn Not OK/In Party */

CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) Dead("peter") OR(3) !InParty("faldorn") !InMyArea("faldorn") StateCheck("faldorn",CD_STATE_NOTVALID)~
THEN ~%tutu_var%IZEFIA~ X#IzeFaldoNotYet1
@58
END
++ @151 EXIT

/* Faldorn Izefia Quest Not Done or Faldorn Not OK/In Party */
CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) !Dead("peter") OR(3) !InParty("faldorn") !InMyArea("faldorn") StateCheck("faldorn",CD_STATE_NOTVALID)~
THEN ~%tutu_var%IZEFIA~ X#IzeFaldoNotYet2
@58
END
++ @151 EXIT

/* Faldorn Izefia Quest Not Done but Faldorn OK/In Party */

CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) !Dead("peter") InParty("faldorn") InMyArea("faldorn") !StateCheck("faldorn",CD_STATE_NOTVALID)~
THEN ~%tutu_var%IZEFIA~ X#IzeFaldoNotYet
@58
== ~%FALDORN_JOINED%~ @157
== ~%tutu_var%IZEFIA~ @175
EXIT

 

for docs:

<li> <a href="http://forums.gibberlings3.net/index.php?s=&showtopic=16588&view=findpost&p=152337"> Faldorn/Izefia Quest loophole repaired</a> </li>

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Looking at X#Andart.bcs the pertinent code begins at line 8200 or so. Moving the BG1NPC code to the beginning of the bcs file prior to the SCS added code allows the JaheiraHealsB global to be set to 6 and Andarthe to initiate the dialog with the party. I still ran into the issue with blowing Andarthe up without giving him the opportunity to surrender. I would suggest giving him a MINHP1 item (works fine in my game) so he can dialog and surrender, and if the party allows the surrender, provide the same XP by dialog and let him escape, and if the party chooses to kill him anyway, destroy the MINHP1 item by dialog and ApplySpell(Myself,RESTORE_FULL_HEALTH) and summon a few more beasties and shadow druids by script to assist. By the way, BGT has _WOLFDR.cre as the .cre's that are summoned which are non-existant resources in BGT. They would need to be WOLFDR.cre to work.

 

> WOLFDR.cre repaired v18, confirmed.

 

> Moving above SCS, requires DavidW to take a look - we can't change order of install or avoid SCS adjusting this with a big script block on our own.

 

> MINHP, looking...

 

Added MINHP1 to x#andart.cre via latest DLTCEP.

 

searching...

 

ok, DestroyItem("MINHP1") via dialog, so

 

changes to x#jaqu.d:

* Andart if Beador is Alive, activate */
IF %BGT_VAR%
Global("X#JaheiraHealsB","GLOBAL",5) // was 20 to 23
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
THEN
RESPONSE #100
SetGlobal("X#JaheiraHealsB","GLOBAL",6)
END

/* Andart if Beador is Alive, initiate */
IF %BGT_VAR%
Global("X#JaheiraHealsB","GLOBAL",6)
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
THEN
RESPONSE #100
StartDialogNoSet([PC])
END

/* Andart if Beador is Dead, activate */
IF %BGT_VAR%
Global("X#JQBeadorDead","GLOBAL",2) // was 22 to 24
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
THEN
RESPONSE #100
SetGlobal("X#JQBeadorDead","GLOBAL",3)
END

/* Andarthe if Beador is Dead, initiate */
IF %BGT_VAR%
Global("X#JQBeadorDead","GLOBAL",3)
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
InMyArea(Player1)
THEN
RESPONSE #100
StartDialogNoSet(Player1)
END

/* Andarthe Attacks */
IF %BGT_VAR%
Global("X#JaheiraQuestAAttack","GLOBAL",1)
THEN
RESPONSE #100
	StartCutSceneMode()
	CutSceneId(Player1)
	SetGlobal("X#JaheiraQuestAAttack","GLOBAL",2)
	ActionOverride("jadruid8a",Enemy())
	ActionOverride("takiyah",Enemy())
	JumpToPoint([874.2175])
	FaceObject(Player1)
	CreateCreature("%tutu_var%WOLFDR",[-1.-1],0)
	CreateCreature("%tutu_var%WOLFDR",[-1.-1],0)
	Enemy()
	EndCutSceneMode()
END

/* Combat Scripts and Surrender Script */
IF
 GlobalGT("X#ASL","LOCALS",0)
 HPPercentLT(Myself,50)
THEN
 RESPONSE #100
SetGlobal("X#ASL","LOCALS",0)
Spell(Myself,3122)
END

IF
 HasItem("X#ANSPER",Myself)
 HPPercentLT(Myself,50)
THEN
 RESPONSE #100
DropItem("X#ANSPER",[-1.-1])
END

IF
Global("X#AndSurrender","GLOBAL",0)
HPPercentLT(Myself,50)
THEN
RESPONSE #100
SetGlobal("X#AndSurrender","GLOBAL",1)
ChangeEnemyAlly(Myself,NEUTRAL)
StartDialogNoSet([PC])
END

IF
 HaveSpell(CLERIC_HEAL)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 HPPercentLT(Myself,70)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_HEAL)
END

IF
 StateCheck(Myself,STATE_POISONED)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 HasItem("%tutu_var%POTN20",Myself)
THEN
 RESPONSE #100
UseItem("%tutu_var%POTN20",Myself)
SetGlobalTimer("X#ACA","LOCALS",6)
END

IF
 StateCheck(Myself,STATE_POISONED)
 HaveSpell(CLERIC_SLOW_POISON)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !HasItem("%tutu_var%POTN20",Myself)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_SLOW_POISON)
END

IF
 HaveSpell(CLERIC_CURE_SERIOUS_WOUNDS)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 HPPercentLT(Myself,80)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_CURE_SERIOUS_WOUNDS)
END

IF
 HaveSpell(CLERIC_CURE_MEDIUM_WOUNDS)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 HPPercentLT(Myself,85)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_CURE_MEDIUM_WOUNDS)
END

IF
 HaveSpell(CLERIC_CURE_LIGHT_WOUNDS)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 HPPercentLT(Myself,90)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_CURE_LIGHT_WOUNDS)
END

IF
 !Allegiance(Myself,ENEMY)
THEN
 RESPONSE #100
NoAction()
END

IF
 Detect([GOODCUTOFF])
 HaveSpell(CLERIC_INVISIBILITY_PURGE)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !See(LastSeenBy())
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_INVISIBILITY_PURGE)
END

IF
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !GlobalGT("X#ASF","LOCALS",0)
 HasItem("X#ANSPER",Myself)
THEN
 RESPONSE #100
UseItem("X#ANSPER",Myself)
SetGlobal("X#ASF","LOCALS",1)
SetGlobalTimer("X#ACA","LOCALS",6)
END

IF
 !See([GOODCUTOFF.0.0.FIGHTER_DRUID])
 !See([GOODCUTOFF.0.0.DRUID_ALL])
 !See([GOODCUTOFF.0.0.MAGE_ALL])
 !See([GOODCUTOFF.0.0.CLERIC_ALL])
 !See([GOODCUTOFF.0.0.BARD_ALL])
 !See([GOODCUTOFF])
 False()
THEN
 RESPONSE #100
Continue()
END

IF
 HaveSpell(CLERIC_DISPEL_MAGIC)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(LastSeenBy(),STATE_SLEEPING)
 !StateCheck(LastSeenBy(),STATE_HELPLESS)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 !HasBounceEffects(LastSeenBy())
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_DISPEL_MAGIC)
END

IF
 HaveSpell(CLERIC_INSECT_PLAGUE)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 !HasBounceEffects(LastSeenBy())
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_INSECT_PLAGUE)
END

IF
 HaveSpell(CLERIC_BARKSKIN)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_BARKSKIN)
END

IF
 HaveSpell(WIZARD_WEB)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(LastSeenBy(),STATE_SLEEPING)
 !StateCheck(LastSeenBy(),STATE_HELPLESS)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREMAGE)
 !HasBounceEffects(LastSeenBy())
 !Range(LastSeenBy(),15)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),WIZARD_WEB)
END

IF
 HaveSpell(CLERIC_RESIST_FIRE)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_RESIST_FIRE)
END

IF
 HaveSpell(CLERIC_MISCAST_MAGIC)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 CheckStatLT(LastSeenBy(),80,SPELLFAILUREMAGE)
 CheckStatLT(LastSeenBy(),80,SPELLFAILUREPRIEST)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 !HasBounceEffects(LastSeenBy())
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_MISCAST_MAGIC)
END

IF
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 HasItem("%tutu_var%POTN21",Myself)
THEN
 RESPONSE #100
UseItem("%tutu_var%POTN21",Myself)
SetGlobalTimer("X#ACA","LOCALS",6)
END

IF
 HaveSpell(CLERIC_CONJURE_FIRE_ELEMENTAL)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_CONJURE_FIRE_ELEMENTAL)
END

IF
 HaveSpell(CLERIC_CHARM_PERSON)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(LastSeenBy(),STATE_SLEEPING)
 !StateCheck(LastSeenBy(),STATE_HELPLESS)
 !StateCheck(LastSeenBy(),STATE_CHARMED)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 !HasBounceEffects(LastSeenBy())
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_CHARM_PERSON)
END

IF
 HaveSpell(CLERIC_POISON)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 !HasBounceEffects(LastSeenBy())
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_POISON)
END

IF
 HaveSpell(WIZARD_CHROMATIC_ORB)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(LastSeenBy(),STATE_SLEEPING)
 !StateCheck(LastSeenBy(),STATE_HELPLESS)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREMAGE)
 !HasBounceEffects(LastSeenBy())
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),WIZARD_CHROMATIC_ORB)
END

IF
 HaveSpell(CLERIC_ANIMAL_SUMMONING_1)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_ANIMAL_SUMMONING_1)
END

IF
 HaveSpell(CLERIC_ENTANGLE)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(LastSeenBy(),STATE_SLEEPING)
 !StateCheck(LastSeenBy(),STATE_HELPLESS)
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 !HasBounceEffects(LastSeenBy())
 !Range(LastSeenBy(),15)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_ENTANGLE)
END

IF
 HaveSpell(CLERIC_CLOAK_OF_FEAR)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_CLOAK_OF_FEAR)
END

IF
 HaveSpell(CLERIC_SUMMON_INSECTS)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 !HasBounceEffects(LastSeenBy())
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_SUMMON_INSECTS)
END

IF
 HaveSpell(CLERIC_CAUSE_CRITICAL_WOUNDS)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 AttackedBy([0],DEFAULT)
 Range(LastAttackerOf(),6)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),CLERIC_CAUSE_CRITICAL_WOUNDS)
Attack(LastSeenBy())
END

IF
 HaveSpell(CLERIC_FLAME_BLADE)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
 !StateCheck(Myself,STATE_SILENCED)
 !CheckStatGT(Myself,75,SPELLFAILUREPRIEST)
 AttackedBy([0],DEFAULT)
 Range(LastAttackerOf(),6)
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(Myself,CLERIC_FLAME_BLADE)
Attack(LastSeenBy())
END

IF
 !GlobalGT("X#ASL","LOCALS",0)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
SetGlobal("X#ASL","LOCALS",1)
Spell(Myself,4634)
END

IF
 HaveSpell(SALAMANDER_BREATHE_FIREBALL)
 !GlobalTimerNotExpired("X#ACA","LOCALS")
THEN
 RESPONSE #100
SetGlobalTimer("X#ACA","LOCALS",6)
Spell(LastSeenBy(),SALAMANDER_BREATHE_FIREBALL)
END

IF
 GlobalTimerNotExpired("X#ACA","LOCALS")
THEN
 RESPONSE #100
AttackOneRound(LastSeenBy())
END

IF
 !GlobalTimerNotExpired("X#ACA","LOCALS")
THEN
 RESPONSE #100
Attack(LastSeenBy())
END

IF
 AttackedBy([GOODCUTOFF],DEFAULT)
 !Allegiance(Myself,ENEMY)
THEN
 RESPONSE #100
Enemy()
END

IF
 AttackedBy([0],DEFAULT)
THEN
 RESPONSE #100
Attack(LastAttackerOf())
END

[/size]

 

it looks like this should cover the surrender not happening.

Either way, the quest can continue as long as Jaheira is in the party and ok - any removal of her, and everything stalls.

 

For docs:

 

<li> <a href="http://forums.gibberlings3.net/index.php?s=&showtopic=16588&view=findpost&p=152342"> erebusant's "let Andarthe surrender, already!" fix</a> </li>

 

(oh, and the Amarande/Amaranthe/Andarthe problem -

 

repairing 3 instances,

E:\BG1NPC_Workspace\bg1npc-v18_working\bg1npc_18_prerelease\tra\english\x#jaqu.tra (3 hits)

Line 151: @150 = ~Hand over Maretha now, Amaranthe... or are you not truly Archdruid here?~

Line 152: @151 = ~We have freed Maretha now, Amaranthe... she and Beador are beyond your power.~

Line 153: @152 = ~Hear me, Amaranthe! Talk to them, if only for a moment. I'll lead them to destroy the mines. Once Jaheira has seen the wounds the Great Mother had suffered there, she will be more amenable to our cause.~

E:\BG1NPC_Workspace\bg1npc-v18_working\bg1npc_18_prerelease\tra\spanish\x#jaqu.tra (3 hits)

Line 151: @150 = ~Entregad a Maretha ahora, Amaranthe... ¿o en verdad no sois un Archidruida aquí?~

Line 152: @151 = ~Hemos liberado a Maretha, Amaranthe... ella y Beador están más allá de vuestro poder.~

Line 153: @152 = ~¡Oídme, Amaranthe! Hablad con ellos, aunque sólo sea un momento. Les guiaré a destruir las minas. Una vez Jaheira haya visto las heridas que la Gran Madre ha sufrido allí, será más sensible a nuestra causa.~

all standardized to Amarande.

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Guest Yakaji
I manually set Global("X#JaheiraHealsB","GLOBAL") to 6, and Andarthe's bcs block did not fire causing him to intitiate dialog with [PC] automatically, however the PC could initiate dialog with him.

 

Was having the same problem and used this as a hotfix. Got the desired results - Andarthe dialogue occurred. Andarthe remained non-hostile, but killing him set the appropriate flags to let me find Maretha and complete the quest. (Previously, killing the non-aggro Andarthe had gotten me nowhere)

 

For anyone having a problem with this quest and wanting a quick CLUAConsole fix, I suggest using what erebusant suggested:

 

CLUAConsole:SetGlobal("X#JaheiraHealsB","GLOBAL",6)

 

Then initiate dialogue, initiate combat, and things should fix themselves (in some cases anyway - I was questing w/o Khalid and Faldorn, and had Beador alive, obviously).

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Guest Guest from Poland

CLUAConsole:SetGlobal("X#JaheiraQuest","GLOBAL",4)

 

its works for me in my situation:

 

Jaheira in party, all archdruids dead, this outside was muted i kill him by force, use this global CLUA, and have Maretha spawn and normal talks

 

thx :* 5k and funny club+2 .... >_>

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Hello,

 

I play BWP 8.0.1 Tactics version, with BG1 NPC Project v.17. I have Jaheira (but not Khalid) in my party and I arrive in Clakwood area 1, I found Aldeth the hunter but quest for Jaheira not started. Aldeth have just this dialog line "I don't think that I have anything to say to you". Why? I know in vanilla BG1 Aldeth run and scream for help and after that a dialog appear ... with a shadow druids, but now nothing .... please help :)

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