Ghreyfain Posted October 14, 2004 Share Posted October 14, 2004 In X#Montaron.d at line 498, you have a SetGlobal to shut off this discussion. Trouble is, it sets the local for Xan (who is the last to speak), not Montaron. Either an ActionOverride() or the action further up in the sequence would fix this. An area check might also be in line before even beginning the discussion, since in my game Montaron died while we fought Mulahey, and I only got the talk after resurrecting him at the temple of Helm in Nashkel. Technical bugs aside, I sort of think Xan should talk with fewer contractions. At least in that talk. Haven't read any more yet. Link to comment
Ghreyfain Posted October 14, 2004 Share Posted October 14, 2004 Actually, wait, there is the action to set the locals on Montaron. Not sure why it's looping, now. Will check scripts. Link to comment
Ghreyfain Posted October 14, 2004 Share Posted October 14, 2004 Ah, there it is. X#Monta.baf. IF InParty(Myself) CombatCounter(0) !See([ENEMY]) InParty("XAN") !Dead("XAN") Dead("Mulahey") THEN RESPONSE #100 SetGlobal("MOXA1","LOCALS",1) StartDialogueNoSet("XAN") END Shouldn't it also have a check for the LOCALS being at 0? Link to comment
Domi Posted October 14, 2004 Author Share Posted October 14, 2004 it's a known issue actually, and will be fixed for next version Would you be able to report bugs in the bug thread? It is much more convenient for fixing As for contractions, I agree - he should not contract too much, I will check the dialogue to see where the speech can be further expanded. Link to comment
Ghreyfain Posted October 14, 2004 Share Posted October 14, 2004 Didn't know this thread existed. Anyways, another bug. Garrick is wearing chain mail and wielding a crossbow. I have the Change Unarmoured Male Human Rogue Appearance component installed, but when he does the firing animation, the hood disappears and he has the regular unarmoured cleric/fighter/thief avatar. Will look up the files momentarily. Link to comment
Ghreyfain Posted October 14, 2004 Share Posted October 14, 2004 Yep, here it is. CHM1BSX.bam. Looks like you're also missing CH1BSA and CH1BSS.bam. Link to comment
Andyr Posted October 14, 2004 Share Posted October 14, 2004 Noted, I'll fix that... Looks like I may have missed them for females too, heh. Link to comment
Andyr Posted November 26, 2004 Share Posted November 26, 2004 Ok, fixed tp2 code for the avatar components. I haven't checked it installs as mine is messed up but it *should* work. BEGIN ~Change Unarmoured Male Human Rogue Appearance~ COPY_EXISTING ~CHMT2A1.BAM~ ~override/CHMB1A1.BAM~ COPY_EXISTING ~CHMT2A2.BAM~ ~override/CHMB1A2.BAM~ COPY_EXISTING ~CHMT2A3.BAM~ ~override/CHMB1A3.BAM~ COPY_EXISTING ~CHMT2A4.BAM~ ~override/CHMB1A4.BAM~ COPY_EXISTING ~CHMT2A5.BAM~ ~override/CHMB1A5.BAM~ COPY_EXISTING ~CHMT2A6.BAM~ ~override/CHMB1A6.BAM~ COPY_EXISTING ~CHMT2A7.BAM~ ~override/CHMB1A7.BAM~ COPY_EXISTING ~CHMT2A8.BAM~ ~override/CHMB1A8.BAM~ COPY_EXISTING ~CHMT2A9.BAM~ ~override/CHMB1A9.BAM~ COPY_EXISTING ~CHMT2CA.BAM~ ~override/CHMB1CA.BAM~ COPY_EXISTING ~CHMT2G1.BAM~ ~override/CHMB1G1.BAM~ COPY_EXISTING ~CHMT2G11.BAM~ ~override/CHMB1G11.BAM~ COPY_EXISTING ~CHMT2G12.BAM~ ~override/CHMB1G12.BAM~ COPY_EXISTING ~CHMT2G13.BAM~ ~override/CHMB1G13.BAM~ COPY_EXISTING ~CHMT2G14.BAM~ ~override/CHMB1G14.BAM~ COPY_EXISTING ~CHMT2G15.BAM~ ~override/CHMB1G15.BAM~ COPY_EXISTING ~CHMT2G16.BAM~ ~override/CHMB1G16.BAM~ COPY_EXISTING ~CHMT2G17.BAM~ ~override/CHMB1G17.BAM~ COPY_EXISTING ~CHMT2G18.BAM~ ~override/CHMB1G18.BAM~ COPY_EXISTING ~CHMT2G19.BAM~ ~override/CHMB1G19.BAM~ COPY_EXISTING ~CHMT2SA.BAM~ ~override/CHMB1SA.BAM~ COPY_EXISTING ~CHMT2SS.BAM~ ~override/CHMB1SS.BAM~ COPY_EXISTING ~CHMT2SX.BAM~ ~override/CHMB1SX.BAM~ EXTEND_TOP ~baldur.bcs~ ~BG1NPC/scripts/Roguem.baf~ BEGIN ~Change Unarmoured Female Human Rogue Appearance~ COPY_EXISTING ~CHFT2A1.BAM~ ~override/CHFB1A1.BAM~ COPY_EXISTING ~CHFT2A2.BAM~ ~override/CHFB1A2.BAM~ COPY_EXISTING ~CHFT2A3.BAM~ ~override/CHFB1A3.BAM~ COPY_EXISTING ~CHFT2A4.BAM~ ~override/CHFB1A4.BAM~ COPY_EXISTING ~CHFT2A5.BAM~ ~override/CHFB1A5.BAM~ COPY_EXISTING ~CHFT2A6.BAM~ ~override/CHFB1A6.BAM~ COPY_EXISTING ~CHFT2A7.BAM~ ~override/CHFB1A7.BAM~ COPY_EXISTING ~CHFT2A8.BAM~ ~override/CHFB1A8.BAM~ COPY_EXISTING ~CHFT2A9.BAM~ ~override/CHFB1A9.BAM~ COPY_EXISTING ~CHFT2CA.BAM~ ~override/CHFB1CA.BAM~ COPY_EXISTING ~CHFT2G1.BAM~ ~override/CHFB1G1.BAM~ COPY_EXISTING ~CHFT2G11.BAM~ ~override/CHFB1G11.BAM~ COPY_EXISTING ~CHFT2G12.BAM~ ~override/CHFB1G12.BAM~ COPY_EXISTING ~CHFT2G13.BAM~ ~override/CHFB1G13.BAM~ COPY_EXISTING ~CHFT2G14.BAM~ ~override/CHFB1G14.BAM~ COPY_EXISTING ~CHFT2G15.BAM~ ~override/CHFB1G15.BAM~ COPY_EXISTING ~CHFT2G16.BAM~ ~override/CHFB1G16.BAM~ COPY_EXISTING ~CHFT2G17.BAM~ ~override/CHFB1G17.BAM~ COPY_EXISTING ~CHFT2G18.BAM~ ~override/CHFB1G18.BAM~ COPY_EXISTING ~CHFT2G19.BAM~ ~override/CHFBIG19.BAM~ COPY_EXISTING ~CHFT2SA.BAM~ ~override/CHFB1SA.BAM~ COPY_EXISTING ~CHFT2SS.BAM~ ~override/CHFB1SS.BAM~ COPY_EXISTING ~CHFT2SX.BAM~ ~override/CHFB1SX.BAM~ EXTEND_TOP ~baldur.bcs~ ~BG1NPC/scripts/Roguef.baf~ Link to comment
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