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Romances stuck at the dynaheir/branwen conflict


Lunattic

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Posted

Good day everyone,

 

First, I'd like to thank the creators of the Bg1NPC project for their awesome work; I recently started a new playthrough with the mod installed and it was an incredible addition to the depth of the overall experience. So, thanks :)

 

I came here with a question regarding the romance component: after branwen and dynaheir get into their conflict and do the coinflip, both romances abruptly end. I read that there was a dialog that was supposed to trigger in which you can choose which romance you wish to persue, but this doesn't seem to come up for me.

 

I've read one other thread regarding the subject in which a member suggested changing the branwenromance value to "1", dynaheir romance to "1" and dynaheir romance inactive to "0", as that should have reactivated them both. However, upon editing, this does not bring up the dialogue, though it does seem to reactivate dynaheirs romance options when using a player-initiated conversation.

 

It does NOT however continue any romance dialogue with dynaheir even after 3 hours of playing. I'm currently at the transition from LT6 to LT7, which according to the guide does not have any special requirements, meaning it should have triggered somewhere.

 

What I'de want to do is see if I could trigger the choice dialogue, but if that isn't possible I'd like to properly reactive the Dynaheir romance, since the above doesn't seem to work.

 

Is there anything I'm doing wrong? Should I edit the code lines in a different way?

 

Thanks in advance for any advice!

 

-kind regards,

Lunattic

Posted

I always thought the romance failure for both was inevitable with that coinflip dialogue >< If what you report is true, that there should be a dialogue where you pick your romance interest, I'd be very interested to know how to trigger it as well (and why it never happens in game). Every playthrough I forget their romance conflict and never complete any after they both fail.

Posted

The Dy/Bran conflict runs separatly from either's lovetalk sequence... and I tend to romance Branwen until the romance can go no further and then romance Dy (if I am going to see both romances that game)... but lket's give it a troubleshoot.

 

I have

 

/* 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

 

The "choice" dialog is

 

CHAIN IF WEIGHT #-2 ~%BGT_VAR% Global("X#DYBRConflict","GLOBAL",12)~ THEN ~%DYNAHEIR_BANTER%~ DYBRConflict6

@294

DO ~SetGlobal("X#DYBRConflict","GLOBAL",13)~

== ~%BRANWEN_BANTER%~ @295

== ~%DYNAHEIR_BANTER%~ @296

== ~%BRANWEN_BANTER%~ @297

== ~%DYNAHEIR_BANTER%~ @298

END

++ @299 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) SetGlobal("P#BranwenRomanceActive","GLOBAL",3)~ EXIT

++ @300 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) SetGlobal("P#BranwenRomanceActive","GLOBAL",1)~ EXIT

++ @301 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",0) SetGlobal("P#BranwenRomanceActive","GLOBAL",3)~ EXIT

 

 

and the player chooses 1 = both romances die 2 = Branwen's continues 3 = Dynaheir continues

 

 

What do you have as a value for X#DYBRConflict ? P#BranwenRomanceActive ? X#DynaheirRomanceInactive ?

 

 

With the romance PID for Dy, I think you chose the Dy option. Inwhich case, we need to make sure the Dy romance isn't being stalled by the "know bhaalspawn and think about it for awhile" stuff, etc.

Posted

X#DYBRConflict is set to 11 during the coinflip dialogue (exactly when Dynaheir picks heads) but I'm not seeing it being set to 12 through any dialogue or script after a full search in NI.

 

Reloaded a save before ditching them girls and setting that global to 12 immediatly triggered the next conflict dialogue

Posted

The Dy/Bran conflict runs separatly from either's lovetalk sequence... and I tend to romance Branwen until the romance can go no further and then romance Dy (if I am going to see both romances that game)... but lket's give it a troubleshoot.

 

I have

 

/* 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

 

The "choice" dialog is

 

CHAIN IF WEIGHT #-2 ~%BGT_VAR% Global("X#DYBRConflict","GLOBAL",12)~ THEN ~%DYNAHEIR_BANTER%~ DYBRConflict6

@294

DO ~SetGlobal("X#DYBRConflict","GLOBAL",13)~

== ~%BRANWEN_BANTER%~ @295

== ~%DYNAHEIR_BANTER%~ @296

== ~%BRANWEN_BANTER%~ @297

== ~%DYNAHEIR_BANTER%~ @298

END

++ @299 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) SetGlobal("P#BranwenRomanceActive","GLOBAL",3)~ EXIT

++ @300 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) SetGlobal("P#BranwenRomanceActive","GLOBAL",1)~ EXIT

++ @301 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",0) SetGlobal("P#BranwenRomanceActive","GLOBAL",3)~ EXIT

 

 

and the player chooses 1 = both romances die 2 = Branwen's continues 3 = Dynaheir continues

 

 

What do you have as a value for X#DYBRConflict ? P#BranwenRomanceActive ? X#DynaheirRomanceInactive ?

 

 

With the romance PID for Dy, I think you chose the Dy option. Inwhich case, we need to make sure the Dy romance isn't being stalled by the "know bhaalspawn and think about it for awhile" stuff, etc.

 

First, thank you for the response!

 

These are the variables I had prior to trying to configure them myself.

 

I have the same values you linked for the main romance parsers:

 

DynaheirRomanceInactive: 1

DynaheirRomanceActive: 1

BranwenRomanceActive: 3

BranwenRomanceActive:1

Dybrconflict: 11

 

In addition to:

 

Branwenfriendtalk: 4

Brfriendtalktime: 733958

Brlovetalk: 21

Brlovetalktimer: 600441

 

Dyfriendtalk: 6

Dyfriendtalktime: 446827

Dylovetalk: 13 (? strange, I did not have this dialogue yet when injured, and it would have skipped from 6 to 13?)

Dylovetalktimer: 606790

 

Dybr1: 2

Dybrconflict: 11

Dybrconflicttime: 614287

 

To be honest, I'm not entirely sure what the code lines you posted do or mean since I've never really editted values in any way other than with shadowkeeper. If I copy your scripts with the cheats enabled option, would that force the dialogue to trigger? Or would it be enough to change the dynaheirbranwenconflict value to 13 (from 11)?

 

-kind regards,

Lunattic

Posted

Try what I did : CLUAConsole:SetGlobal("X#DYBRConflict","GLOBAL",12)

 

If the 12 hours timer is expired already the next conflict dialogue will trigger and then you can pick which romance you want to pursue.

 

Or if you're more familiar with SK just set that variable to 12 in save.

Posted

If that is the case, something is blocking this particular script action -

 

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

 

 

which looks like the !Global("P#BranwenRomanceActive","GLOBAL",3) condition - I will do some more research on this. It looks like you got Global("P#BranwenRomanceActive","GLOBAL",3) set, which should mean that there is no further conflict because Branwsen has given you up. I'll take a look and see if that is set someplace consistently, blocking the eventual conflict. It may be that in one of the other talks, you are setting up a "breakup" condition before this can play.

Posted

Coinflip dialogue ends with setting

 

 

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

SetGlobal("P#BranwenRomanceActive","GLOBAL",3)

 

So that script block you posted can't work

Posted

No one is working on that, and I don't know what the reason for not integrating was (except that the modder(s) working on it weren't using BGT).

Posted

Ah, June... so soon I forget you. Alas, 'tis true - I will evaluate and update the workroom logs. Temporary fix is to set the trigger manually.

 

The Dynaheir Romance ending cutscene cannot be ported to BGT for a number of reasons, most notable of which is that it is a different transition to BG2 postulated. So, like BG coding for the mod, that one is a no-go. BG:EE, on the other hand... we'll be working on that one.

Posted

Yup.

 

 

 

dy sacrifices herself on the abduction attempt as the party leaves the area (via cutscene).

 

 

Archived

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