Lunattic Posted August 3, 2012 Posted August 3, 2012 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
Adanedhel Posted August 3, 2012 Posted August 3, 2012 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.
cmorgan Posted August 3, 2012 Posted August 3, 2012 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.
Adanedhel Posted August 3, 2012 Posted August 3, 2012 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
Lunattic Posted August 3, 2012 Author Posted August 3, 2012 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
Adanedhel Posted August 3, 2012 Posted August 3, 2012 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.
cmorgan Posted August 3, 2012 Posted August 3, 2012 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.
Adanedhel Posted August 3, 2012 Posted August 3, 2012 Coinflip dialogue ends with setting SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) SetGlobal("P#BranwenRomanceActive","GLOBAL",3) So that script block you posted can't work
jastey Posted August 16, 2012 Posted August 16, 2012 Exactly that. cmorgan: Was discussed in the workroom (link to hidden thread: http://forums.gibberlings3.net/index.php?showtopic=24434 )
Adanedhel Posted August 16, 2012 Posted August 16, 2012 Glad to hear this is being worked on. Is the Dynaheir stuff that is Tutu only (or so I heard) gonna make it in BGT?
jastey Posted August 16, 2012 Posted August 16, 2012 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).
cmorgan Posted August 17, 2012 Posted August 17, 2012 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.
Adanedhel Posted August 17, 2012 Posted August 17, 2012 That's what I guessed : The Dynaheir stuff is related to the game ending with Sarevok death?
cmorgan Posted August 17, 2012 Posted August 17, 2012 Yup. dy sacrifices herself on the abduction attempt as the party leaves the area (via cutscene).
Adanedhel Posted August 18, 2012 Posted August 18, 2012 Maybe something could be done for BGT with ARAM00 area and related abduction cutscene if Dyna is in party
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