Salk Posted February 27, 2017 Share Posted February 27, 2017 Hello!It always bothered me that in BG1 there is no real need of the password to access the Thieves' Guild. The "guards" that should protect the four entrances are not an obstacle and are just practically saying to go away without doing anything about it. To change things I tweaked the dialogue and I moved them so that each stands before the entrance he should guard but even so, I can click on the exit and the guard is "pushed aside", making its presence there useless. I know that if the guard's allegiance is "ENEMY" then walking past him is no longer possible but I cannot choose this solution. The guard should remain neutral. Has anybody got some idea about how to make it impossible for the player to walk past the guard?Thanks! Link to comment
kreso Posted February 27, 2017 Share Posted February 27, 2017 Lock the doors, and when you speak to a guard let him open it for you. Link to comment
Salk Posted February 27, 2017 Author Share Posted February 27, 2017 Lock the doors, and when you speak to a guard let him open it for you. If only it was that easy. There are no doors, just a passage. Link to comment
argent77 Posted February 27, 2017 Share Posted February 27, 2017 I don't think these doors can be closed at all.You can enable or disable the travel region to the Guild HQ instead (via TriggerActivation()). Additionally you could add an invisible door to block the passage more effectively. DLTCEP offers some functionality in that regard (look for vertices and impeded blocks in the Doors tab). Link to comment
Salk Posted February 27, 2017 Author Share Posted February 27, 2017 I don't think these doors can be closed at all. You can enable or disable the travel region to the Guild HQ instead (via TriggerActivation()). Additionally you could add an invisible door to block the passage more effectively. DLTCEP offers some functionality in that regard (look for vertices and impeded blocks in the Doors tab). Thanks! TriggerActivation() sounds promising but when I gave it a try it did not produce any result (meaning the exit is still there). Do you see anything wrong with this simple code? IF Global("SaidPassword","Global",0) Global("Entrance1","AR7248",0) THEN RESPONSE #100 SetGlobal("Entrance1","AR7248",1) TriggerActivation("Door7800",FALSE) END I even set the Flag "Trigger Deactivated" for Door7800 using NI but still same result. Link to comment
Azoth Posted February 27, 2017 Share Posted February 27, 2017 I think u need to deactivate the Travel Trigger, for example "Tran0305". TriggerActivation("Tran0305",FALSE) Link to comment
Avenger Posted February 27, 2017 Share Posted February 27, 2017 In EE, there is a flag to turn on and off the bumping of npcs. This method has pro's and con's. Pro: realistic. Con: you can bypass it by killing the guards, or drawing them away, and the engine will never be sure or control which state the exit is in. Link to comment
Jarno Mikkola Posted February 27, 2017 Share Posted February 27, 2017 This is why the area scripts should hold the trigger, not the guards... the "guards" are thieves after all and any lawful good character should be able to kill every darn one of them without a remorse. Link to comment
DavidW Posted February 27, 2017 Share Posted February 27, 2017 This is why the area scripts should hold the trigger, not the guards... the "guards" are thieves after all and any lawful good character should be able to kill every darn one of them without a remorse.Wouldn't that be against the law? Link to comment
Jarno Mikkola Posted February 27, 2017 Share Posted February 27, 2017 Wouldn't that be against the law?Nope. Belt didn't say ever say he wants to keep them alive, then that's the law. For example, they sell stolen stuff... probably from the citizens of the city. In which category, the normal people are not actually part of. As they don't bring good functionality for the city. Even if they would pay taxes, that's not counted as part of it because they can be seen as slaves. I am not saying the old system was good, it was horrible, horrible, but that's the reference you need to look this stuff at. Link to comment
jastey Posted February 27, 2017 Share Posted February 27, 2017 Lawful good doesn't mean going around and slaughtering evil persons. Not unless they did something worth being killed for. That's the tricky part about staying lawful good, and not falling. Link to comment
Jarno Mikkola Posted February 27, 2017 Share Posted February 27, 2017 Lawful good doesn't mean going around and slaughtering evil persons. Not unless they did something worth being killed for.So all those goblins you kill, have done something evil... have they or have they just live'd, see the "live" and "evil" is the same letters just arranged the other way around. Ah yeah, so that stuff is only for the heroes. Racist, I say you are. -Joda. And being Lawful, and Good. It means, in these games, that you must obey the law of the kingdoms, trying to prevent unlawful things in them, is a question of integrity, and how deep you wish to go at it, normal people usually can't get too deep. And you promote the "ideals" of the "good races", human, elf, dwarf, halfling, and gnome. That's that. Let's get back to topic. Link to comment
Grammarsalad Posted February 27, 2017 Share Posted February 27, 2017 ...Actually, yeah, it is a form of racism, not to mention colonialism, and religionism. http://existentialcomics.com/comic/23 ( Kant is misrepresented somewhat in this, but otherwise, yeah) Link to comment
Roxanne Posted February 27, 2017 Share Posted February 27, 2017 On the topic This is the right way to do it, but IFGlobal("SaidPassword","Global",0) Global("Entrance1","AR7248",0)THEN RESPONSE #100 SetGlobal("Entrance1","AR7248",1) TriggerActivation("Door7800",FALSE) //You simply took the wrong door (this is the way out to town), just take the other one of the trigger areas, it is called Door0153 in vanilla game, may be different in BGTEND And then you need to do it for the other areas leading to the thieves as well. Link to comment
Salk Posted February 28, 2017 Author Share Posted February 28, 2017 Roxanne, you are right! Thanks for making me notice and for staying on topic! I was deactivating the exit to Baldur's Gate. It should be Door7253. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.