xiaoleiwen Posted December 28, 2021 Share Posted December 28, 2021 Global("C#AjantisBodhiAbduction","GLOBAL",0) -> check variable for this situation - don't have this, only got bodhifirstcontact and bodhithreat, both are 1!Global("C#AjantisRomanceActive","GLOBAL",3) -> NOT 3, i.e. active romance - this is 2 in my gameGlobal("C#AjantisEngagedMatch","GLOBAL",1) - 1 in gameGlobal("C#AjantisEngaged","GLOBAL",1) - 1 Quote Link to comment
jastey Posted December 28, 2021 Author Share Posted December 28, 2021 Then it should have happened. One other possibility: you have another mod installed that changes Bodhi's dialogue at this point in a non-compatible way so Ajantis' interjection doesn't show. Can you decompile "BODHIAMB.dlg" with NI to a .d file and attach it here? Quote Link to comment
xiaoleiwen Posted December 28, 2021 Share Posted December 28, 2021 3 minutes ago, jastey said: Then it should have happened. One other possibility: you have another mod installed that changes Bodhi's dialogue at this point in a non-compatible way so Ajantis' interjection doesn't show. Can you decompile "BODHIAMB.dlg" with NI to a .d file and attach it here? attached. Is there anyway to solve this via console in game? BODHIAMB.D Quote Link to comment
jastey Posted December 28, 2021 Author Share Posted December 28, 2021 @marcnivar We are talking about the dialogue where Bodhi starts with ~You are becoming an impressive pest, one that I am finding difficult to ignore!~. Do you have Xzar in your party, from a mod? Then I'd like to have the 7XXZARJ.d, as well. If not, then I wouldn't know what went wrong if Ajantis is in party and able to talk. The variables seem to be fine. Quote Link to comment
xiaoleiwen Posted December 28, 2021 Share Posted December 28, 2021 (edited) There is BG1NPC in SOA/TOB MOD that adds Xzar, but I haven't let him join yet 7XXZARJ.rar Do you mean the global variables in my game is correct? --- Loading the save game with a backup installation without the BG1NPC mod installed has the same problem though. Edited December 28, 2021 by marcnivar Quote Link to comment
jastey Posted December 28, 2021 Author Share Posted December 28, 2021 The Xzar interjection is fine. (Especially if he's not in your party.) Thanks for the d-files. Bodhi says the line ~Regardless, I have not the time to stand here discussing what you will or will not do. I have more important duties to take care of.~ After that, the dialogue should shift to another line from Bodhi and then Ajantis to start his abduction. From your Bodhiamb.d: IF ~~ THEN BEGIN 5 // from: 2.0 3.0 4.0 SAY #56532 /* ~Regardless, I have not the time to stand here discussing what you will or will not do. I have more important duties to take care of.~ */ (snip) IF ~ Global("C#AjantisBodhiAbduction","GLOBAL",0) !Global("C#AjantisRomanceActive","GLOBAL",3) Global("C#AjantisEngagedMatch","GLOBAL",1) Global("C#AjantisEngaged","GLOBAL",1) IsValidForPartyDialogue("C#Ajantis") ~ THEN DO ~SetGlobal("C#AjantisBodhiAbduction","GLOBAL",1) ~ GOTO 52 END So - no idea why it doesn't work. Quote Link to comment
xiaoleiwen Posted December 28, 2021 Share Posted December 28, 2021 I hope I can trigger with certain console, but if we can’t, does missing this abduction part affect the other talks or content later? Quote Link to comment
jastey Posted December 28, 2021 Author Share Posted December 28, 2021 Since the variables seem to be all set I don't know what to suggest, other than double checking those and make sure Ajantis is able to talk and is near the PC so Bodhi can see him etc. You'll miss the drama of the abduction and Ajantis' dealing with it. You can kick off the after dialogues by setting Global("C#AjantisBodhiAfterTalk","GLOBAL",2) to 2. Quote Link to comment
xiaoleiwen Posted December 29, 2021 Share Posted December 29, 2021 (edited) I moved the whole party with ctrl+j closer to Bodhi and the abduction talk is still not triggered. Thanks for the help. I think I will try to load the save game with a new installation (both 2.5 and 2.6.6) with Ajanstis bg2 only installed and see if it helps. I will keep this save file, in case need it for further investigation. Edited December 29, 2021 by marcnivar Quote Link to comment
jastey Posted December 29, 2021 Author Share Posted December 29, 2021 That would be great! Quote Link to comment
xiaoleiwen Posted December 29, 2021 Share Posted December 29, 2021 Installing 6 hours ago, marcnivar said: I think I will try to load the save game with a new installation (both 2.5 and 2.6.6) with Ajanstis bg2 only installed and see if it helps. Not working. Quote Link to comment
xiaoleiwen Posted December 29, 2021 Share Posted December 29, 2021 Spoiler IF ~~ THEN BEGIN 52 // from: 5.12 SAY #56544 /* ~You follow in the hopes of retrieving something dear to you. I say that the longer you keep this up, the more you will lose.~ */ IF ~ OR(2) !InPartyAllowDead("C#Ajantis") Dead("C#Ajantis") ~ THEN GOTO 6 IF ~ InPartyAllowDead("C#Ajantis") !Dead("C#Ajantis") ~ THEN GOTO 53 END What does these lines mean? I found that I have this talk 52 in my game, but it does not proceed to 53, it proceeds to 6. Spoiler Quote Link to comment
xiaoleiwen Posted December 29, 2021 Share Posted December 29, 2021 I don't know anything about modding, but I did some experiment in editing the BODHIAMB.dlg file and managed to trigger the abduction scene. I run a test play quickly to see whether everything is alright after that, until Ajantis rejoin the party in the temple of Helm... What I did was changing the above mentioned lines in the BODHIAMB.dlg file to the following : Spoiler IF ~~ THEN BEGIN 52 // from: 5.12 SAY #56544 /* ~You follow in the hopes of retrieving something dear to you. I say that the longer you keep this up, the more you will lose.~ */ IF ~ InPartyAllowDead("C#Ajantis") !Dead("C#Ajantis") ~ THEN GOTO 6 IF ~~ THEN GOTO 53 END I'm not sure whether this is safe though Quote Link to comment
jastey Posted December 29, 2021 Author Share Posted December 29, 2021 Thanks for your test! I thought ~InPartyAllowDead("C#Ajantis") !Dead("C#Ajantis")~ means "he is in party but not dead", I am not sure why this doesn't trigger the abduction scene (because it triggered for several other players and during testing etcpp). I'm glad you got it to work in your game! As for the edit, the engine evaluates the transactions from bottom to top, meaning the transaction with triggers would never be evaluated because the bottom one is always true. One could change the thing to: IF ~~ THEN GOTO 53 IF ~ OR(2) !InPartyAllowDead("C#Ajantis") Dead("C#Ajantis") ~ THEN GOTO 6 //<- will only happen if Ajantis is dead or not in group END But, since the InPartyAllowDead("C#Ajantis") seems to work differently than what I expected (suddenly ), this might go haywire as well. I will change the checks in the next version to something more common. Quote Link to comment
jastey Posted December 29, 2021 Author Share Posted December 29, 2021 @marcnivar Would you check whether Global("SPRITE_IS_DEADC#Ajantis","GLOBAL") is at 1? Quote Link to comment
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