Mordekaie Posted August 13, 2022 Share Posted August 13, 2022 (edited) I am considering installing the Anomen component of NPC Tweak v7 with Hidden Adventures ? The Anomen component of NPC tweak mod is all about making both paths interesting : When Anomen is disowned by his father...why does he keep his family shield? And, if he fails his knighthood test, he doesn't really get anything out of it... They are compatible as stated by Hidden adventures readme but are they synergizing/fitting well with each other ? Edited August 14, 2022 by Mordekaie Quote Link to comment
jastey Posted September 3, 2022 Author Share Posted September 3, 2022 Note for debugging: Possible glitch with the Anomen component starting here. Quote Link to comment
cdds Posted September 3, 2022 Share Posted September 3, 2022 3 hours ago, jastey said: Note for debugging: Possible glitch with the Anomen component starting here. I'm currently building a modlist for my next playthrough including Hidden Adventures; would you recommend skipping the Anomen component for now? Quote Link to comment
jastey Posted September 3, 2022 Author Share Posted September 3, 2022 I know people played it successfully, I just don't know whether all possible quest paths are debugged accordingly. The mod is still in beta. Any test reports are very welcome. Quote Link to comment
UMNiK Posted March 28, 2023 Share Posted March 28, 2023 Ran into and fixed an issue with Anomen's quest. After killing both assassins and collecting the evidence, couldn't turn the quest in to Alwesk - he just stood there and did nothing when clicked on. Manually changed WAMoirQ from 7 to 8, which seems to have solved it. Quote Link to comment
jastey Posted March 28, 2023 Author Share Posted March 28, 2023 Thanks for the report! Quote Link to comment
UMNiK Posted March 28, 2023 Share Posted March 28, 2023 (edited) Looks like I celebrated too early. Another issue with Anomen quest: after following Anomen into the Saerk estate, there are some hostile Guards, then a long dialogue between everyone present unfurls, then Anomen, his dad, and some spawned Hired thugs attack the party. Killing the thugs triggers Yusuf's dialogue that starts "Scoundrels! You may have defeated my men, but Farradh will drink from your skulls!" on an endless loop. Looking at the YUSUF.DLG, Anomen is supposed to interject, but he is still hostile rather than back in the party. Manually ctrl+q Anomen and his dad doesn't fix the situation. Any ideas? Possibly related: there is a fadeout after the initial dialogue, after which a guard yells "who in the blazes are you?", after which Anomen and hid dad turn hostile. The stuff set by that "who in the blazes are you?" line is Global("sguard3yell","GLOBAL",0)` plus a bunch of shouts, then after pressing continue SetGlobal("sguard3yell","GLOBAL",1). EDIT: Possibly solved in quite a brute force way: just ctrl+y the hostile guards before walking too cloze, and the chain of dialogues fires correctly. After Yusuf and the dads are taken away, the "bugged" guards remain and raise the alarm, but that doesn't prevent speaking to Surayah. After the dialogue with Surayah, the butler starts to sell items and offer rest, so I guess all's well that ends well? No idea whether the problematic guards (SGUARD3) are even this mod's fault, but hopefully this report helps! Edited March 28, 2023 by UMNiK Quote Link to comment
jastey Posted March 29, 2023 Author Share Posted March 29, 2023 Thanks, the guards have a game script that lets them turn hostile if the estate entered out of the normal game instance, the mod needs to address this. Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.