jastey Posted April 6, 2022 Posted April 6, 2022 Great, thank you! 38 minutes ago, CamDawg said: I need to look into both of these a bit more I think the content of the Rasaad dialogue paths are ok for murderer/not murderer. It just brushed me the wrong way that for "not murderer ending" rasaad says one line and leaves. And for the "murderer ending" he babbles on and on how he nearly fell for the PC etcpp... EDIT: Especially because it's content noone will ever see. Who plays the full romance with LG Rasaad and then doesn't apply for the good ending? But I think there is not much we can do here, really. For the "NPC return to the entrance of the crypt": I wrote in my SoD NPC Tutorial here how it's done for the camps. It works with the SetGlobal("bd_npc_camp","locals",1) variable that the reply option "to wait at the entrance of the crypt" is also setting. EDIT orjust add a script block in bdparty.bcs that e.g. checks for Global("bd_npc_camp","locals",1) OR(2) AreaCheck(bd0120) AreaCheck(bd0130) etc. and then moves the NPCs to the entrance area of bd0120.are. 55 minutes ago, CamDawg said: If you look in the area file, the 'override script name' flag is set so they use their area name 'Followers' instead of the DV set in their creature file. Oh, cool. Thanks for the info! Quote
CamDawg Posted April 7, 2022 Author Posted April 7, 2022 8 hours ago, jastey said: Especially because it's content noone will ever see. Who plays the full romance with LG Rasaad and then doesn't apply for the good ending? Well, I've heard there is the occasional paladin player who refuses to defend herself at the trial... NPCs now return to the beginning of the Crypt when dismissed. Quote
jastey Posted April 7, 2022 Posted April 7, 2022 1 hour ago, CamDawg said: Well, I've heard there is the occasional paladin player who refuses to defend herself at the trial... Touché! I forgot to consider "naive stupid LG and ESL" as an alignment. Quote
jastey Posted April 11, 2022 Posted April 11, 2022 Neera is supposed to comment on the "Bhaal skull at Boareskyr bridge" incident. From bd2000.bcs: Spoiler IF Global("bd_neera_special2","bd2000",0) // Boareskyr Bridge & Bridgefort !IfValidForPartyDialog("neera") // Neera OpenState("Bhaal_Skull",TRUE) THEN RESPONSE #100 SetGlobal("bd_neera_special2","bd2000",1) // Boareskyr Bridge & Bridgefort END IF Global("bd_neera_special2","bd2000",0) // Boareskyr Bridge & Bridgefort IfValidForPartyDialog("neera") // Neera !ActuallyInCombat() OpenState("Bhaal_Skull",TRUE) Delay(8) THEN RESPONSE #100 DisplayStringHead("neera",67645) // Hey. What was going on with that burning skull, anyway? SetGlobal("bd_neera_special2","bd2000",1) // Boareskyr Bridge & Bridgefort END Problem with this: the skull will be visible after the door "Bhaal_Skull" closed. From bdcut28.bcs: IF True() THEN RESPONSE #100 CutSceneId("bdcutid") // No such index FadeToColor([20.0],0) Wait(3) StartMovie("sodcin02") Wait(1) CloseDoor("Bhaal_Skull") AmbientActivate("Bhaal_Smoke01",TRUE) AmbientActivate("Bhaal_Smoke02",TRUE) AmbientActivate("Bhaal_Smoke03",TRUE) AmbientActivate("Bhaal_Smoke04",TRUE) AmbientActivate("Bhaal_Smoke05",TRUE) AmbientActivate("Bhaal_Smoke06",TRUE) etc. So, shouldn't Neera's comment script blocks check for OpenState("Bhaal_Skull",FALSE) instead? Quote
CamDawg Posted April 12, 2022 Author Posted April 12, 2022 Confirmed and fixed, as well as a warning while I was there. Quote
jastey Posted April 22, 2022 Posted April 22, 2022 Found a nonsensical OR(4) in bd1000.bcs: Spoiler IF Global("BD_PET_MAIN","MYAREA",80) Global("bd_move_brielle","MYAREA",2) Global("bd_move_vessan","MYAREA",2) Global("bd_set_up","MYAREA",1) OR(4) TriggerOverride("bdpetr04",Range([PC],30)) TriggerOverride("bdteleri",Range([PC],70)) THEN RESPONSE #100 SetGlobal("bd_set_up","MYAREA",2) ClearAllActions() StartCutSceneMode() StartCutScene("bdpetcut") END Quote
jastey Posted May 1, 2022 Posted May 1, 2022 The quest "Den of Thieves" given by bdstoneh.dlg can break if the player talks to Stonehand about this topic before it is resolved. SoD, coalition camp bd3000.are. In bdstoneh.dlg state 21 the quest is handed out if the player asks "I'll be leaving soon, unless something else catches my attention here. Do you know of anything that might catch my attention?": Spoiler IF ~ GlobalGT("bd_plot","global",304) GlobalLT("bd_plot","global",350) AreaCheck("bd3000") ~ THEN BEGIN 21 // from: 55.1 SAY #43986 /* ~Well, look who we have here. The hero of Baldur's Gate deigns to walk among us. Aren't you supposed to be spelunking in Caelar's caverns?~ [BD43986] */ IF ~ GlobalLT("bd_sdd305_den_of_thieves","global",4) ~ THEN REPLY #60236 /* ~I'll be leaving soon, unless something else catches my attention here. Do you know of anything that might catch my attention?~ */ GOTO 49 IF ~ Global("bd_sdd305_den_of_thieves","global",4) ~ THEN REPLY #60237 /* ~I thought I'd report back to you first. I've dealt with that thieves' guild.~ */ GOTO 59 IF ~~ THEN REPLY #43987 /* ~I'm just heading out to deal with that now.~ */ GOTO 22 IF ~~ THEN REPLY #43988 /* ~I was—I am. But before I go, tell me, what's your impression of Torsin de Lancie and Marshal Nederlok?~ */ GOTO 23 IF ~~ THEN REPLY #43989 /* ~I'll deal with that in my own time.~ */ GOTO 30 END (...) IF ~~ THEN BEGIN 54 // from: 51.2 52.2 53.2 SAY #50894 /* ~Well, don't go announcing your mission to the whole camp. Keep it under your hood, eh? Now, get moving!~ [BD50894] */ IF ~~ THEN DO ~AddJournalEntry(61530,QUEST) SetGlobal("bd_sdd305_den_of_thieves","global",1) ~ EXIT END The check for this reply option is "GlobalLT("bd_sdd305_den_of_thieves","global",4)" and the variable is set to "1" after this in state 54. Problem: the variable gets increased along the quest but the setting to "1" in state 54 is done without any further checks. Thus, if the quest progressed to "bd_sdd305_den_of_thieves" being at "2" or "3" the variable would be reset to "1" if this reply options was chose again, breaking the ongoing quest. Easiest solution would be disabling the reply option after the quest was given: /* deactivate reply option in BDSTONEH.dlg which would reset the whole quest if talked to again */ ADD_TRANS_TRIGGER BDSTONEH 21 ~Global("bd_sdd305_den_of_thieves","global",0)~ DO 0 Quote
jastey Posted May 1, 2022 Posted May 1, 2022 If Waizahb is spoken to by a paladin about the thieves' guild after receiving the quest from Stonehand and the player choses the "bullying" answer "I've no patience for your games. I need to meet with someone from the thieves' guild. Set it up, or things will get very unpleasant for you." with a apaladin PC, the journal entry tells that "She's headed to the north of camp now; perhaps I should follow her.", but the variables for it to happen will not be set: Spoiler IF ~~ THEN BEGIN 1 // from: 10.1 13.4 SAY #48803 /* ~I'm afraid you've been misinformed, my <PRO_LADYLORD>.~ */ IF ~ OR(2) CheckStatGT(Player1,13,CHR) Class(Player1,BARD_ALL) ~ THEN REPLY #48805 /* ~I don't think so, and that's a good thing. I have no intention of shutting you down. In fact, I'd like to meet a representative for the thieves' guild in camp. Can you arrange it?~ */ GOTO 0 IF ~ !CheckStatGT(Player1,13,CHR) !Class(Player1,BARD_ALL) ~ THEN REPLY #48805 /* ~I don't think so, and that's a good thing. I have no intention of shutting you down. In fact, I'd like to meet a representative for the thieves' guild in camp. Can you arrange it?~ */ GOTO 2 IF ~~ THEN REPLY #58659 /* ~For your sake, I hope that's not true. I would speak with a member of the thieves' guild forming in camp. You will facilitate that—if you know what's good for you.~ */ GOTO 0 IF ~ Class(Player1,PALADIN) !Kit(Player1,Blackguard) ~ THEN REPLY #48806 /* ~I've no patience for your games. I need to meet with someone from the thieves' guild. Set it up, or things will get very unpleasant for you.~ */ GOTO 3 IF ~ OR(4) Kit(Player1,BARBARIAN) Class(Player1,FIGHTER_ALL) Race(Player1,HALFORC) CheckStatGT(Player1,15,STR) OR(2) !Class(Player1,PALADIN) Kit(Player1,Blackguard) ~ THEN REPLY #48806 /* ~I've no patience for your games. I need to meet with someone from the thieves' guild. Set it up, or things will get very unpleasant for you.~ */ GOTO 4 IF ~ !Kit(Player1,BARBARIAN) !Class(Player1,FIGHTER_ALL) !Kit(Player1,Blackguard) !Race(Player1,HALFORC) !Class(Player1,PALADIN) !CheckStatGT(Player1,15,STR) ~ THEN REPLY #48806 /* ~I've no patience for your games. I need to meet with someone from the thieves' guild. Set it up, or things will get very unpleasant for you.~ */ GOTO 5 IF ~ Class(Player1,MAGE_ALL) ~ THEN REPLY #48807 /* ~I can tell you've never been properly cursed before. I promise that will change if you don't arrange a meeting 'twixt me and a thieves' guild representative. Don't try me on this, woman.~ */ GOTO 4 END IF ~~ THEN BEGIN 2 // from: 1.1 SAY #48808 /* ~You're sorely mistaken. I'm not a thief and I'll thank you not to insult me anymore. Good day.~ */ IF ~~ THEN DO ~AddJournalEntry(61532,QUEST) SetGlobal("bd_sdd305_den_of_thieves","global",3) SaveLocation("LOCALS","bd_default_loc",[2337.300]) SetGlobal("bd_retreat","locals",1) CreateCreature("bdrhynwi",[2246.246],SW) ~ EXIT END IF ~~ THEN BEGIN 3 // from: 1.3 SAY #48809 /* ~As if a paladin would want to meet with thieves! You're trying to trick me somehow and I'm not falling for it. Good day.~ */ IF ~~ THEN DO ~AddJournalEntry(61532,QUEST) SetGlobal("bd_sdd305_den_of_thieves","global",3) ~ EXIT END From how the variable is set to "3" and other defiant reply options from Waizahb also lead to Rhynwis showing up, I'd suggest adding the moving of Waizahb and spawning of Rhynwis to the paladin case in state 3 as well, so the player will be able to finish the quest: /* PC is paladin - spawn Rhynwis since the journal entry says she will be there */ ADD_TRANS_ACTION BDWAIZAH BEGIN 3 END BEGIN 0 END ~SaveLocation("LOCALS","bd_default_loc",[2337.300]) SetGlobal("bd_retreat","locals",1) CreateCreature("bdrhynwi",[2246.246],SW)~ Quote
Andrea C. Posted May 21, 2022 Posted May 21, 2022 This one's from me rather than jastey, but I'm sure she won't mind Safana's got a personal quest that takes place in the coalition camp. It's been some time since I played it so I apologize if I'm fuzzy about the details, but the quest entailed confronting a number of people about a theft, gathering enough evidence and solving the case. It is possible to solve the quest without talking to all POIs, which is fine (better, in fact, if you ask me); the problem is, once the quest is solved you can still confront all remaining POIs about it as though the investigation were still pending. Once the quest is solved, it would make more sense for all relevant dialog options to be removed from the characters involved. Quote
CamDawg Posted May 22, 2022 Author Posted May 22, 2022 On 4/22/2022 at 5:33 AM, jastey said: Found a nonsensical OR(4) in bd1000.bcs: Fixed. On 5/1/2022 at 12:49 AM, jastey said: The quest "Den of Thieves" given by bdstoneh.dlg can break if the player talks to Stonehand about this topic before it is resolved. SoD, coalition camp bd3000.are. Fixed. Disabling the reply would have led to a NVLOR so I added a new branch without the variable set to close out the dialogue normally. On 5/1/2022 at 12:59 AM, jastey said: If Waizahb is spoken to by a paladin about the thieves' guild after receiving the quest from Stonehand and the player choses the "bullying" answer "I've no patience for your games. I need to meet with someone from the thieves' guild. Fixed. On 5/21/2022 at 6:03 AM, Andrea C. said: Once the quest is solved, it would make more sense for all relevant dialog options to be removed from the characters involved. Fixed. These replies do go away once you speak to Nederlok to formally close the quest, but now they're disabled once you've dealt with the traitor (usually by killing them, but the other options are covered as well). Quote
Andrea C. Posted May 30, 2022 Posted May 30, 2022 I'll go with this thread because this issue might be local and/or resolution-dependent. For the record, I'm playing at 2560x1440. The cutscene in which M'khiin sends her spirits to attack Baeloth centers the screen on M'khiin and most of the action occurs outside of the player's FOV. Quote
CamDawg Posted June 1, 2022 Author Posted June 1, 2022 Can I get more specifics as to how this happens? Baeloth doesn't start his spiel until you're within 15 feet and line of sight, and I've been unable to trigger the fight outside the party's visibility. Quote
Andrea C. Posted June 5, 2022 Posted June 5, 2022 When I spoke to Kharm in area BD2000 after having rescued his nephew, he said here's a token of my appreciation but I got nothing... Quote
jastey Posted June 5, 2022 Posted June 5, 2022 Maybe he didn't appreciate your help. Sorry, I am not constructive currently. Quote
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.