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Imoen leaving at forcetalks


Guest Toadborg

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Guest Toadborg

Is it right for Imoen to leave when you try and forcetalk her? I've been very mean to her and everytime I forcetalk she gives me the same message as if I kicked her out.

 

Doesn't matter what my rep is, so I assume its cos I was nasty.

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Thanks to CamDawg we think we now know what causes that strange behaivor. Cmorgan is working on it right now... er, will continue working on it once he has the weekend off from working on it. It seems to be something that is caused by a Happiness script inherited from BioWARE. It is reputation dependent. Try the following. Kick Imoen out. Raise your reputation. Get her back into the party. If that does not help, well, you'll have to wait till the best minds rebuild the nasty littl' script.

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Guest Toadborg

Nah, when i kick her put she says I'm no fun anymore and leaves forever, the same as when I forcetalk her.

 

I know in the original Baldur's gate Imoen might leave if your rep drops really low, but never permanantly. In this she doesnt leave unless you talk to her.

 

Her bio says she'll follow you no matter what path you take, should this be changed?

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No, we'll not be changing how BioWARE handled her reaction to reputation, we just need to make the script work properly so she initiates the dialogue on her own and leaves the party, instead of hanging there indefinetly with an incorrect dialogue (that goes ofr all other NPCs as well).

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Just clarifying, so you know, and so I can reflect to Domi, Cam, and Andyr my understanding so that I know I am working on the team's directions/philosophy correctly:

 

We have re-discovered that TutuFix/EasyTutu versions of Tutu act like BG1 actually intended: if you tick off an NPC, at some point they really do leave you forever, escaping the area never to return. The Tutu conversion process left it impossible for NPCs to leave, so TutuFix re-enabled the original behavior. It happens with Evil NPCs in Goody-Goody parties, Good NPCs in Evil parties, and Neutral NPCs if you hit either extreme. The bio has Imoen allowing for good or evil behavior; if she is supposed to just hang around until you clean up your act, then you need to visit the TutuFix folks and point out this thread to them. It looks like the easiest way to deal with her particular case would be to change her "happiness" trigger back to -255 or so, so that it is pretty much impossible for her to leave. She would complain alot, blocking lots of quests from completing unless you set the talk to only trigger once, but it could be done.

 

What we are working on fixing is the Quest-Initiated/ForceTalk/Player-Initiated-Dialogues portion of this behavior.

We want the default behavior put in by TutuFix/EasyTutu, but we do not want the reputation-based talks to show up when a "PID" is expected.

In the best of all possible worlds, the "see-ya" talk would have already fired, because you already were a hoser to Imoen. Unfortunately, the game waits until there is a Happiness check (raise or lower of reputation) to trigger the NPC to go over to you and say "seeya, jerk" (or "I'm Outta here, Goody-Two-Shoes"), which means that the talk is hanging around, waiting to fire... and then either a PID or a scripted quest encounter looks for the next talk, finds the "unhappiness" one instead, and voila - another bug report/disgruntled player/MIA NPC!

 

We want the reputation talks to either check more frequently/on something else and clear out of the way, or at least get out of the way when the player uses PID or scripted quests.

 

OK, Cam, Andyr, Domi... summary accurate?

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