Guest Mimic Posted September 26, 2006 Share Posted September 26, 2006 Okay. Just finished hoofing it through to Drizzt. Same situation. He mentions finding a journal page on one of the gnolls after they are all dead and gives it over to you. He then exits stage right (east). 24 hours later, he shows up again from the southeast and says he found the journal. At that point, Dyna offers him a scroll and the party loses an item, but never gains an item. (so says the little screen). I have a sneaky suspicion that a reboot will show the item in the inventory though. Hopefully helpful: Drizzt's original spot (minus a couple of steps because I could not pause fast enough) is X-2550, y-2194. Hi reappearance is different each time. He was a bit farther south this time. None of the gnolls that are killed or met after meeting Drizzt have any scroll, parchment, piece of the journal on them. I thought I saw that you had placed journal pieces with both good and bad gnolls, but I could be having a moment again. I opened the X#DYJOR1 and 2 in NI and the bam says _ISCRL02.BAM for #1 and the category is Scroll (11). For the second one, the bam is _IBOOK01.BAM, category Misc (0). Don't know if that makes difference. Link to comment
cmorgan Posted September 28, 2006 Share Posted September 28, 2006 Unfortunately, it means we have a mystery. I confirmed that the items are generic. I will change the source to a COPY_EXISTING _BOOK40 and any scroll, just in case there is some unknown difference (you are on a Mac install, right?); everything should be ok the way it is written, though . It definitely works on EasyTutu_TOB under Win XP. I did place a copy of the book on the evil gnolls, but they will only show up if you decide against having Drizzt help -- the rest of the encounters are just spawn points. I am tightening the code up this way, and changing the code to ActionOverride("drizzt",GiveItemCreate("X#DYJOR2",Player1,1,1,0)) but the fact that you cannot CLUAConsole X#DYJOR2 into your game is a huge problem. You have checked Dynaheir's inventory too, right? In one version of the code, I had the book being given to Dynaheir instead of Player1, but then playtesters were not sure the code was correct. I changed the dialogue lines in BG1NPC\TRA\english\X#DYNQST.tra to reflect Drizzt heading East instead of West. He will be at a slightly different coordinate each time, as he has random movement as part of his regular script. When the party encounters him and helps him, he then turns and heads towards them; going off to search he heads over 50 pixels and down 50 pixels before deactivating himself. Then, wherever you are (even if you are at the sedge of the map) when he reactivates he makes a beeline for you. I will put in a call for help in the workroom areas! Link to comment
Guest Mimic Posted September 29, 2006 Share Posted September 29, 2006 Unfortunately, it means we have a mystery. I confirmed that the items are generic. I will change the source to a COPY_EXISTING _BOOK40 and any scroll, just in case there is some unknown difference (you are on a Mac install, right?); Actually no. I am running Windows XP everything should be ok the way it is written, though . It definitely works on EasyTutu_TOB under Win XP. *sigh* Not anymore. Sorry to be the bearer of bad news. Latest test had the parchment and book both showing up when needed, but that was after completely restarting the game and entering the area for the first time. There could be a glitch or incompatibility with another mod that I have installed. (I don't have the list at the moment as it is on my other computer) Link to comment
cmorgan Posted September 29, 2006 Share Posted September 29, 2006 well, at least we are getting my facts straight! On the new install, can you CLUA in the journal as well as the page? Link to comment
cmorgan Posted September 29, 2006 Share Posted September 29, 2006 (I'm not complaining, here, just seriously stuck as to what to check next). Something tells me that I will have a long Monday holiday... I have just gotten some good stuff done on the BGT side, and was hoping to finish it, but the Dynaheir cutscene and this quest obviously need a solid working over. Blast. I just can't figure out why my install would work and yours wouldn't, especially sporadically --- Win XP, TOS, TOB patched, EasyTutu_TOB, EasyTutu Hotfix, Degreenifyer, Kits, Spawns, BG1NPCv12Beta2 . I checked the BAMs, ok and generic (should run on ETT_SoA/Tutu v4 w/o TOTSC). I rechecked the code, and can't find the loophole. I used a clean (from the original discs) install, and ran two separate EasyTutu copies, installed on each, started games and tested via CLUAConsole. I jumped through to Dy and then encountered drizzt on 1 install, then did the same only picking up Minsc first on the second install; everything went off without a hitch. I am trying to wend my way through the BGT install now to do the same thing there. NI sees the items as valid in both ITM folder and override, as does DLTCEP. No mod should be able to interfere; BG1 NPC adds the item file directly, so it isn't that another mod is schanging the base file or anything. Almost nothing touches Drizzt, and if it did, it would not set up a situation where ... hold on... APPEND ~_DRIZZT~ /* Return to Drizzt, if Edwin is NOT in the Group */ IF WEIGHT #-2 ~Global("X#DynaJournal","GLOBAL",5) PartyHasItem("X#DYJOR1") !PartyHasItem("X#DYJOR2") InParty("dynaheir") InMyArea("dynaheir") !Dead("dynaheir") !InParty("edwin") See(Player1)~ THEN BEGIN X#DYQU30 SAY @107 = @108 = @109 IF ~~ THEN DO ~SetGlobal("X#DynaJournal","GLOBAL",8) SetGlobalTimer("X#DJRomanceAbduction","GLOBAL",TWO_DAYS) SetGlobalTimer("X#DJTOED","GLOBAL",ONE_DAY) TakePartyItem("X#DYJOR1") DestroyItem("X#DYJOR1") GiveItemCreate("X#DYJOR2",Player1,1,1,0)~ EXTERN ~_DYNAHJ~ X#DYQU31SOLVE END END CHAIN ~_DYNAHJ~ X#DYQU31SOLVE @110 == ~_DRIZZT~ @111 DO ~ActionOverride("drizzt",EscapeArea())~ EXIT //Player 1 has X#DynaJournal=8, X#DYJOR2.ITM, X#DJRomanceAbduction=TWO_DAYS nope.. this follows standard procedure for removal of one, adding of two. heck, if the item can't be CLUA'd in, something just has to be wrong with the item itself. Let me try rebuilding a new item, and attaching it here. Then drop that in the ITM subfolder of Phase2, and try an install with that one. I'll be back... try this one. It is a straight copy of Tutu book40, Fateful Coin. Link to comment
cmorgan Posted October 2, 2006 Share Posted October 2, 2006 TTL, Mimic, if you are around, register and drop me a PM. I may have fixed some of this and can get you a test version, if you are registered... Link to comment
Miloch Posted October 18, 2006 Share Posted October 18, 2006 I'm running into some of the same problems on this one. Agreed with Drizzt we should both search for the journal, got the 'good' gnolls to spawn, got a journal page from them... or was it from Drizzt? Have to double-check that. I did hit the same dialogue loop, but eventually said the journal might help them and they split. Anyway I left the area for over a day, come back 2-3 days later, search and clear the whole area (did 2 sweeps just to make sure) and no Drizzt. Only thing I can think of is I dismissed some party members near the south edge of the lake (hoping to take out Drizzt once we're done with him, heh ) but he respawned before with them there, so I don't think that'd be an issue. I'll try replaying again from the last save before all this but wanted to post my findings in the meantime. Link to comment
cmorgan Posted October 18, 2006 Share Posted October 18, 2006 Miloch, check your PMs! Link to comment
benz Posted October 23, 2006 Share Posted October 23, 2006 I'm not sure if this is a similar enough issue to belong on the same thread, so if the moderators want to move this, that's fine with me. Anyway... I talked to Drizzt, accepted his offer of help, and offered to search as well myself. But no Good Gnolls arrived. I searched the entire area, but unless they are actively moving away from the party in an attempt to avoid me, then they just plain aren't on the map. (Plain old enemy gnolls with random treasure did spawn occasionally.) The X#DynaJournal global is set to 3, as it should be. I then tried resting for 24 hours and wandering around. No Drizzt and still no good gnolls. Any ideas what went wrong? Any way to fix this? I'm running with BG1NPC v.12b2. TuTu on a Mac. Installed mods: TuTuFix, BG1NPC, BG2Tweaks, Auramaster Druid Kit, Secret of Bonehill, Worldmap, and Sirine's Call. Link to comment
cmorgan Posted October 23, 2006 Share Posted October 23, 2006 Best bet is to move to Beta3; it should install over Beta2 as far as I can tell. Then start from a save prior to entering that area; if it still happens, check just below the lake in the upper left side of the map. They should spawn and come right to you. Please post if they don't - it works on my game, but I really want this one to work for everyone! Link to comment
benz Posted October 24, 2006 Share Posted October 24, 2006 Best bet is to move to Beta3; it should install over Beta2 as far as I can tell. Then start from a save prior to entering that area; if it still happens, check just below the lake in the upper left side of the map. They should spawn and come right to you. Please post if they don't - it works on my game, but I really want this one to work for everyone! Real life got in the way tonight, but I'll try this when I get a chance, and post the results. Link to comment
benz Posted October 25, 2006 Share Posted October 25, 2006 Best bet is to move to Beta3; it should install over Beta2 as far as I can tell. Then start from a save prior to entering that area; if it still happens, check just below the lake in the upper left side of the map. They should spawn and come right to you. Please post if they don't - it works on my game, but I really want this one to work for everyone! Just tried - after installing Beta3 and reloading from the autosave from before I entered the area, same thing: no good gnolls. Is there anything I can do to help troubleshoot? Then again, this might just be a quirk of my installation. Is there a CLUA command I can give to force the good gnolls to spawn? Or should I just give up on this quest and move on? Link to comment
cmorgan Posted October 25, 2006 Share Posted October 25, 2006 There is; before you do that, though, could you please .rar or .zip a savegame and a copy of your WeiDU.log to svowles at comcast dot net, so I can take a look? Next, check your savegame in SK, NI, or DLTCEP (or use the GetGlobal command from CLUAConsole) to find out about two variable settings. They should read Global("X#DQGoodGnolls","FW4200",0) Global("X#DynaJournal","GLOBAL",3) If "no such variable exists" for GoodGnolls, that is great - if X#DynaJournal is at a wrong number, bad - try setting each to the above. If that works, cool. If it doesn't Then try setting CLUAConsole:CreateCreature("X#DGNLG1") and talking to him. After you talk to him, make sure you close the global after that conversation ends by CLUAConsole:SetGlobal("X#DQGoodGnolls","FW4200",1) If it all works right, and you have chosen to operate without Drizzt completely, the evil gnolls will rapidly spawn around your party, yell at you and attack. You are good from there. If you had Drizzt search, you should be ok to go away and come back later. If Drizzt does not appear after two in-game days (over 48 hours GT, or 7 full rests if you are sitting there waiting), make sure the party is in the center of the map. Set X#DynaJournal to 5, and Activate("drizzt"). Look around for him as he may not come to you if you had to manually do this. Talk to him to complete the quest (there is more content that follows much later). (Perhaps the Continue() should be removed - it shouldn't break this, though). The relevant code: added to the bottom of _AR4200,BCS, area FW4200, IF Global("X#DQGoodGnolls","FW4200",0) Global("X#DynaJournal","GLOBAL",3) THEN RESPONSE #100 SetGlobal("X#DynaJournal","GLOBAL",4) SetGlobal("X#DQGoodGnolls","FW4200",1) CreateCreature("X#DGNLG1",[1965.1684],0) CreateCreature("X#DGNLG2",[1821.1600],0) CreateCreature("X#DGNLG3",[1957.1610],0) CreateCreature("X#DGNLG4",[1861.1670],0) ActionOverride("X#DGNLG1",MoveToObject(Player1)) ActionOverride("X#DGNLG2",MoveToObject(Player1)) ActionOverride("X#DGNLG3",MoveToObject(Player1)) ActionOverride("X#DGNLG4",MoveToObject(Player1)) ActionOverride("X#DGNLG1",StartDialogueNoSet(Player1)) Continue() END IF Global("X#DyQuPartyAlone","GLOBAL",1) Global("X#DynaJournal","GLOBAL",5) Global("X#DQBadGnolls","FW4200",0) THEN RESPONSE #100 Wait(18) SetGlobal("X#DQBadGnolls","FW4200",1) CreateCreatureObjectOffset("X#DGNLE1",Player1,[100.100]) CreateCreatureObjectOffset("X#DGNLE2",Player1,[200.100]) CreateCreatureObjectOffset("X#DGNLE3",Player1,[250.250]) CreateCreatureObjectOffset("X#DGNLE4",Player1,[200.200]) ActionOverride("X#DGNLE1",MoveToObjectNoInterrupt(Player1)) ActionOverride("X#DGNLE2",MoveToObject(Player1)) ActionOverride("X#DGNLE3",MoveToObject(Player1)) ActionOverride("X#DGNLE4",MoveToObject(Player1)) ActionOverride("X#DGNLE1",StartDialogueNoSet(Player1)) Continue() END IF GlobalTimerExpired("X#DztSearch","GLOBAL") Global("X#DynaJournal","GLOBAL",5) Global("X#DrzztReappears","FW4200",0) THEN RESPONSE #100 Activate("drizzt") ActionOverride("drizzt",MoveToObjectNoInterrupt(Player1)) ActionOverride("drizzt",StartDialogueNoSet(Player1)) SetGlobal("X#DrzztReappears","FW4200",1) Continue() END Link to comment
benz Posted October 26, 2006 Share Posted October 26, 2006 There is; before you do that, though, could you please .rar or .zip a savegame and a copy of your WeiDU.log to svowles at comcast dot net, so I can take a look? Check your email - I just sent it. Thanks for your help so far, and hopefully the bug can either be nailed down, or it is a quirk of my installation. benz Link to comment
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