drake127 Posted February 7, 2007 Share Posted February 7, 2007 Irenic's Dungeon - talk to Jaheira, find the key, *talk* to Jaheira, open the door, *talk* to Jaheira. Despite opened doors she still wants you to find a key. If you end dialog and wait one round in her range, she initiate right dialog. So this is not critical bug, however fix wouldn't be bad idea. Link to comment
berelinde Posted February 7, 2007 Share Posted February 7, 2007 In my game, you have the option to tell her you already have the key, in which case she berates you for not opening the door, even if you already did. I figure she's had a bad day. Link to comment
drake127 Posted February 7, 2007 Author Share Posted February 7, 2007 In my game, you have the option to tell her you already have the key, in which case she berates you for not opening the door, even if you already did. I figure she's had a bad day.Yes, but if you don't have key (because key vanishes in the very moment you open the door) you won't get this option. Instead you get "Hello again, I see you have not had much luck." and it doesn't make much sence when doors are opened. Link to comment
Shaitan Posted February 7, 2007 Share Posted February 7, 2007 Strange. I never encountered this dialog, always gets the same as Berelinde. Link to comment
drake127 Posted February 7, 2007 Author Share Posted February 7, 2007 Strange. I never encountered this dialog, always gets the same as Berelinde.It is quite rare bug, because normally you just open door and she initiate dialog and everybody is happy. However when you try to actively talk to her, script doesn't have enough time to recalculate variables and you get wrong dialog. Unfortunatelly "enough time" is about two seconds. Link to comment
Morthond Posted February 7, 2007 Share Posted February 7, 2007 My game's bugged too. There's no "Shut up!! I hate you, cowface!" *halfling appears and headbutts Jaheira in the kneecaps* option. Link to comment
CamDawg Posted April 8, 2007 Share Posted April 8, 2007 Jaheira's initial dialogue file here is weird. For responses, it directly checks whether the door is open but for her state triggers it uses a variable set by her script when the door opens (and hence the possible delay). Altering her state triggers to check for the door directly should work: // jaheira can have wrong dialogue due to script lag when freed REPLACE_TRIGGER_TEXT ~jaheira~ ~Global("JaheiraReleased","GLOBAL",~ ~OpenState("Cell01",~ ADD_TRANS_ACTION JAHEIRA BEGIN 29 30 31 32 END BEGIN END ~SetGlobal("JaheiraReleased","GLOBAL",1)~ The A_T_A is just to make sure the variable always gets set, in case another mod/script wants it. Being as it's possible to get by this without it getting set currently, this is probably just being anal-retentive. Link to comment
berelinde Posted April 8, 2007 Share Posted April 8, 2007 [joking] So Morthond's option is a no go, then? [/joking] Link to comment
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