Qwinn Posted February 1, 2017 Share Posted February 1, 2017 (edited) Woohoo! Got it working! Really nicely too. She runs over to him, they chat a bit, and when it ends she walks back. I intend to set the scripting on the chest so that you can only open the chest safely while they are talking (about a ten second window). So the only thing left for me to do to make this fully functional is to work the staging so that talking to Zathrian over by the wounded doesn't teleport you back to his old standing spot. Let's see if I can do that relatively painlessly without breaking anything. If so it might just go into v3.0! EDIT: Bleah. Well, it's not going to get done today. It just became more trouble than it's worth to fully move Zathrian to where he needs to be near the wounded elves, at least for the time being. When you first meet Zathrian, he talks for a bit, then walks you over to the wounded elves. Eventually, he walks you back to his starting position. The ideal way to resolve this would be to just prevent that walk back, and let him stay in the wounded elves area. That walk back is done by a cutscene attached to a dialogue line, and I can't seem to disable it or unattach that cutscene from the dialogue line it's on - it's greyed out in the Cinematics tab. So the walk back is, unless someone can throw me a tip here, unpreventable (well, I do know ONE way - see next paragraph). And after the walk back, there is ONE line (accepting his quest) that is staged to his starting position and also gets linked to from his next dialogue state (which I want to happen in the wounded elves area), and if I change the stage on *that*, the walk back to the starting position is going to be followed by a teleport back to the wounded elves area. I *could* extract all the voiceovers from Zathrian's FSB, recompile, etc. and recreate this line without the problematic cutscene so I can set the stage for ALL his dialogue following the first few lines to be in the wounded elves area, but that's where it becomes too much work, at least for now. I did it before when I fixed a bunch of Alistair's dialogue referring to himself as king when he isn't going to be king, and a couple of other quests in the Denerim area. I'm going to have to relearn how to do all that (I'm dreading it, actually, I remember it wasn't fun) and maybe once I've done that and I've relearned all the steps to the procedure, it won't seem as painful as it does at this moment. But I'm hoping someone knows of a magic way to detach a cutscene from an existing line without creating a *new* line that will necessitate recompiling the voice overs. Edited February 1, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 1, 2017 Share Posted February 1, 2017 (edited) Regarding all of the above with Lanaya's chest, I'm just going to move on. As neat as I think it would be, the more I think about it, it doesn't qualify as a fix anyway, more of a restoration of cut content. The way it was released *was* the way it was intended to be released (otherwise that walk-back cutscene I can't get rid of would never have been developed). If I ever pick this up again and get it working, I'll release it as a separate stand alone mod ("Unfinished Business", anyone? Sorry, inside Planescape Torment joke).. BTW, if anyone's curious, these are the scripting comments I found in ntb100pt_lanaya.nss that led me on this whole chase. The logic following it telling her to move to the Wounded Elves area is how I knew that's where Zathrian was originally meant to stay. case NTB_LANAYA_SPEAKS_TO_ZATHRIAN: { // ----------------------------------------------------- //ACTION: Lanaya walks towards Zath and inits "elf01_lana_zath" dialog. //At that point Lanaya would return to her old spot. //If anyone tries to speak to her en route, //she will simply say "I'm sorry, but I cannot speak now." //If she sees the player taking anything out of the chest //(this may be tricky scripting, //alter this to whatever you can do if need be) //then she will initiate a seperate 'angry' dialogue //and a global will be set on her that she is angry with the PC //and will no longer talk to him. *** // ----------------------------------------------------- UT_LocalJump(oLanaya,NTB_WP_WOUNDED_TENTS); UT_Talk(oLanaya,oPC); break; } Edited February 1, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 1, 2017 Share Posted February 1, 2017 (edited) Back to the real bugs: 21 (v3.0) Following certain conversation paths with Lanaya would increase her personal opinion of you... and then you could ask her your first question again, "Tell me more about yourself", which would reset her personal opinion of you back down to the beginning. 22. (v3.0) Once you agree to help find Witherfang, the option to ask Zathrian for equipment would come up in virtually every dialogue choice, even after he'd already agreed and sent you to Varathorn for it. Once he has sent you to Varathorn, the option won't appear anymore. 23. (v3.0) When Zathrian *does* send you to Varathorn (requires accepting the Witherfang quest) for equipment, he says he'll tell Varathorn to put some goods together for you. Thing is, the chest and the equipment is always there, even if you don't agree to the quest or ever ask for it. The chest will now not be lootable until Zathrian tells Varathorn to put the equipment there. Once that happens, you *can* still loot the chest before talking to Varathorn and he will still comment on it if you do. 24. (v3.0) "Rare Ironbark": Due to a scripting error, when you accepted Varathorn's quest, at the end of the conversation he would always open his store even if you didn't ask to barter. 25 (v3.0) "Cammen's Lament": Only one of the four dialogue paths in Cammen's dialogue where you agree to talk to Gheyna set the proper flag, updated the quest journal and put a plot marker on her, and because of this if you took any of the 3 bad paths and didn't talk to her before completing Nature of the Beast, the quest would stay stuck open in your journal forever. 26 (v3.0) "Cammen's Lament": If you annoy Cammen the first time you talk to him before he tells you his story ("So be one and stop wishing for it"), on the second conversation he'll be angry but you can still get him to open up, share his problems with you and thank you profusely for offering to help, but then on every following conversation he'll be even angrier and won't talk to you at all. This fix makes it so that if you can persuade him to tell you his problems in the second conversation, he'll get over his initial irritation. Edited February 2, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 3, 2017 Share Posted February 3, 2017 (edited) This is a very very cool one! Very happy with it. 27 (v3.0) "Wounded in the Forest": If your character (party members don't count) had healing abilities, you were supposed to have the option of healing Deygan yourself, but the wrong script was being checked to determine if you had those abilities. After fixing that script call and a couple of other minor associated bugs, you can now heal Deygan yourself, which restores quite a bit of previously unseen dialogue. (Really glad I decided to do this test run as a mage!) Edited February 3, 2017 by Qwinn Link to comment Share on other sites More sharing options...
AdenYeshua Posted February 3, 2017 Share Posted February 3, 2017 My god! Welcome back Qwinn your a legend around these parts. Link to comment Share on other sites More sharing options...
Qwinn Posted February 4, 2017 Share Posted February 4, 2017 (edited) Thanks AdenYeshua! Nice to be appreciated! 28. (v3.0) If you agreed to kill the Grand Oak for the hermit, when you came back from killing it he'd react as if you didn't agree, and vice versa (the conditions for the lines were reversed). Also, the hermit could acknowledge your killing the oak multiple times, and give you the dialogue starting the quests to kill the oak or get a werewolf pelt more than once. You'll only be given and complete the quests once each now. 29. (v3.0) An important potential question for the hermit, "What can you tell me about the forest?", which you would only see if you hadn't found the barrier yet, was only visible in one easily missed dialogue path (when you ask the hermit if he has a question and he says "It is your turn to ask, is it not?"). You can always ask this question when it's your turn to ask one now (assuming you meet the other conditions). I think I can FINALLY move on and pass the barrier now, thank God. I just couldn't stop finding bugs! Edited February 4, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 4, 2017 Share Posted February 4, 2017 This one was a hell of a lot harder than you'd think to fix. As far as I could tell this glitch was near unavoidable in the unmodded game, having multiple causes in multiple plots. 30. (v3.0) Returning the acorn should no longer leave a permanent plot marker on the Grand Oak. Link to comment Share on other sites More sharing options...
AdenYeshua Posted February 4, 2017 Share Posted February 4, 2017 30. (v3.0) Returning the acorn should no longer leave a permanent plot marker on the Grand Oak. I can confirm this is even present in the consoles... Link to comment Share on other sites More sharing options...
Qwinn Posted February 4, 2017 Share Posted February 4, 2017 (edited) 31 (v3.0) If you pass the barrier in the East Forest without having killed the oak, then go back to the hermit, you can't get useful conversation from him, but you can still loot his stump. In this circumstance, however, he doesn't react to your theft. Now he will still attack if you rob him after passing the barrier. Edited February 4, 2017 by Qwinn Link to comment Share on other sites More sharing options...
AdenYeshua Posted February 4, 2017 Share Posted February 4, 2017 31 (v3.0) If you pass the barrier in the East Forest without having killed the oak, then go back to the hermit, you can't get useful conversation from him, but you can still loot his stump. In this circumstance, however, he doesn't react to your theft. Now he will still attack if you rob him after passing the barrier. Jesus... 31 fixes in just a few days. I always wondered why this game never got the modding community's attention to fix things. Besides you and a few other folks nobody came out with an Unofficial patch. Everybody just fixed things here and there. I'm borderline tempted to create a listing of all known bugs and reference which pack fixes what. As it is now aton of fixes overlap one another and take quite a bit to dig through to get the perfect mixture. Link to comment Share on other sites More sharing options...
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