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Unable to free Viconia


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#1 OldVeteran

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Posted 12 January 2007 - 02:09 PM

Hi all,

Yes, I ran into another problem, but this time I'm not sure which of the mods is causing it, but in the hope someone will point me in the right direction, i'll post it here...feel free to move it someplace more suitable.

My problem is as follows.
As you all know, when you enter the government district, you see viconia tied to the stake in the southwest. Normally, you would be able to free her by hovering your mouse over the stake and it would change into the utilize action icon.
However, its doing nothing for me. I can't seem to be able to free her at all and the icon won't appear.
Just killing the fanatics (and even the people watching) doesn't help either. Doing that doesn't seem to set a variable which allows Viconia to realize that you freed her.

Any help on this matter is appreciated!
--GhostNWN

#2 pro5

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Posted 12 January 2007 - 05:01 PM

I don't think this or another merchant problem are caused by BGT. In fact, I don't remember such things ever reported before (and I've been here for a while).

Please post:
1) WEIDU.LOG (from main SoA folder)
2) BALDUR.GAM and BALDUR.SAV (from save folder)

You'll have to rename files to .txt to attach them here, also .sav file may be too large - in that case you may need to compress it with winrar or winzip.

#3 OldVeteran

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Posted 12 January 2007 - 06:18 PM

Even rared it was too big so I uploaded it elsewhere:

http://www.yousendit...7GFo9FEBId5TA==

Viconia problem is probably not due to language installation, the merchant problem might be. Another weird thing I noticed is that about 10% of trolls never die. As in, they have 1 hp left but don't fall down so you can kill em with acid/fire. Only petrification gets them. Was annoying as this affected torgal and the troll appearing in the arnise main keep after opening the gates.
--GhostNWN

#4 pro5

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Posted 12 January 2007 - 08:05 PM

Well, Viconia's stake info point in your save indeed has "Trigger deactivated" bit set.

That's fixable easy enough (download attached .SAV), but I really would like to know what has set that bit in your game. Can you also upload your AR1000.ARE and AR1000.BCS in their current state? Look in your override folder for them (I assume you didn't biff your override, otherwise you may have to extract them from biff first).

That troll problem - does it only happen in Nalia's keep or also elsewhere? Earlier versions of BG2 Fixpack had a bug where several trolls at the gates were unkillable, but it's supposed to be fixed in current version (what version are you using?)

Attached Files



#5 OldVeteran

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Posted 13 January 2007 - 02:24 AM

Thanks for the quick feedback!

AR1000:


So far I have only been to Nalia's keep so I don't know about other trolls just yet. But it only happened in 2 Trolls for me: The one after capturing the gate and entering the keep where 2 soldiers fight one and TorGal.

Is the save you uploaded basically a fixed version of my save?

Thanks again!
--GhostNWN

#6 pro5

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Posted 13 January 2007 - 04:18 AM

Is the save you uploaded basically a fixed version of my save?

Yes, I just disabled the "deactivated" trigger flag in AR1000. Put this file into the same save folder where old version was and load this savegame slot.

Edited by pro5, 13 January 2007 - 04:24 AM.


#7 OldVeteran

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Posted 13 January 2007 - 05:04 AM

Thanks! I'll try it out momentarily
--GhostNWN

#8 pro5

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Posted 17 January 2007 - 08:48 AM

Ok, I think I've sorted this one out.

This happens if SPRITE_IS_DEADVICONIA global = 1 and VICONIAALIVE global = 1 (I don't think they're meant to be both 1, so why that happens is another question).

In that case, upon entering the area, this block from original VICSTAKE.BCS script is executed first and disables the stake trigger:
IF
	Dead("Viconia")
THEN
	RESPONSE #100
		TriggerActivation("ViconiaStake",FALSE)
END

Then, one of BGT import blocks in area script is executed; in this particular case, this one:
IF
	OR(2)
		Global("ViconiaAlive","GLOBAL",1)
		!Dead("Viconia")
	Global("ViconiaImport","GLOBAL",0)
	OR(2)
		Level(Player1,11)
		Level(Player1,12)
THEN
	RESPONSE #100
		SetGlobal("ViconiaImport","GLOBAL",1)
		CreateCreature("VICONI11",[1821.1081],11) // Viconia
		SetGlobal("SPRITE_IS_DEADVICONIA","GLOBAL",0)
END

Which resets SPRITE_IS_DEAD variable, but doesn't do anything to reactivate the trigger.

#9 Ascension64

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Posted 17 January 2007 - 05:14 PM

Fixed this issue for BGT-WeiDU v1.03 so the variables won't conflict with each other.

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