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Stucked in the temple of Bhaal after killing Sarevok


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#21 Ascension64

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Posted 18 March 2008 - 10:24 PM

1. Throughout the fight and after death the variable is set to 2.

Ah, the order of killing things might be impacting what happens. It looks the like the appropriate dialogue requires the variable to be set to 2, but the appropriate script block triggers when the variable is 0, 1, or 2, so we need to make sure the script block sets the variable to 2 before firing dialogue.

Can you modify BGSARVOK.BCS again, but this time make the following change:

IF
!GlobalGT("DMWWSarevokFight","GLOBAL",2)
Global("FirstDeath","LOCALS",0)
OR(4)
Dead("galdor")
Dead("diarmi")
Dead("semaj")
Dead("tazok")
THEN
RESPONSE #100
SetGlobal("DMWWSarevokFight","GLOBAL",2) <--- add this line
SetGlobal("FirstDeath","LOCALS",1)
StartDialog("SAREVO",Player1) <--- delete this line
END

--add this entire block beneath the above block
IF
Global("DMWWSarevokFight","GLOBAL",2)
Global("FirstDeath","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("FirstDeath","LOCALS",2)
StartDialog("SAREVO",Player1)
END


Edited by Ascension64, 18 March 2008 - 10:28 PM.

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#22 Parmenides

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Posted 19 March 2008 - 06:21 AM

1. Throughout the fight and after death the variable is set to 2.

Ah, the order of killing things might be impacting what happens. It looks the like the appropriate dialogue requires the variable to be set to 2, but the appropriate script block triggers when the variable is 0, 1, or 2, so we need to make sure the script block sets the variable to 2 before firing dialogue.

Can you modify BGSARVOK.BCS again, but this time make the following change:

IF
!GlobalGT("DMWWSarevokFight","GLOBAL",2)
Global("FirstDeath","LOCALS",0)
OR(4)
Dead("galdor")
Dead("diarmi")
Dead("semaj")
Dead("tazok")
THEN
RESPONSE #100
SetGlobal("DMWWSarevokFight","GLOBAL",2) <--- add this line
SetGlobal("FirstDeath","LOCALS",1)
StartDialog("SAREVO",Player1) <--- delete this line
END

--add this entire block beneath the above block
IF
Global("DMWWSarevokFight","GLOBAL",2)
Global("FirstDeath","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("FirstDeath","LOCALS",2)
StartDialog("SAREVO",Player1)
END


I tried that, in addition to 2, I also tried the variable 4 in the script since my edited post seems to indicate the that correct number was 4. Now it seems like I'm missing the dialogue "You killed all my minions" yadda yadda.

Edited by Parmenides, 19 March 2008 - 06:51 AM.


#23 Ascension64

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Posted 19 March 2008 - 05:45 PM

Hold on, it must be 2. Did nothing happen when it was 2?
When you kill between 1 and 3 minions, Sarevok should talk to you. That should make the variable 3. Does he say anything after you kill 1-3 minions, but not 4?

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#24 Parmenides

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Posted 19 March 2008 - 06:08 PM

Hold on, it must be 2. Did nothing happen when it was 2?
When you kill between 1 and 3 minions, Sarevok should talk to you. That should make the variable 3. Does he say anything after you kill 1-3 minions, but not 4?


So as to avoid confusion, here's the chronological order of events...


no variable for DWWWSarevokFight.

*Meet Sarevok*

"...Angelo! Tazon! Reveal yourselves and let's finish this now!"

DWWWSarevokFight = 1

*Start attacking minions*

"Oh my foolish .... you have no power to harm me. ... Here I was to preform the rituals that make me a god...these are my four acolytes."

DWWWSarevokFight = 2

*Kill 1st minion*

"A predictable ploy ... but until then, ..... come my acolyte! your body shall serve me yet!"

DWWWSarevokFight = 3

*kill all four*

"Does it end here, then sister? you have taken my acolytes, taken my shield from harm... " "I am lor of murder!"

DWWWSarevokFight = 4

*Kill Sarevok*

Nothing changes



That's what happens.

#25 Ascension64

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Posted 19 March 2008 - 06:11 PM

How exactly do you *Kill Sarevok*?

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#26 Parmenides

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Posted 19 March 2008 - 06:28 PM

How exactly do you *Kill Sarevok*?


Since I'm running through this, I just hack him to death with my staff and some edited super stats on my PC.

Edited by Parmenides, 19 March 2008 - 06:28 PM.


#27 Parmenides

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Posted 19 March 2008 - 06:40 PM

HOLD on! Your fix worked this time! (with variable 2)

It was my mistake. I think I must have compiled a backup BGSARVOK.BCS when I said I entered your code in last night. This is probably the case because when I went to the file just now it didn't have the edit that you told me to do.

Everything works now!


Thanks a lot!

Edited by Parmenides, 19 March 2008 - 06:41 PM.


#28 Ascension64

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Posted 19 March 2008 - 07:07 PM

I still don't understand how you can just 'kill' Sarevok. If he doesn't say his last words, he should be unkillable. Does he gibber when he dies, or what?

Edited by Ascension64, 19 March 2008 - 07:07 PM.

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#29 Parmenides

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Posted 19 March 2008 - 07:56 PM

I still don't understand how you can just 'kill' Sarevok. If he doesn't say his last words, he should be unkillable. Does he gibber when he dies, or what?


Nothing different happens, he just falls over just like any normal enemy does.

But after your fix, he talks before he dies as he's supposed to. There are no more problems for me.

#30 maximus2001

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Posted 19 March 2008 - 08:08 PM

In my case Sarevok ends up being killed normally, just keep hitting him and he falls down with no dialogue. By the way he seems to fight like he's not really into it - chugs a couple of potions, swings a couple of times, stands there when characters run away, then comes back for a couple more swings. In the original he used to chase my guys all over the room giving everyone in range the smackdown usually killing a few. (All party is at 90k xp).

So I take it the edit to the bcs should solve the problem?

Edited by maximus2001, 19 March 2008 - 08:10 PM.


#31 Ascension64

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Posted 19 March 2008 - 09:59 PM

In my case Sarevok ends up being killed normally, just keep hitting him and he falls down with no dialogue. By the way he seems to fight like he's not really into it - chugs a couple of potions, swings a couple of times, stands there when characters run away, then comes back for a couple more swings. In the original he used to chase my guys all over the room giving everyone in range the smackdown usually killing a few. (All party is at 90k xp).

So I take it the edit to the bcs should solve the problem?

I think so. I'd really love a saved game where you can Ctrl-Q Sarevok (make him join the party) at a time when you are in a position that you can just kill him normally, though.

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#32 erebusant

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Posted 20 March 2008 - 04:47 AM

In my case Sarevok ends up being killed normally, just keep hitting him and he falls down with no dialogue. By the way he seems to fight like he's not really into it - chugs a couple of potions, swings a couple of times, stands there when characters run away, then comes back for a couple more swings. In the original he used to chase my guys all over the room giving everyone in range the smackdown usually killing a few. (All party is at 90k xp).

So I take it the edit to the bcs should solve the problem?

I think so. I'd really love a saved game where you can Ctrl-Q Sarevok (make him join the party) at a time when you are in a position that you can just kill him normally, though.

So is what we're looking at ultimately a modification the the SCS file that modifies Sarevok?

It takes a village...


#33 Parmenides

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Posted 20 March 2008 - 12:10 PM

In my case Sarevok ends up being killed normally, just keep hitting him and he falls down with no dialogue. By the way he seems to fight like he's not really into it - chugs a couple of potions, swings a couple of times, stands there when characters run away, then comes back for a couple more swings. In the original he used to chase my guys all over the room giving everyone in range the smackdown usually killing a few. (All party is at 90k xp).

So I take it the edit to the bcs should solve the problem?


Same with me, although Sarevok was always agressive. Anyways, the BCS fix worked for me.

I have a question that may/may not be a contributing factor .... did you kill Tazok at the bandit camp? I had to manually set a global variable before I went into the temple. (the problem and fix is posted on the SCS forums).

#34 Ascension64

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Posted 20 March 2008 - 01:18 PM

So is what we're looking at ultimately a modification the the SCS file that modifies Sarevok?

The change made to scs/endbattle/_sarevok.baf.

For stringency purposes, the edit should end up looking like the following:

IF
	GlobalGT("DMWWSarevokFight","GLOBAL",0)	
	GlobalLT("DMWWSarevokFight","GLOBAL",3)
	Global("FirstDeath","LOCALS",0)
	OR(4)
		Dead("galdor")
		Dead("diarmi")
		Dead("semaj")
		Dead("tazok")
THEN
	RESPONSE #100
		SetGlobal("DMWWSarevokFight","GLOBAL",2)
		SetGlobal("FirstDeath","LOCALS",1)
END

IF
	Global("DMWWSarevokFight","GLOBAL",2)
	Global("FirstDeath","LOCALS",1)
THEN
	RESPONSE #100
		SetGlobal("FirstDeath","LOCALS",2)
		StartDialog("SAREVO",Player1)
END

IF
	%false_in_tutu%
  HP(Myself,1)
  Global("SarevokBoutToDie","GLOBAL",0)
  Global("SarevokBehavior","GLOBAL",3)
  Global("DMWWSarevokFight","GLOBAL",4)
  Dead("galdor")
  Dead("diarmi")
  Dead("semaj")
  Dead("tazok")
THEN
  RESPONSE #100
	SetGlobal("SarevokBoutToDie","GLOBAL",1)
	ActionOverride(Myself,StartDialogue("SARDEAD",[PC]))  
END

I have a question that may/may not be a contributing factor .... did you kill Tazok at the bandit camp? I had to manually set a global variable before I went into the temple. (the problem and fix is posted on the SCS forums).

That would have contributed to things screwing up too. The changes made to the BCS file should fix that also, except that it would think that Tazok is already dead even if he isn't.

Edited by Ascension64, 20 March 2008 - 01:19 PM.

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#35 Parmenides

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Posted 20 March 2008 - 05:45 PM

So is what we're looking at ultimately a modification the the SCS file that modifies Sarevok?

The change made to scs/endbattle/_sarevok.baf.

For stringency purposes, the edit should end up looking like the following:

IF
	GlobalGT("DMWWSarevokFight","GLOBAL",0)	
	GlobalLT("DMWWSarevokFight","GLOBAL",3)
	Global("FirstDeath","LOCALS",0)
	OR(4)
		Dead("galdor")
		Dead("diarmi")
		Dead("semaj")
		Dead("tazok")
THEN
	RESPONSE #100
		SetGlobal("DMWWSarevokFight","GLOBAL",2)
		SetGlobal("FirstDeath","LOCALS",1)
END

IF
	Global("DMWWSarevokFight","GLOBAL",2)
	Global("FirstDeath","LOCALS",1)
THEN
	RESPONSE #100
		SetGlobal("FirstDeath","LOCALS",2)
		StartDialog("SAREVO",Player1)
END

IF
	%false_in_tutu%
  HP(Myself,1)
  Global("SarevokBoutToDie","GLOBAL",0)
  Global("SarevokBehavior","GLOBAL",3)
  Global("DMWWSarevokFight","GLOBAL",4)
  Dead("galdor")
  Dead("diarmi")
  Dead("semaj")
  Dead("tazok")
THEN
  RESPONSE #100
	SetGlobal("SarevokBoutToDie","GLOBAL",1)
	ActionOverride(Myself,StartDialogue("SARDEAD",[PC]))  
END

I have a question that may/may not be a contributing factor .... did you kill Tazok at the bandit camp? I had to manually set a global variable before I went into the temple. (the problem and fix is posted on the SCS forums).

That would have contributed to things screwing up too. The changes made to the BCS file should fix that also, except that it would think that Tazok is already dead even if he isn't.


Actually for me, the once dead Tazok returns to the fight no matter what condition (console changed global or not). That might be a totally different bug though.

#36 Ascension64

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Posted 20 March 2008 - 06:08 PM

Actually for me, the once dead Tazok returns to the fight no matter what condition (console changed global or not). That might be a totally different bug though.

That's not the problem. The fact that Tazok was flagged already dead would affect the order that Sarevok says his stuff to you, and thus might cause him to die incorrectly.

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#37 -Martin-

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Posted 20 March 2008 - 07:46 PM

Dunno what I do wrong, but it's still not working properly. NI didn't help much. The only way to get the epilogue is to CTRL+Q Sarevok, kill him and revive him. Then I will get his last talk. Hopefully it won't cause any bugs further in the game.

#38 Ascension64

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Posted 20 March 2008 - 08:06 PM

Dunno what I do wrong, but it's still not working properly. NI didn't help much. The only way to get the epilogue is to CTRL+Q Sarevok, kill him and revive him. Then I will get his last talk. Hopefully it won't cause any bugs further in the game.

Can you post your saved game for me after you Ctrl+Q him?

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#39 maximus2001

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Posted 20 March 2008 - 08:47 PM

Ok, it took a little doing because had to wait till battle music ended and could save game (sarevok kept attacking for a while).

What I did was slay his minions and the reanimated skeletons, and got him down to near death (wtf he has 250 hp?), then cntrl-q. Hope this helps.

Attached File  000000100_Sarevok_under_party_control.rar   1.21MB   225 downloads

I'll try the NI route after you check this out (otherwise I can't replicate save again). Thanks Dr. Ascension!

By the way I never killed Tazok in the bandit camp, he just left after talking with me.

Also I was unable to get the end speech after he joined. How did you do that? Killed him when he was in the party and raised him - no speech. Then kicked him out and killed him, and Winski Perorate warps in, casts a flamestrike on pc, then just stands there. Killed him too finally, and nothing happens.

Edited by maximus2001, 20 March 2008 - 09:00 PM.


#40 Ascension64

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Posted 20 March 2008 - 10:13 PM

maximus2001, can you do the following for me:

Navigate to the directory where you have this BGT-WeiDU installed in Windows Explorer.
Rename any one of the Setup-*.exe files to WeiDU.exe (unless a WeiDU.exe is there already).
Go to your command line (Run... cmd), and navigate to the BGT-WeiDU installation directory.
Then type in

WeiDU --change-log SAREVO.CRE >> log.txt

Wait for it to finish, then quit cmd.
A text file called log.txt should be created in your BGT-WeiDU installation directory. Can you post its textual contents?


Could you also see if you can find in your override directory a file called SAREVO.CRE, and if so, attach it here for me? You might need to change the extension to something else so that the forum will accept it.

Thanks.

Edited by Ascension64, 20 March 2008 - 10:16 PM.

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