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How do I join Althon?


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#1 Jenne

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Posted 17 January 2009 - 05:02 AM

I wiped up the slaver ship and attended the council meeting, after which sir Balthis told me to meet him at his home. I went there and met Althon and Icar. Icar forced himself into my party, but I had no chance to join Althon. How can I get him to my party? I really want both to do the slaver plot (swamp etc.) and to have Althon in my party. How can this be done?

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#2 Jarno Mikkola

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Posted 17 January 2009 - 06:29 AM

At the current state, there is no way to get Althon join you in the Balthis house, had he stood outside, he could join. :D (CLUAConsole:CreateCreature("tcalthon"), is the only way)
You can then get him to join later, but that's if you have Rihn*.

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#3 Jenne

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Posted 17 January 2009 - 07:40 AM

And won't there be plot inconsistencies if I spawn him via the console?

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#4 leahnkain

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Posted 19 January 2009 - 04:11 AM

You chose not to help the Militia Captain; if you help her he will join the group. Other wise you have to wait until you go to Selguant with Rihn and he will join you then when her quest starts.

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#5 Jarno Mikkola

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Posted 19 January 2009 - 04:33 AM

You chose not to help the Militia Captain; if you help her he will join the group. Other wise you have to wait until you go to Selguant with Rihn and he will join you then when her quest starts.

I checked and it gives us the Icars mission either way, and after that he has nothing more relevant to say. So there is a bug. <_<
But the bug is there because SBB wants to keep our options open...

Edited by Jarno Mikkola, 19 January 2009 - 04:37 AM.

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#6 Jenne

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Posted 19 January 2009 - 09:14 AM

You chose not to help the Militia Captain; if you help her he will join the group.

Actually, I chose to help her. Althon doesn't seem to care a little bit.


I checked and it gives us the Icars mission either way, and after that he has nothing more relevant to say. So there is a bug. <_<

So it will be okay storywise if I spawn him outside of the house and join him there, as you suggested earlier? I would guess so, but I want to be sure.

Edited by Jenne, 19 January 2009 - 09:15 AM.

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#7 Jarno Mikkola

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Posted 19 January 2009 - 10:13 AM

So it will be okay storywise if I spawn him outside of the house and join him there, as you suggested earlier? I would guess so, but I want to be sure.

Well, at least in the previous versions, I was able to take Althon with me to the lizardman quests, so yeah, I would say so.

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#8 Solar's Harper

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Posted 21 January 2009 - 08:04 AM

Unbelieveably, a solution to this has come down to removal of one global, the one that sets the Gauntlet quest in motion.. and also, one reused block of dialog being the catalyst to the mess.

This: Attached File  TCBALTHI.D   3.82K   244 downloads should solve the problem. :)

This file alters the dialog's code, to now allow the same passage of text in Balthis' speech, but prevents one path from crossing one another, by going to differently labelled dialog blocks instead of the same one.

There won't be any noticeable change in the game's dialog, just the coding should now act as it was intended because of the seperate destination blocks. Have fun with it. :D

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#9 leahnkain

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Posted 21 January 2009 - 08:06 AM

Thanks Solar!

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#10 Jenne

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Posted 21 January 2009 - 09:16 AM

Actually, I used Jarno's solution. I'm in Mistmoor now and haven't encountered any problems so far, so I dare to say that it is safe. But thanks anyway, Solar - I'll try this patch on my next runthrough (which is going to be directly after this one, because I have to try the other modules I wasn't able to do now :) )

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#11 Jarno Mikkola

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Posted 21 January 2009 - 11:03 AM

Hmm, Solar you might want to remember that that the dialog is in a .d file, so at least I would appreciate it being in a (packed, if necessary) .dlg -file cause we-, well I- might not want to reinstall the whole patch, as the whole dialog can then be overwritten in the next patch... ;)
Ahh, too late I went already and reinstalled. :hug:
Or did I get it wrong? Can the dialog lines variable reference alter if we have different installations... darn. :(
Now I have to replay the whole 1 part of the game again...

Edited by Jarno Mikkola, 21 January 2009 - 11:27 AM.

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#12 Solar's Harper

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Posted 21 January 2009 - 08:47 PM

Jarno figure this maths: Early morning + Tired as buggery = ? ;)

Either way everything should be in working order, though keep us informed if that changes, I've noticed sometimes that these changes are not always well received in the game, and that typically is a result of something being missed somewhere. Trivial problems, but annoying nonetheless. <_<

And you're welcome Jenne, good huntin'. ^_^

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#13 Jarno Mikkola

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Posted 22 January 2009 - 03:02 PM

Jarno figure this maths: Early morning + Tired as buggery = ?

The math has been recalculated, and a result has been reached, and no more re-installation needed... I hope at least. :unsure:

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#14 Sir BillyBob

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Posted 24 January 2009 - 08:21 AM

D files need to be installed using Weidu or DLTCEP (which uses Weidu). Otherwise, you can only install them by placing the fix into the latest patch and reinstalling the patch.

Interestingly enough, I thought I had this fix already included in this version. Maybe it is still on my to do list...

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