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Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)


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#381 micbaldur

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Posted 12 August 2014 - 12:20 PM

 
Hi micbaldur
 
Do You play "TDD" or "TDD sin TDD"?

I use both. :D

 

I use these components from TDD sin TDD mod:

~SETUP-TDD_SIN_TDD.TP2~ #0 #0 // TDD sin TDD  - SoA (TOB compatible)
~SETUP-TDD_SIN_TDD.TP2~ #0 #2 // TDD sin TDD  - ToB (Requires SoA Version)


 

About the above mentioned TDD problem you have removed:
!IsGabber(Player1)
!IsGabber(Player2)
!IsGabber(Player3)
!IsGabber(Player4)
!IsGabber(Player5)
!IsGabber(Player6)

and you modified AR0300.BCS as follow, right?
 
IF
Global("XzarPartyBG1","GLOBAL",0)
OR(2)
Global("LyrosJob","GLOBAL",3)
Dead("LYROS")
Exists("Rylock")
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
RESPONSE #100
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
CloseDoor("DOOR0308")
Lock("DOOR0308")
ActionOverride("Rylock",EscapeArea())
Wait(5)
CreateVisualEffectObject("spdimndr",Player1)
Wait(1)
CreateCreatureObjectOffset("xzar13",Player1,[150.0]) // Xzar
END

Yes, that's right.


Edited by micbaldur, 12 August 2014 - 12:23 PM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#382 ilot

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Posted 12 August 2014 - 12:26 PM

THanks!!! :)

But are compatibles "TDD" and "TDD sin TDD"?

 

Edit: What was the problem with Docks Area and TDD?

I'm sorry to write in your topic but seem I have almost the same your problems in my game!!!! :)


 


Edited by ilot, 12 August 2014 - 12:26 PM.

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#383 micbaldur

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Posted 12 August 2014 - 12:39 PM

THanks!!! :)
But are compatibles "TDD" and "TDD sin TDD"?

Yes they are compatible (used them in several BWP games). Those components only add 3 merchants to SoA and ToB with lot of items (from TDD and also non-TDD).

Edit: What was the problem with Docks Area and TDD?

Script didn't fire because it had "!IsGabber(x)". Don't know why but removing "!IsGabber(x)" fix that.

I'm sorry to write in your topic but seem I have almost the same your problems in my game!!!! :)

That's ok, don't worry about it.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#384 ilot

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Posted 12 August 2014 - 12:44 PM

THanks!!! :)
But are compatibles "TDD" and "TDD sin TDD"?

Yes they are compatible (used them in several BWP games). Those components only add 3 merchants to SoA and ToB with lot of items (from TDD and also non-TDD).

Edit: What was the problem with Docks Area and TDD?

Script didn't fire because it had "!IsGabber(x)". Don't know why but removing "!IsGabber(x)" fix that.

I'm sorry to write in your topic but seem I have almost the same your problems in my game!!!! :)

That's ok, don't worry about it.

 

Thank you :cheers:


Italian mods tanslator!!!!


#385 ilot

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Posted 13 August 2014 - 04:06 AM

I’m sorry if I bother you micbaldur   :crying: but for TDD problem about triggers “!IsGabber(PlayerX)” I noticed there are 2 blocks in my AR0300.BCS (and in your too, I think) with triggers “!IsGabber(PlayerX)”.

 

here is:

 

 

 

IF
      !IsGabber(Player1)
      !IsGabber(Player2)
      !IsGabber(Player3)
      !IsGabber(Player4)
      !IsGabber(Player5)
      !IsGabber(Player6)
      Global("XzarPartyBG1","GLOBAL",1)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
Activate("Xzar")
            
ActionOverride("Xzar",ChangeAIScript("XZARDD",OVERRIDE))
            
ActionOverride("Xzar",ChangeAIScript("LYROS",CLASS))
            
ActionOverride("Xzar",ChangeAIScript("WTAXZAR",GENERAL))
            
ActionOverride("Xzar",ChangeAIScript("",RACE))
END

IF
      !IsGabber(Player1)
      !IsGabber(Player2)
      !IsGabber(Player3)
      !IsGabber(Player4)
      !IsGabber(Player5)
      !IsGabber(Player6)
      Global("XzarPartyBG1","GLOBAL",0)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
SetInterrupt(FALSE)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
CreateCreatureObjectOffset("xzar13",Player1,[150.0]) // Xzar
            
SetInterrupt(TRUE)
END

 

 

 

If I modify AR0300.BCS as follow, that's right?:

 

 

 

IF
      Global("XzarPartyBG1","GLOBAL",1)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
Activate("Xzar")
            
ActionOverride("Xzar",ChangeAIScript("XZARDD",OVERRIDE))
            
ActionOverride("Xzar",ChangeAIScript("LYROS",CLASS))
            
ActionOverride("Xzar",ChangeAIScript("WTAXZAR",GENERAL))
            
ActionOverride("Xzar",ChangeAIScript("",RACE))
END

IF
      Global("XzarPartyBG1","GLOBAL",0)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
SetInterrupt(FALSE)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
CreateCreatureObjectOffset("xzar13",Player1,[150.0]) // Xzar
            
SetInterrupt(TRUE)
END

 


Italian mods tanslator!!!!


#386 micbaldur

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Posted 13 August 2014 - 04:17 AM

I’m sorry if I bother you micbaldur   :crying: but for TDD problem about triggers “!IsGabber(PlayerX)” I noticed there are 2 blocks in my AR0300.BCS (and in your too, I think) with triggers “!IsGabber(PlayerX)”.

 

here is:

 

 

 

IF
      !IsGabber(Player1)
      !IsGabber(Player2)
      !IsGabber(Player3)
      !IsGabber(Player4)
      !IsGabber(Player5)
      !IsGabber(Player6)
      Global("XzarPartyBG1","GLOBAL",1)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
Activate("Xzar")
            
ActionOverride("Xzar",ChangeAIScript("XZARDD",OVERRIDE))
            
ActionOverride("Xzar",ChangeAIScript("LYROS",CLASS))
            
ActionOverride("Xzar",ChangeAIScript("WTAXZAR",GENERAL))
            
ActionOverride("Xzar",ChangeAIScript("",RACE))
END

IF
      !IsGabber(Player1)
      !IsGabber(Player2)
      !IsGabber(Player3)
      !IsGabber(Player4)
      !IsGabber(Player5)
      !IsGabber(Player6)
      Global("XzarPartyBG1","GLOBAL",0)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
SetInterrupt(FALSE)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
CreateCreatureObjectOffset("xzar13",Player1,[150.0]) // Xzar
            
SetInterrupt(TRUE)
END

 

 

 

If I modify AR0300.BCS as follow, that's right?:

 

 

 

IF
      Global("XzarPartyBG1","GLOBAL",1)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
Activate("Xzar")
            
ActionOverride("Xzar",ChangeAIScript("XZARDD",OVERRIDE))
            
ActionOverride("Xzar",ChangeAIScript("LYROS",CLASS))
            
ActionOverride("Xzar",ChangeAIScript("WTAXZAR",GENERAL))
            
ActionOverride("Xzar",ChangeAIScript("",RACE))
END

IF
      Global("XzarPartyBG1","GLOBAL",0)
      OR(2)
            
Global("LyrosJob","GLOBAL",3)
            
Dead("LYROS")
      Exists("Rylock")
      
Global("RylockLeavesHarperDoor","AR0300",0)
THEN
      RESPONSE #100
            
SetGlobal("RylockLeavesHarperDoor","AR0300",1)
            
CloseDoor("DOOR0308")
            
Lock("DOOR0308")
            
ActionOverride("Rylock",EscapeArea())
            Wait(5)
            
SetInterrupt(FALSE)
            
CreateVisualEffectObject("spdimndr",Player1)
            Wait(1)
            
CreateCreatureObjectOffset("xzar13",Player1,[150.0]) // Xzar
            
SetInterrupt(TRUE)
END

No bother all, happy to help other gamer and yes, that's is correct.


Edited by micbaldur, 13 August 2014 - 04:19 AM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#387 ilot

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Posted 13 August 2014 - 04:19 AM

Thanks!!!!! :new_thumbs:


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#388 micbaldur

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Posted 14 August 2014 - 03:52 PM

BP script problem: Razor (RAZOR.CRE) (RoT) in Cave (RA5701) at Razor's Hideout doesn't die like he should after talking to Randall. Fixed locally by changing back to vanilla scripts: default script BPWDASGT.BCS to WTASIGHT.BCS and class script BPMAG16A.BCS to MAGE16A.BCS. Don't know is problem in both BCS-files or one or the other.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#389 micbaldur

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Posted 22 August 2014 - 04:23 PM

Encountered couple minor problems.

 

Planar Sphere Mod: After finishing "Finding Stolen Artifact" quest when you come to Planar Sphere (AR0411.ARE) Belle talks to you. Then she says that she's going to Map Room but she never spawns there. Fixed locally.

 

At PSBELLE.DLG changed Action 4 from:

Spoiler

to:

Spoiler


RoT: Wrong textscreen when you travel to Bremen (travel to Brynnlaw textscreen). It's just odd and don't affect the game any other way.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#390 micbaldur

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Posted 11 September 2014 - 02:29 AM

Few things encountered.

 

Rangers and (probably) Paladins don't get priest spells (only empty spell slots) level 5 and up. It's just odd, nothing more.

RoT: Restored proper way to enter Dragons' Sanctuary.

RoT: Wrong textscreen when you travel from Bremen to City Gates (travel to Brynnlaw textscreen, Bohdi side). It's just odd and don't affect the game any other way.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#391 micbaldur

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Posted 29 September 2014 - 03:27 PM

CtB: Bug in Valiant's dialogue (CBHLVLNT.DLG).

Action 9:

TakePartyItem("CBHLYTAX")
TakePartyItem("MISC44")
SetGlobal("CbValiantReforges","LOCALS",1)
SetGlobalTimer("CbValiantReforges","LOCALS",FIVE_DAYS)

Global and timer have both same name "CbValiantReforges". Changed timer to "CbValiantReforgesTimer":

TakePartyItem("CBHLYTAX")
TakePartyItem("MISC44")
SetGlobal("CbValiantReforges","LOCALS",1)
SetGlobalTimer("CbValiantReforgesTimer","LOCALS",FIVE_DAYS)

Trigger 5 changed from:

!Global("CbStoleFromValiant","AR3636",1)
GlobalLT("CbCloseToHome","GLOBAL",5)
Global("CbValiantReforges","LOCALS",1)
!GlobalTimerExpired("CbValiantReforges","LOCALS")

to:

!Global("CbStoleFromValiant","AR3636",1)
GlobalLT("CbCloseToHome","GLOBAL",5)
Global("CbValiantReforges","LOCALS",1)
!GlobalTimerExpired("CbValiantReforgesTimer","LOCALS")

Also trigger 6 changed from:

!Global("CbStoleFromValiant","AR3636",1)
Global("CbCloseToHome","GLOBAL",5)
Global("CbValiantReforges","LOCALS",1)
GlobalTimerExpired("CbValiantReforges","LOCALS")

to:

!Global("CbStoleFromValiant","AR3636",1)
Global("CbCloseToHome","GLOBAL",5)
Global("CbValiantReforges","LOCALS",1)
GlobalTimerExpired("CbValiantReforgesTimer","LOCALS")

Finally finished chapter 2 and started chapter 3.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#392 micbaldur

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Posted 01 October 2014 - 04:06 PM

TS: Bug in Some romance vampire encounter. Cutscene script VPCUTS05.BCS spawns 3 vampires:

 

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("Sime")
        SmallWait(5)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Sol","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("SolaTS","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Solauf","Sime",0,0,0)
        SetInterrupt(TRUE)
        Wait(6)
        ActionOverride("Sol",MoveToObjectNoInterrupt("Sime"))
        StartDialogueNoSet("Sol")
        EndCutSceneMode()
END

But SOLA.CRE has script name "Sola" not "SOLATS" as in above script. Fixed by changing SolaTS to Sola in VPCUTS05.BCS:

 

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("Sime")
        SmallWait(5)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Sol","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Sola","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Solauf","Sime",0,0,0)
        SetInterrupt(TRUE)
        Wait(6)
        ActionOverride("Sol",MoveToObjectNoInterrupt("Sime"))
        StartDialogueNoSet("Sol")
        EndCutSceneMode()
END

Edited by micbaldur, 04 October 2014 - 07:03 AM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#393 micbaldur

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Posted 04 October 2014 - 06:32 AM

TS: Bug in Some romance vampire encounter. Cutscene script VPCUTS05.BCS spawns 3 vampires:

 

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("Sime")
        SmallWait(5)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Sol","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("SolaTS","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Solauf","Sime",0,0,0)
        SetInterrupt(TRUE)
        Wait(6)
        ActionOverride("Sol",MoveToObjectNoInterrupt("Sime"))
        StartDialogueNoSet("Sol")
        EndCutSceneMode()
END

But SOLA.CRE has script name "Sola" not "SOLATS" as in above script. Fixed by changing SolaTS to Sola in VPCUTS05.BCS:

 

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("Sime")
        SmallWait(5)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Sol","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Sola","Sime",0,0,0)
        SetInterrupt(TRUE)
        SetInterrupt(FALSE)
        CreateVisualEffectObject("spdimndr","Sime")
        CreateCreatureObject("Solauf","Sime",0,0,0)
        SetInterrupt(TRUE)
        Wait(6)
        ActionOverride("Sol",MoveToObjectNoInterrupt("Sime"))
        StartDialogueNoSet("Sol")
        EndCutSceneMode()
END

 

 

Ups. :whistling: Proper way to fix this is edit SETUP-TS.TP2. Lollorian has added SolaTS.CRE to fix incompability with Eilistraee's Clearing at AR2401.BCS but hasn't copied SolaTS.CRE in SETUP-TS.TP2 to game.

At SETUP-TS.TP2 changed:

COPY~TS/cre/Sola.cre~         ~override/Sola.cre~
  SAY NAME1 ~Sola~
  SAY NAME2 ~Sola~

 

to:

COPY~TS/cre/SolaTS.cre~         ~override/SolaTS.cre~
  SAY NAME1 ~Sola~
  SAY NAME2 ~Sola~

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#394 micbaldur

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Posted 10 October 2014 - 04:10 PM

RR: BP changes Arledrian's (ARLED.CRE) override script RR#ARLED.BCS to BPTHFSHT.BCS and breaks RR quest at Lower Tombs (AR0801).


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#395 Sergio

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Posted 11 October 2014 - 01:27 AM

Mic, sorry for hijacking your thread. I've got a couple of questions, and I'm pretty sure you know how to answer them.

I'm currently playing the questpack, and I allied with Xzar. Do you know where I can find montaron's body inside the harpers hold?

Also, do you know how can I blackmail Cecile, if I freed the slaves?


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#396 micbaldur

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Posted 11 October 2014 - 03:55 AM

Mic, sorry for hijacking your thread. I've got a couple of questions, and I'm pretty sure you know how to answer them.

Heh, bloody pirate. :P

I'm currently playing the questpack, and I allied with Xzar. Do you know where I can find montaron's body inside the harpers hold?

It depends, do you have TDD installed. After Jaheira and Galvarey encounter at Harper HQ you find Montaron's Body at 2nd floor (AR0309, x 1495 y 500).

Also, do you know how can I blackmail Cecile, if I freed the slaves?

As far as i know, you can't blackmail money from Cecile. You can only do Moiya quest.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#397 Sergio

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Posted 11 October 2014 - 05:34 AM

Mic, sorry for hijacking your thread. I've got a couple of questions, and I'm pretty sure you know how to answer them.

Heh, bloody pirate. :P

I'm currently playing the questpack, and I allied with Xzar. Do you know where I can find montaron's body inside the harpers hold?

It depends, do you have TDD installed. After Jaheira and Galvarey encounter at Harper HQ you find Montaron's Body at 2nd floor (AR0309, x 1495 y 500).

Also, do you know how can I blackmail Cecile, if I freed the slaves?

As far as i know, you can't blackmail money from Cecile. You can only do Moiya quest.

 

The body seems nowhere to be found. I've checked the coordinates you told me, it should be a cointainer near the beds inside the second floor of the harper's compound, but there is nothing

Ok, understood. The quest was really little, I mean, I told her she had nothing to fear, then she got killed, and well, it's done. Am I wrong?

 


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#398 micbaldur

micbaldur

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Posted 11 October 2014 - 05:47 AM

The body seems nowhere to be found. I've checked the coordinates you told me, it should be a cointainer near the beds inside the second floor of the harper's compound, but there is nothing

That sounds about right place. I haven't played without TDD mod in years but i remember vagely that body was there in vanilla game also.

Ok, understood. The quest was really little, I mean, I told her she had nothing to fear, then she got killed, and well, it's done. Am I wrong?

What  :blink: Moiya got killed that doesn't sound right so you are wrong. :P

Quest much larger, it involves kidnapping, nice ending for Cecile and so on.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#399 Sergio

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Posted 11 October 2014 - 06:26 AM

AHAHAHAH in my game I was alerted by a boy that Moiya needed help, I got there, and there was a cutscene where she got killed by 3 thugs.

THE END.

 


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#400 micbaldur

micbaldur

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Posted 11 October 2014 - 06:35 AM

AHAHAHAH in my game I was alerted by a boy that Moiya needed help, I got there, and there was a cutscene where she got killed by 3 thugs.

THE END.

 

In my game she was only beaten not killed. Then she talks to me and quest continues.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible