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Rogue stone malfunction with twisted rune


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#1 Windstrider

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Posted 07 August 2011 - 03:33 AM

Hi guys,

I did some poking around on google on this little problem but it seems theres no prior documentation - I had to try here...



*possible spoilers - beware*



I got Baldurdash installed via BWP, and found the special rogue stone after the guarded compound encounter. But the twisted rune entrance at bridge district does not recognise the fact that I have a rogue stone on me, and every time I click on the entrance, the following message shows up - which is whats to be expected if one has NO rogue stone: "you peer through the door ... ... if you stepped through"
Of-course, I tried having both the special rogue stone AND normal rogue stones on me, but the game still fails to detect.

I am guessing this must be some bug. Any workarounds out there? And by the way, whats the area code for twisted runes? Just in case I had to CLUA my way there if no other choice. Thanks guys.

PS:

Another possible bug report: The male wizard (along with a female fighter?) that greeted you in the guarded compound - if the party responds aggresively to them, they will tell you to meet them upstairs and dimension-door away. However, I found that if this was done in my game - the male wizard fails to teleport away, remains neutral at the spot, and when my party advances further through ground floor, he turns hostile, and is UNKILLABLE.
I got through this problem by selecting the "we will get out of here ASAP" option, then again blatantly walk past them - only then, did they teleport away together properly.

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#2 -max-

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Posted 08 August 2011 - 09:19 PM

This is from an incompatability with Tactics and/or Grimuar's mod. One or both overwrite the "blank" rogue stone, and the letter you are supposed to get from the Twisted Rune HQ in the temple district. The letter part is from Balderdash (BDTOB108) and is supposed to point you to the secret base in the Bridge district.

I can't find it either searching, but I'm pretty sure it was in megamod help in the last year or so. Google is very picky with word choice, just spent over a half hour and still can't find it...

#3 -max-

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Posted 08 August 2011 - 09:43 PM

Found it in BP forum-

http://www.shsforums...bp/page__st__20

#4 billy3

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Posted 09 August 2011 - 06:13 AM

Is there a workaround for this? Are there some files we could drop into the override folder to resolve this?

Thanks!

#5 -max-

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Posted 09 August 2011 - 04:41 PM

I couldn't find a solution so ended up using clua to the Twisted Rune itself. You end up near the stairway if you could walk in, clua puts you near the top iirc. Then Shangalar shows up etc.,etc.

#6 billy3

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Posted 09 August 2011 - 07:52 PM

I couldn't find a solution so ended up using clua to the Twisted Rune itself. You end up near the stairway if you could walk in, clua puts you near the top iirc. Then Shangalar shows up etc.,etc.


Doh! That would be painful.

Can't we use the savegame/character editor to add the items to Charname's inventory?

#7 -max-

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Posted 09 August 2011 - 08:14 PM

You could try to add the Koshi letter to inventory, but I think it was overwritten by a spell. And the "blank" rogue stone is useless, or else it opens the door but you cannot go through.

I just did it myself. Use clua console:MoveToArea("AR1008") and you get transported above the round table. You get hit by a bunch of skulltraps when you go to the left where the door is. Then Shangalar shows up as usual, and you can mention the Koshi letter. Then if you don't kill him right away his buddies show up, the battle starts, etc. etc.

#8 billy3

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Posted 10 August 2011 - 05:23 AM

You could try to add the Koshi letter to inventory, but I think it was overwritten by a spell. And the "blank" rogue stone is useless, or else it opens the door but you cannot go through.

I just did it myself. Use clua console:MoveToArea("AR1008") and you get transported above the round table. You get hit by a bunch of skulltraps when you go to the left where the door is. Then Shangalar shows up as usual, and you can mention the Koshi letter. Then if you don't kill him right away his buddies show up, the battle starts, etc. etc.


Hm... what if we drop the file for the letter into the override directory. Wouldn't the letter be available to add to Charnamee's inventory then?

#9 Shuv-Oohl

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Posted 10 August 2011 - 08:19 AM

CLUAConsole:CreateItem("SCRL3IBD") should work.

#10 billy3

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Posted 10 August 2011 - 08:43 AM

CLUAConsole:CreateItem("SCRL3IBD") should work.


Thanks!

We still have to drop the item file into the override folder right?

#11 Shuv-Oohl

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Posted 10 August 2011 - 10:57 AM

I don't think so. Just give it a try without copying that file to the override folder.

#12 jube

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Posted 10 August 2011 - 02:36 PM

this is a real pain i use the Twisted rune as one of the doorways to the Vecna mod, my mod places rings of recall on the TR members, and if other mods make it difficult or impossible to get to the TR encounter that buggers one of my routes the the extended TR compound. ( fortunately there is another , harder, route via the astral plane ) Which mods modify the TR plotline? so i can check for them on setup and change my dialogs accordingly.
Still a pain, i chose the TR because it seemed no one else had modded that encounter already, well thought wrong there :)

#13 Shuv-Oohl

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Posted 10 August 2011 - 07:38 PM

I thought there's a ring at Ribald's shop. Did You modify that store inventory in more recent versions?

Anyway, nobody makes it neither difficult nor impossible to enter the Twisted Rune: it's a bug!

It stems from,..., let me see if I'm able to recall it right, Grimuars (and/or) Tactics, and it's
due to not patching but overwriting Koshi's cre-file.


Ahh..., wait, that post and the sequent one from 10th should guide You on
Your way through my puzzling stutter to insight.

#14 -max-

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Posted 10 August 2011 - 08:15 PM

There is still a ring for sale at Ribalds and a bunch of other tomes on Extraplanar travel. Also got 3 or 4 from the Twisted Rune.

Thanks for the teaser Jube! Extended Twisted Rune compound sounds like fun. :D

I had thought that the fix for Grimuars with Tactics installed did something about this. Apparently not.

Just to sum up, its entering through the door to the Twisted Rune that is being messed up (because you need the rogue stone and Koshi letter which have been overwritten). The area itself "AR1008" works fine.

#15 jube

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Posted 10 August 2011 - 11:35 PM

the rings at for sale at Ribalds are rings of Astral travel, and that is the alternate doorway to the vena quest ( one can plane shift to Hades, or Astral then to Hades, kill a shed load of daemons, then find a ring of recall to take you to the extended TR compound ) But is a tougher fight than getting the rings of recall from TR.
But if am reading this right the bug that prevents TR access only affects a few games with SCSII so nothing for me to worry about? Alternatively i was thinking of supplying the, correct, key items to the party when they talk to the "messenger to the gods" in the temple district, that would ensure they can get to the TR compound, but would effectively negate the Balderdash extensions.
Exactly the same thing happened to me when i was play testing Vecna, i got to the TR doorway with my rogue stone and could not get in, if i was just a player trying to play Vecna i would at that point assume Vecna was a bunch of crap and give up :)
So i think at least i am going to have to check for Balderdash and modify my dialog ( to point to where the players need to go to get the correct scroll ) accordingly ?

#16 billy3

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Posted 03 September 2011 - 09:41 PM

I thought there's a ring at Ribald's shop. Did You modify that store inventory in more recent versions?

Anyway, nobody makes it neither difficult nor impossible to enter the Twisted Rune: it's a bug!

It stems from,..., let me see if I'm able to recall it right, Grimuars (and/or) Tactics, and it's
due to not patching but overwriting Koshi's cre-file.


Ahh..., wait, that post and the sequent one from 10th should guide You on
Your way through my puzzling stutter to insight.


Is it possible to create a composite Koshi that has all the correct items and put it into the next BWP FixPack?

#17 Fennek

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Posted 04 September 2011 - 02:46 AM

No, the bugs have to be fixed in the respective mods. Might be possible that Turambar is working on this. The fix posted in the fixpack thread some months ago did not solve the problem.