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MadeMeRegister

Member Since 10 May 2020
Offline Last Active Jul 01 2020 08:53 AM

Posts I've Made

In Topic: Quayle Project ReDone

29 June 2020 - 11:01 AM

Okay, the old support thread is closed now so I'm asking here - I'm not sure if my Quayle is working right, when I kick him out he just says "get out of the way bumbling simpeltons(sic)" and the red "Quayle has nothing to say to you" pops up. I can't send him anywhere, and re-recruiting him requires ctrl+q which probably would break his scripts. Any idea how to fix this problem? 


Where were you ? In what game(BG1, BG2, BG1EE, BG2EE, EET, BGT-weidu, Tutu ... ), what chapter and so on. You can pusth the x -button during the game to get area code, which you should also post.

 

BGT, in BG2 section. It happens in every area, (that I've tried, including such commonly visited areas as AR0400 [the Athkatla Slums] AR0406 [The Copper Coronet], AR0702 [The Adventurer's Mart] and AR0700 [Waukeen's Promenade]),  same with if I transfer back to BG1 areas using the console. (the mod is only for bg2 quayle btw, the original bg1 quayle is a totally different .cre file and so is not the same quayle I met in my bg1 party. That quayle worked just fine, up until the end of BG1 when he gets removed during the BGT transition cutscene where Mae'var and his boys knock your party out. It's the new Quayle from this mod, that I recruit after fighting Kurvar and letting him kill Aerie, that has the issue I described.)

 

Additionally, it seems my Quayle is having other issues with his dialogue besides this. For example, during the Renal Bloodscalp/Mae'var questline, when first meeting Edwin after returning the Storm Necklace to Mae'Var, Edwin's introductory line is supposed to trigger a line from Quayle acknowledging him and calling him "Edwin Ocheeseron", or something to that effect. However, instead of the dialogue triggering correctly, when I press "continue", the dialogue simply ends and "Edwin has nothing to say to you" appears when I try to initiate dialogue again. There might be something wrong with my 1xquayj.dlg, or else my entire dlg.tlk, although if that was the case, I'd be seeing a ton more issues than this I'd assume. Any clue what might be going on and if this is possible to fix without a reinstall? 

Finally, I want to mention that I have seen Quayle's mod dialogue work at least once, during the Planar Prison quest, where he remarked on the mind control collars as he is supposed to. So at least SOME of my mod dialogue is working as intended. Maybe that dialogue is contained in a separate file, but I thought mentioning everything relevant may be helpful. I also did check if his dialogue somehow had "broken" between the planar prison quest and where I am now, but reloading a save from pre-Haer'Dalis days, immediately starting the Mae'Var questline and meeting Edwin still did not trigger Quayle's dialogue correctly. Killing Quayle and then talking to Edwin allows the dialogue to proceed as normal, with the main character being given 4 dialogue options rather than a continue prompt, since it is no longer trying to trigger Quayle's line. And the "bumbling simpletons, get out of my way" behavior happens as soon as I recruit Quayle, I tried reloading and letting Aerie die all over again, he still never gives me the dismissal dialogue like a normal companion. 


In Topic: Quayle Project ReDone

22 June 2020 - 07:10 PM

Okay, the old support thread is closed now so I'm asking here - I'm not sure if my Quayle is working right, when I kick him out he just says "get out of the way bumbling simpeltons(sic)" and the red "Quayle has nothing to say to you" pops up. I can't send him anywhere, and re-recruiting him requires ctrl+q which probably would break his scripts. Any idea how to fix this problem? 


In Topic: Haiass

11 May 2020 - 03:12 AM

Hm, I'm not able to do anything here. Any of the variables I change seem to just be related to either his "wait somewhere else for me" or "about your combat styles..." dialogues, and there's also a variable related to getting rid of him, but nothing that I can see that would debug him or fix/reset his follow script. For now I'll just have to keep reloading if this happens, and making sure to leave him at home for certain trouble spots like Shandalar's quest. If anyone has a better fix, I'd still like to know. 


In Topic: Haiass

10 May 2020 - 11:24 PM

I'll probably just start experimenting myself, but if anyone does have a solution please let me know. I'll post back here if I figure anything out, the problem is that the mod was written in spanish, so the variables are things like "HAIASSPUERTOBALDUR" "HAIASSMESONAMIGO" "HAIASSMIEDO" "HAIASSHUYE" "HAIASSDESDEBG" so I'm not really sure what I'm messing with mostly as I don't speak a lick of Spanish and google translate only works if there's a full word, not abbreviations & short hand. The only ones I can figure out are Puerto Baldur/Baldur's Gate is for him standing there when you issue a "meet me somewhere" command, and Friendly Arm Inn/Meson Amigo is similarly for him to wait there. But I have like 10 variables to mess with so I'll get to cracking and let you know if I found any way to reset his follow script once it breaks in the manner I've described. 


In Topic: Haiass

10 May 2020 - 06:58 AM

Hey, I've been using this mod for ages, specifically version 2.3 with the original games from the discs, not the EE, if that matters. One problem I get pretty consistently is that at times, Haiass will break, and stop following me from area to area, and I have to start killing him and resurrecting him every time I travel. Anybody know of an easy way to reset him or a variable I can change somewhere in Shadowkeeper to fix his follow script? 

 

Trivia fact if anyone cares, the biggest culprit I've found that causes this is anything where the PC is transported to a different area without actually using the edge of the map or a door. For instance, being transported to Ice Island and then back to Ulgoth's Beard for the Shandalar's cloak quest seems to break Haiass pretty regularly for me.