Jump to content


Photo

Possible Mega-Install Bugs


  • Please log in to reply
32 replies to this topic

#21 amitlath

amitlath
  • Member
  • 132 posts

Posted 27 May 2006 - 06:20 PM


in the fallen paladins quest, when i talk to reynald, and go back to the Order for Anarg's cup, my conversation there goes normally, only in the end i dont have the cup in the inventory. again, i just clua'd it in and things went well. and yet again, this is a quest that a couple mods in my salad modify. i am beginning to think that one precaution to be taken is not to install components from difference mods which modify the same quest. choose one and install that.


this is probably not a bug: you've got
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
installed, so this is probably the 'extension' it's made to the reynald/ fallen paladin quest: ie, it's the expected behaviour after installing that mod component. as to how to solve it: the clues will be in the game

when i talk to ryan trawl in the Order, he tells me that he has given me the cup and i should give it to reynald, but i dont have it in my inv. i even tried to go back to reynald and talk to him without it just to see if i got extra dialog options, but the only one that i had was something like i do not have the cup yet. i dont know how the above extended behaviour will/should go, but here i think i definitely should have had the cup.

#22 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 28 May 2006 - 01:31 AM

Here's an interesting tidbit. I thought "what the hell, let's give Boo a shot in a battle and see what kind of damage he can do." So I clicked on boo in Minsc's quickslot and conjured up the critter, and lo and behold, it arrived as Sime's winter wolf. It'll help out in battles, it's perpetually stuck in the Southern Wastelands, and I cant kill it at this level to make it appear in the quickslot again. Been about 10 days gametime and he's still there. Odd.

It takes a village...


#23 seanas

seanas
  • Modder
  • 1906 posts

Posted 28 May 2006 - 06:11 AM

Here's an interesting tidbit. I thought "what the hell, let's give Boo a shot in a battle and see what kind of damage he can do." So I clicked on boo in Minsc's quickslot and conjured up the critter, and lo and behold, it arrived as Sime's winter wolf. It'll help out in battles, it's perpetually stuck in the Southern Wastelands, and I cant kill it at this level to make it appear in the quickslot again. Been about 10 days gametime and he's still there. Odd.

i know horred has done a lot of work on veter (sime's wolf) and boo, but i long since concluded that the chance of them working on a mega-install was remote - like tashia's cat, i just don't use them :) . so i'm not surprised it doesn't work. they should be fixable, hey, but i never seem to get them to work on my installs - i usually end up removing any code i can find relating to veter and boo rather than try and fix them.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#24 Chevalier

Chevalier

    Knight of the Realms

  • Modder
  • 2405 posts

Posted 28 May 2006 - 08:33 AM

The NeJ Boo fix causes this, without the fix Boo works for me.

I Ride for the King!


a.k.a. Chev


#25 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 28 May 2006 - 11:39 AM

The NeJ Boo fix causes this, without the fix Boo works for me.


Damn! I'll need to remember that for when I install my v193 WeiDU mega game with the updated Worldmap v6. That's the Boo fix in the BGT-NEJ2 compatibility patch, right? Thanks! :wacko:

It takes a village...


#26 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1914 posts

Posted 07 June 2006 - 07:57 PM

BGT:
=====================================================================
Just did The Archeological Dig for the Evil Idol quest in Area S of Lighthouse (AR4100?). After the miners go red, my party hightailed out of the cave. When I tried to go back in, the cave entrance is gone - the pointer does not turn into an Enter Doorway marker.

CLUA'd into the cave, and the pointer allows exit.

=====================================================================
I tried to return the greenstone ring to Joseph's wife in Nashkel, but she didn't recognized I had it - just said something about leave her alone.

To correct, bring your entire party into Joseph's house. Then enter this in CLUA commandline:

CLUAConsole:SetGlobal("HelpNashkellWoman","GLOBAL",1)

If you have BG1NPC installed AND Ajantis in your party, then enter this command next,
CLUAConsole:SetGlobal("X#AjantisWomanNashkell3","GLOBAL",1)

Now talk to the wife, she will respond correctly. There's some poignant dialogue by both Ajantis and Xan, if BG1NPC is installed.

=====================================================================
One of my thieves was able to backstab a Mustard Jelly. Umm, no.

=====================================================================
Encountered the dreaded Dialogue problem with Coran. The solution in the link solved the problem.


DSotSC:
=====================================================================
Otho`s Nephew Quest - one of the dungeon levels has no exits. Solution: Either replace the area with corrected file [see thread], OR move to the next area - CLUAConsole:MoveToArea("dsc029")

=====================================================================
Think Shar Nadal's too tough? Try the ideas given in this post. Caution: spoilers be there!

Edited by Azazello, 11 December 2006 - 08:56 PM.


#27 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 07 June 2006 - 08:11 PM

Just did The Archeological Dig for the Evil Idol quest in Area S of Lighthouse (AR4100?). After the miners go red, my party hightailed out of the cave. When I tried to go back in, the cave entrance is gone - the pointer does not turn into an Enter Doorway marker.

CLUA'd into the cave, and the pointer allows exit.


I think you need to kill the miners off. Also, after talking to Charleston, he takes the idol, and if he takes the idol, you can't finish the Torquion quest in DSNTotSC. So I believe it's normal the pointer won't let you in the cave, and if you can figure out a way to keep the idol, let me know!!! :cheers:

It takes a village...


#28 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1914 posts

Posted 07 June 2006 - 09:24 PM

Ha, so that's how it works!

Well, I never kill the miners. Gallor proposed I do that, but Ajantis told him get stuffed (which I would have done anyway!)

So I got the idol the CLUA way, so Torquion heres I come!

#29 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 08 June 2006 - 05:15 AM

Ha, so that's how it works!

Well, I never kill the miners. Gallor proposed I do that, but Ajantis told him get stuffed (which I would have done anyway!)

So I got the idol the CLUA way, so Torquion heres I come!


Could you post the correct CLUA syntax for putting the idol back in your inventory? I'm still learning how do do that stuff. I can move from area to area if needed, but not much else,,, :wacko: Thanks!

It takes a village...


#30 radish_hoedown

radish_hoedown
  • Member
  • 201 posts

Posted 08 June 2006 - 07:23 AM

The NeJ Boo fix causes this, without the fix Boo works for me.



So why is this still included in the fixpack? as in.. with BGT and NeJ, is the lesser of two evils installing it, or not installing it.. :S

#31 seanas

seanas
  • Modder
  • 1906 posts

Posted 08 June 2006 - 08:41 AM

not installing it would seem the lesser evil (it gave Minsc the dreaded stutterbug on my last install). but the least evil - whether you install it or not - is simply don't use Boo as a summonable minion, and you won't have any problems.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#32 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1914 posts

Posted 08 June 2006 - 02:29 PM

Ha, so that's how it works!

Well, I never kill the miners. Gallor proposed I do that, but Ajantis told him get stuffed (which I would have done anyway!)

So I got the idol the CLUA way, so Torquion heres I come!

Could you post the correct CLUA syntax for putting the idol back in your inventory? I'm still learning how do do that stuff. I can move from area to area if needed, but not much else,,, :wacko: Thanks!

Well, what I did was CLUAConsole:MoveToArea("ARA101") with a thief, grabbed the idol, and ran out.

But to get the item the true cheaty way, CLUAConsole:CreateItem("misc48")

#33 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 13 June 2006 - 04:52 AM

Ha, so that's how it works!

Well, I never kill the miners. Gallor proposed I do that, but Ajantis told him get stuffed (which I would have done anyway!)

So I got the idol the CLUA way, so Torquion heres I come!

Could you post the correct CLUA syntax for putting the idol back in your inventory? I'm still learning how do do that stuff. I can move from area to area if needed, but not much else,,, :wacko: Thanks!

Well, what I did was CLUAConsole:MoveToArea("ARA101") with a thief, grabbed the idol, and ran out.

But to get the item the true cheaty way, CLUAConsole:CreateItem("misc48")


I figured out how to keep the idol. Just talk to Charleston after the miners go hostile (they've been possessed, so you really don't have a choice about offing them at this point), but before searching the sarcophogus. Keep talking to him and he'll offer you the Firewine Scroll. After you have the scroll, search the sarcophogus to get the idol. Naturally, you need to deal with the consequences of this afterwards,,, :whistling:

It takes a village...