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Modify plot completion


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17 réponses à ce sujet

#1
GuardianChronos

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hi, i'm just before the final battle and completed every side quests. but there is one, "places of power" from the mage collective  that is bugged. even though i already activated all the places of power, the game thought that i have not. 

so i downloaded the toolset and tried to edit the save only to complete that particular quest. so far i am still denied of success. 

anyone can help me to complete the quest? either by modifying the quest to be completed or adding the place of power to some place, denerim perhaps.

thanks :)

#2
GuardianChronos

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bump... someone help me please? i really need this... can anyone who knows how the toolset works just tell me? i already searched the wiki but i understand nothing..

#3
ladydesire

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I think you'll have to go back to a previous save and complete it again; I don't see any way in the toolset to set that as completed.

#4
GuardianChronos

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i already tried that, before activating the places of power in the elven alienage. the same problem appeared, the quest somehow doesn't meet all the requirement to achieve completion even though i activated all 4 of the places of power.



anyway, i tried to "reactivate" the places of power via the toolset again, just out of curiosity. and yes, i can click and "activate" the places of power, meaning i activate 5 places of power, but still, the requirement to complete the quest is not met.

#5
0x30A88

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Beneath lies an exploit, not recommended to read if you don't want such a quest to be the easiest one ever. However, it will solve the bug.

If it's not far away, you can go back and do it and exploit a bug which makes this quest the easiest. When you see the place of power, use the spacebar-pause and have all your companions to use it, then resume and have it activated four times (five if you have a ranger-pet do it too).

Modifié par Gisle Aune, 28 novembre 2010 - 08:39 .


#6
Karma

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You could also write a script in the toolset that sets the plot flag as complete. Save, compile, and export it. Drop the exported file into packages/core/override. Run the script via the in-game console.


I haven't tested this, but it should work:

[dascript]
#include "wrappers_h"
#include "plt_lite_mage_places"

void main()
{
  WR_SetPlotFlag(PLT_LITE_MAGE_PLACES, PLACES_FOUND, TRUE);
}
[/dascript]

Modifié par satans_karma, 28 novembre 2010 - 10:31 .


#7
GuardianChronos

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sorry... none of the above method works...



for the method from satans_karma, i tried to write a script with the normal setting and copy-paste your script, saving it and compiling it, and "export with dependent source" it. i already dropped it to packages/core/override, and start the game and write "runscript plt_lite_mage_places" but nothing happens. the quest is stuck.



but maybe i make a wrong script somehow.. i never write a script before.



maybe the only way to solve this quest is to write a script that change the requirement for the quest ? or write a script that mark this quest as "complete?"

#8
GuardianChronos

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can anyone please help me to make a script like that? :)

#9
0x30A88

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If you could, you could make a creature with a conversation setting the "completed" flag of the quest as if you have activated the five places and place it in one of the game areas and export it.

After the quest is done, go back to the toolset and remove your creature from the area and export it - your changes to the area are now undone.

Modifié par Gisle Aune, 29 novembre 2010 - 03:19 .


#10
GuardianChronos

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i think i understand what you mean... but i never made any script before, and truth be told, i only downloaded the toolset for this particular quest only. so i really have no idea about any scripting or "setting the completed flag"

but i will go to the wiki and try though, thanks for the suggestion :)

edit : nope, i dont understand a thing. i will really appreciate anyone who help me with this..

Modifié par GuardianChronos, 29 novembre 2010 - 04:11 .


#11
0x30A88

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1. Go to toolset, and open the module "single player"

2. File->new->conversation

3. Create a line saying somethin followed by a [END DIALOGUE]

4. On that line, go to the second tab and under action, load up the plot

5. Save and export the conversation.



6. Create a new creature, make sure you don't set it to _hostile

7. Set the previously made conversation to creature.

(optional). Clothing and such is added through the inventory of the creature.

8. Save andd export the creature.



9. Open an area and place the creature in it

10. save and export the area.



11. Go talk to the creature in-game



Afterwards you can remove the creature from the area just as easy as you created it.

#12
GuardianChronos

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i tried to follow your instruction, helped by the wiki of course. however, i'm stuck at " place the creature"



i searched the wiki and they give a very simple explanation, which i am unable to do. can you help me in this? i cant seem to place my creature...



and when you say export, is it " export with dependent source? "

#13
Karma

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Is "plt_lite_mage_places" what you called your script?

#14
GuardianChronos

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oh wait... i called my script "test".. is that what i should write? i will try now...

#15
0x30A88

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GuardianChronos wrote...

i tried to follow your instruction, helped by the wiki of course. however, i'm stuck at " place the creature"

i searched the wiki and they give a very simple explanation, which i am unable to do. can you help me in this? i cant seem to place my creature...

and when you say export, is it " export with dependent source? "

Open the area, browse in the pallete to the right and find your creature and select it, then you can place it in your area.

No need to export with dependant resources, as they are, in fact, exported.

#16
GuardianChronos

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worked like a charm.... i tried scripting and it works! the quest is now completed =D



however, even though the quest is completed and i do get the reward, one thing remains..



the quest " defending the collective " which is supposed to be available after i completed every other quest is not available.



i completed every quest from TMC, but when i go to denerim, the quest is simply not there.



can anyone help me with this last favor? i just want to have that final quest :)

#17
GuardianChronos

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solved by satans_karma :)

#18
0x30A88

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Open up the toolset and find the plot file for that quest and make a script to activate it's "available"-flag.