Can't start City Watch quest in Act 1
#1
Posté 11 janvier 2011 - 11:16
Since I'm a lawfull good character, I naturally went to see Cormick first to join the Watch, but each time I talk to him, there's no dialogue option which allows me to join them. I've saved the game just before talking to Cormick for the first time, but each time I reload its the same result:
The discussion starts with Comick who's talking to Lieutenant Roe about the merchant Galen needing help. After the discussion ends, Cormick notices my character and offers to give a reward for helping out at Fort Locke. After refusing or accepting the reward, I have the option about asking to have access to Blacklake which Cormick refuse to grant me, but I'm never offered to join the watch. My only option to continue the game is joining the Thieves.
Is there a way to fix this? I don't have any previous saves, but if I knew the game was still buggy, I would've made thousand of saves like I did the first time I played the OC. I'm really pissed off, since this is not the first time I'm stuck because of missing options and frankly I'm really sick and tired of restarting the game.
I'm playing NWN 2 : Platinum Edition bought on Steam with MotB and SoZ expansions.
#2
Posté 12 janvier 2011 - 03:50
Did you talk to Sand yet? I ask because I'm looking at Cormick's conversation file, and it has an attached script, described as "Custom conditional to determine whether or not the PC gets to join the Watch." (There's also a quest to Aldanon in here somewhere, but can't remember when, you might miss that - and be further warned this could really mangle that, too.) I'm just thinking that for whatever reason the following variable wasn't set proper:
DebugMode 1
rs ga_global_int("SandIntroDone", 1)
DebugMode 0
Try chatting up Sand in his shop down at the docks first. If neither talking to Sand nor running the script above works, we can try something further ..
ps. just figured out it gets set upon entering Sand's shop.
( pps. the Module is "1000_Neverwinter_A1" & Cormick's convo-file is "10_cormick.DLG" - Cormick's variables are almost notoriously buggy, i've had *cough* loads of fun screwing them up royally & fixing em again )
#3
Posté 12 janvier 2011 - 01:51
#4
Posté 12 janvier 2011 - 03:22
thanks, i needed that
to OP : well, did he?
#5
Posté 12 janvier 2011 - 06:02
Version 1,023 (1765)(FINAL)
As for my characters discussion with Duncan, all went as it's supposed to, with Sand joining the conversation and checking the shards and everything.
Now that you've mentioned it kevL, I've actually went to Sand's shop right AFTER my characters discussion with him and Duncan inside the tavern. Once that was done I went to do some shopping in the Docks, I saved my game, then went to the Watch's building. Would that be the source of the bug?
When I'm discussing with Cormick, after I refuse or accept his reward (thus ending "Marshal Cormick's reward" quest), these are the following conversation options I have:
1) I need to enter the Blacklake District.
2) I'm looking for Aldanon the Sage.
3) Farewell.
If I chose either 1) or 2) the conversation always ends with the following options:
1) I don't need the Watch's permission, I can find a way in on my own.
2) Farewell.
I've tried your suggestion with the Debugmode function (are those called scripts?), but I've only received this message:
Virtual Machine reports unsuccessful execution of script ga_global_int for object (my characters name)
It didn't resolve my problem, even though I'm certain I've typed them in correctly and properly since it isn't the first time I've used the Debugmode function.
Any more suggestions? Heck, I you can give me a Debug command so that I immediately acquire the Watch's quest, that would be fine with me. Thks for the help!
#6
Posté 13 janvier 2011 - 05:18
darn, but that'll teach me for not checking .. try this insteadunsuccessful execution of script ga_global_int
rs ga_global_int("SandIntroDone", "1") doh
( without the 'doh' ) like yourself, the first one gave me an unsuccessful execution
but this one's success.
That doesn't mean it fixes the prob. tho. I'm not sure if you've mucked about with Caleb yet, & the same 'conditional script' assumes that, so along with the command above, set Caleb
rs ga_global_int("CalebState", "0")
I'm thinking it happened sometime in there, yehI've actually went to Sand's shop right AFTER my characters discussion with him and Duncan inside the tavern. Once that was done I went to do some shopping in the Docks, I saved my game, then went to the Watch's building. Would that be the source of the bug?
no, technically they're called Commands; commands fire off 'scripts' ..I've tried your suggestion with the Debugmode function (are those called scripts?)
other things fire off scripts too, like 'triggers' ( invisible spots on the ground, visible when in DebugMode btw * but don't play the game while in DebugMode * since you'll find that things like triggers might not fire proper etc. )
Okay, thanks for those convo-lines. From the convo-file I see that those variables above seem fine (you can try them anyway, it shouldn't hurt)
ooh boy, this really looks buggy; in the convo-file the second set of lines you mention never directly follow the first set, as far as I see. Besides that, the only thing I'm scratching my head over is the fact that some of the lines in Cormick's dialog have simply empty brackets () under "Conditions". I don't know what that means and if anyone else does, Pls say. ( They occur on both PC lines and Cormick's, each got some; I tend to think they do nothing )
In addition to the above switches (ie, variables) set "FaulkState" as follows ( 'Faulk' is an alias for Cormick ) :
rs ga_global_int("FaulkState", "0")
or, if that doesn't work, try changing the zero to one. As a pseudo-last resort, go to two (see below).
That should pretty much reset Cormick (apart from the Fort Locke stuff). For others who are having issues with Cormick, here are his variables from '10c_faulk_ck' (conditional check to show lines of dialog)
Checks which line of dialog we should show with Faulk.
1 = Intro
2 = Still hasn't decided
3 = Not done with Hagen
4 = Done with Hagen. No bribe.
5 = Done with Hagen. Bribed.
6 = Not done with Caleb.
7 = Done with Caleb.
They can be set not only with the 'ga_global_int' command, but should probably be set with
rs 10a_faulk_state(X)
where X (no quotes) is one of the following (this is for you, too, I_T_T_W). It sets a couple other things, as well as Cormick's game-state :
Sets Faulk's dialog state
1 = Intro Done
2 = Got Hagen Quest. Not done yet.
3 = Done with Hagen. Done good.
4 = Done with Hagen. Took a bribe.
5 = Got Caleb quest. Not done yet.
6 = Finished Caleb quest. Start Sweep quest.
Some questions :
1. what convo-line *leads into* those you've mentioned?
2. is the "Farewell" you mention really "Farewell", or "Nothing else. Farewell"?
3. Do you have a journal entry called "The Blacklake District"? if so, roughly what's in it?
well, I'm starting to go loco, at least there's a few things you can try before worrying about auto-joining the Watch and setting its related journal entries. If the above suggestions don't get you into the Watch, the options are to either re-install or, I'd be glad to give ya up to ~10 commands for joining the Watch (but without guarantees of Cormick's conversation coming on line)
i report, you decide
#7
Posté 13 janvier 2011 - 06:44
Here is how the conversation should be working:
Talk with Cormick and refuse his reward with the line "No reward is necessary - I was just trying to help.
Shortly after that he will ask "But enough of that. What can I do for a fellow Harborman?" and you should respond with "I need to enter the Blacklake District."
The next lines are:
Cormick: Beautiful place. Worth the trip, but we have the entire district locked up tight. You won't be getting in any time soon.
PC: Why? What happened there?
Cormick: Foulest murder. I'm not permitted to give you any details as the investigation is on-going, but it's serious. Even the mages of the Cloaktower have gotten involved.
PC: But why is it locked down?
Cormick:Again, I'm not permitted to say. If it makes you feel any better though, even some of the nobles who live in the district haven't been permitted to return.
PC: continue
Cormick: The only way anyone gets in is if they're a member of the Watch, and Captain Brelaina has to personally approve anyone who wants to enter Blacklake.
PC: continue
Cormick:That woman takes her job very seriously. She won't just give you one if you ask.
Then you should get four options with the first being:
What if I work for the City Watch? Will that help?
The display of this line is dependent on the script 10_c_enable_watch. However there is no such script in the game. Check your override folder and see if you have a file 10_c_enable_watch.NCS file and if you do remove or rename it.
Regards
Modifié par Kaldor Silverwand, 13 janvier 2011 - 06:44 .
#8
Posté 13 janvier 2011 - 06:47
#9
Posté 13 janvier 2011 - 06:55
thanks for the help, Kaldor
nb. the beginning of this seems to take place in '1000_Neverwinter_A1', where there is a script '10_c_enable_watch' that fires on the line "What if I work for the City Watch? Will that help?", right after "That woman takes her job very seriously ..."
no?
Modifié par kevL, 13 janvier 2011 - 07:06 .
#10
Posté 13 janvier 2011 - 08:59
rs ga_global_int("FaulkState", "0") and rs ga_global_int("FaulkState", "1")
I still didn't see the "What if I work for the City Watch? Will that help?" conversation option (meaning I still have the same problem).
Also, I'm afraid I got lost for what you guys discussed concerning
rs 10a_faulk_state(X) and I didn't get what means "10_cormick in module 1700_Merchant_Quarter", nor did I find anything in the "override" folder... which I found in windows explorer inside the "Neverwinter Nights 2" folder.
While I understand the principle of the NWN2's engine, my technical understanding is limited to typing commands in the Debugmode... :-S
From what I can understand from your suggestion kevL, now I should try to type rs 10a_faulk_state(2) to start the Watch's quest, once I end my conversation with Cormick?
Finally, I do indeed have the "Blacklake District" quest in my journal, which explains I need to gain access to Blacklake District by either talking to Galen or Cormick (my character hasn't initiated any conversation with Galen).
#11
Posté 13 janvier 2011 - 09:31
kevL wrote...
neat!
thanks for the help, Kaldor
nb. the beginning of this seems to take place in '1000_Neverwinter_A1', where there is a script '10_c_enable_watch' that fires on the line "What if I work for the City Watch? Will that help?", right after "That woman takes her job very seriously ..."
no?
That is interesting. The same Cormick conversation is in two modules then but they only included the script it relies upon in one. That hopefully means that by the time you get to the 1700 module areas those parts of the Cormick conversation are skipped for other reasons. Lazy conversation work. I can look at the script tonight to see what it is doing unless someone can just post it.
Regards
Modifié par Kaldor Silverwand, 13 janvier 2011 - 09:32 .
#12
Posté 14 janvier 2011 - 01:40
// 10_c_enable_watch
/*
Custom conditional to determine whether or not the PC gets to join the Watch.
*/
// JYL 6/15/06
int StartingConditional()
{
int nCaleb = GetGlobalInt("CalebState");
int nSand = GetGlobalInt("SandIntroDone");
if (((nCaleb < 1) || (nCaleb == 10)) && (nSand == 1)) return TRUE;
return FALSE;
}
So, you do see the dialog that Kaldor quoted? That'd be a good thing ..IS_THIS_THING_WORKING wrote...
Thks Kaldor, you showed the exact conversation I have with Cormick, even though after typing the commands
rs ga_global_int("FaulkState", "0") and rs ga_global_int("FaulkState", "1")
I still didn't see the "What if I work for the City Watch? Will that help?" conversation option (meaning I still have the same problem).
this is another 'form' of the command rs ga_global_int("FaulkState", "blah") - you can think of it as a script within a script, for now.Also, I'm afraid I got lost for what you guys discussed concerning rs 10a_faulk_state(X)
You see (or not ..), Kaldor found a dialog file for Cormick in the module titled "1700_Merchant_Quarter", and I found a dialog file for Cormick in the module titled "1000_Neverwinter_A1". This might be leading to innumerable conflicts and ambiguities in the various Docks quests ....and I didn't get what means "10_cormick in module 1700_Merchant_Quarter"
Note : there are two Override folders that NWN2 uses. One is under the NWN2 installation folder, the other is under your MyDocs->NWN2 folder. I suspect both are empty, but if you have anything in either of them please say so.nor did I find anything in the "override" folder... which I found in windows explorer inside the "Neverwinter Nights 2" folder.
nope. That would tell the game that Cormick has given you his first quest for the Watch already, and you wouldn't even have Journal entries for it, which'd be a downer. If / when you do this correctly, you'll get a cloak and a nifty feat, be official, & etc.From what I can understand from your suggestion kevL, now I should try to type rs 10a_faulk_state(2) to start the Watch's quest, once I end my conversation with Cormick?
I suggest first trying, if you haven't done so already,
rs ga_global_int("SandIntroDone", "1")
rs ga_global_int("CalebState", "0")
That should set things regarding the script Kaldor and I are quibbling about. But if that don't work,
rs 10a_faulk_state(1)
( in addition to the first two )
This issue is really getting narrowed down (barring a corrupt install) .. I'd like to hear what Kaldor has to say about it.
#13
Posté 14 janvier 2011 - 02:21
debugmode 1
rs ga_global_int("SandIntroDone",1)
rs ga_global_int("CalebState", 0)
debugmode 0
(I'm not sure about the need for quotation marks around the second parm of ga_global_int. If things are consistent they shouldn't be needed.)
Regards
#14
Posté 14 janvier 2011 - 02:23
things *aren't* consistent
edit - I just noticed 'ga_global_int' and 'ga_local_int' expect strings, and convert them to integers internally .. so thar ya go, quotes wanted.
Modifié par kevL, 14 janvier 2011 - 09:43 .
#15
Posté 14 janvier 2011 - 07:17
#16
Posté 15 janvier 2011 - 01:35
#17
Posté 15 janvier 2011 - 02:01
debugmode 1
rs ga_global_int("SandIntroDone", "1")
rs ga_global_int("CalebState", "0")
debugmode 0
(The command were only "successful" when I've placed the numbers in quotation tho. Also, both my override folders were empty.)
Thanks again for you help, even though I've already completed the OC a while ago, I wanted to complete it again with my lawful good character so that I may use him in the expansions that I've recently purchased. Now I can finally continue my "adventure"
#18
Posté 15 janvier 2011 - 05:29
I've just finished the Watch's quest which required that I patrol the docks and now need to go to the merchant district to meet captain Brelaina. Any suggestions?
#19
Posté 15 janvier 2011 - 07:50
If that fails, run
rs ka_hotspot_show_num(1013)
Unfortunately, Cormick doesn't seem to be the guy who actually opens the Merchant Quarter, so just generally make sure you've completed everything that's supposed to be complete. If re-entering the Flagon doesn't work .. or if someone who has a better grasp of events than I do don't come along .. there's no sense in banging our heads against imaginary walls eh?
#20
Posté 16 janvier 2011 - 02:36
Modifié par IS_THIS_THING_WORKING, 16 janvier 2011 - 02:37 .
#21
Posté 16 janvier 2011 - 02:59
looks like ill be sending that bill to Atari after all





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