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Lothering Bandits... not dying?


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13 réponses à ce sujet

#1
Paxsis

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So I completed the game yesterday, and was eager to set out yet again with a mage this time. So everything was fine and dandy, but when I got to Lothering and faced the bandits (when I killed them with the dwarf almost everyone I talked to was positive to the removal of them.), their deaths are not acknowledged by anyone in the village.

At first I thought it was just because I was an elf; not many people care for elves anyway. But when I got to the family of robbed elves, they didn't acknowledge me either. I know they did when my dwarf told them that I had killed the bandits, so... Is anyone else experiencing it, or is it simply because I'm an elf mage or something? The latter doesn't sound very plausible, so I thought I might as well ask.

#2
Paxsis

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No one? Ah well, might as well start over.

#3
Whisp69

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Could it be that during the dialog you chose the line "(intimidate/persuade) [idk which of the two it is]You want to mess with a mage (or something like that ... but it's the just of it)" and afterwards decide to kill them.



As your dwarf wasn't a mage you hadn't that option ... I got the same problem on my mage ... looks like a bug with that specific dialog line.

#4
Paxsis

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Hm, it could be that. I'll try that, thanks!



Though it doesn't really make sense... regardless of what I am, I still got rid of them. :P

#5
Pretorian

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Actually, a guy i know had the same problem, he killed the bandits outright when he faced them (this is his third play through) and the village still thinks they are alive.

#6
Paxsis

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I did that too on my first playthrough.. first I convinced them to let me pass, then I decided to kill them. No problem the first time. I did it again with a human warrior, and it was no problem. Not sure if it's related to it being an elf or just some random problem.

#7
exar_kun72

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happened to me with my human mage. killed the bandits but didn't get the option to say 'i killed the bandits' to the robbed elves or to ser bryant. was only able to tell ser bryant about there being bandits on the highway which led to him sending some templars to take care of it.



hm... to bad i don't have a save before that event. most probably something to do with the dialogue choices.



don't think it affects gameplay much though. after ser bryant sends his men to take care of the non-existant bandits, you can tell the robbed elves that it's been taken care of.

#8
PhilthoOo

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I killed them with my elf mage, and had the options. I tried bartering, then told them to f off and slaughtered them.

#9
schlachthaus

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halo everyone, i have some problems that may be related..



i killed the highway bandits, and then i can't talk to allison and elder miriam.. the conversation scene didn't turn up.. they keep calling me troublemaker.. so i can't start their quest..



how did this happen?? is there anyway i could open conversation and take the sidequest??

#10
ThorThunderfist

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I have been having this problem as well, so I figured I would give this thread a bump to make it more likely that the devs notice this and realize this problem exists.

#11
Lycanthrope

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Exact same problem. When an Elf Mage kills the bandits, it's acknowledged, when a Human Warrior kills the bandits, it's acknowledged, when a Human Mage kills the bandits, it isn't acknowledged :(

So, a bump from me as well.

Edit: It seems using the I'm a Grey Warden (Intimidate) dialogue option works, but the I'm a Mage (Intimidate) dialogue option doesn't.

Modifié par WulfenMortys, 09 mai 2010 - 10:24 .


#12
Withidread

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Had this problem happen to me as well. My elf mage intimidated using the mage option, the one bandit ran off and I killed the rest. When I talk to people in Lothering it's like I just paid the toll.

#13
Guest_IndigoKidd_*

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I've had the same problem with my elf Mage.I don't think it was always like that must be the result of a bug in a patch.

#14
flagondotcom

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Since this thread got necro'd: The bug (if one guy runs off, then killing the rest doesn't cause the flag "all bandits have been killed" to get set) has been there since the beginning and is fixed in Qwinn's fixpack mod. Since the 2.0 version of that mod has some breakage of Leliana's romance, though, you might want to wait for the very next version.



The other issue above about being unable to talk to certain sidequest-givers in Lothering and being called a troublemaker is usually caused (from what I've seen) by a failed stealing attempt.