Merrill Act 2 Mourning quest bugged
#51
Posté 12 avril 2011 - 05:00
#52
Posté 12 avril 2011 - 06:24
According to the 1.03 planning thread, the bug is "fixed" but only if you reload a save from prior to entering the Deep Roads entirely. So...incredibly lame. But I guess now I finally have a reason to be thankful that I've been away from the game for a month, being that now it will be a little less dull when I replay the stupid Deep Roads just so I can finally experience this bit of content.
#53
Posté 12 avril 2011 - 06:36
#54
Posté 12 avril 2011 - 07:52
Give me a ****ing script to set the flag right we have a Console damn it.
#55
Posté 12 avril 2011 - 08:20
Awesome.
#56
Posté 12 avril 2011 - 08:28
TheRaggyGandalf wrote...
I'm getting seriously pissed. I've waited 4 weeks for a patch to fix this. Stopped right before Act2 and now they tell me I need a pre Deep roads Save (which I do NOT have).
Give me a ****ing script to set the flag right we have a Console damn it.
No one ever said it was fixed before the Deep Roads, just that the flag for the quest being active might be set before then. I was going to test whether it happened if I started before even going on the expedition (because it certainly can't have been set by then), but apparently that makes no difference. It's just plain broken.
I dunno if you want to bother waiting longer; from the sounds of it, it's simply a short dialogue cutscene with Merrill about your sibling. But yes, disappointing to still not have it fixed despite apparent attempts to do so. Makes me wonder what the test plan for that was.
Modifié par Mongoose22, 12 avril 2011 - 08:34 .
#57
Posté 12 avril 2011 - 08:33
Luke Barrett wrote...
After talking to the design team it was established that this quest was supposed to be cut from the game and somehow remnants of it stuck around in some fashion. Rest assure it has no affect on anything going forward (and even when it was in the game it was a very brief conversation with not plot modifying flags). Sorry for the confusion.
Modifié par Mongoose22, 12 avril 2011 - 08:34 .
#58
Posté 12 avril 2011 - 09:02
#59
Posté 12 avril 2011 - 09:59
#60
Posté 13 avril 2011 - 05:10
Oh, and I got the "Merrill- After Deep Roads" codex entry later in the act...not sure when. Maybe after completing her Mirror Image quest?
#61
Posté 15 avril 2011 - 10:54
#62
Posté 15 avril 2011 - 11:04
BeLikeHan wrote...
Yeah, that was also the first thing I checked. Sucks.
According to the 1.03 planning thread, the bug is "fixed" but only if you reload a save from prior to entering the Deep Roads entirely. So...incredibly lame. But I guess now I finally have a reason to be thankful that I've been away from the game for a month, being that now it will be a little less dull when I replay the stupid Deep Roads just so I can finally experience this bit of content.
Thats no truth i've played the game from beginning with the patch , i have the SAME BUG of mourning quest...
#63
Posté 15 avril 2011 - 02:11
#64
Posté 15 avril 2011 - 02:34
#65
Posté 15 avril 2011 - 06:32
#66
Posté 15 avril 2011 - 07:51
#67
Posté 15 avril 2011 - 11:03
#68
Posté 16 avril 2011 - 12:55
TallBearNC wrote...
I never got this quest... but I've always wondered.. why would anyone let their sibling die? You can make them a warden, circle mage, or templar... Why would you want them dead?
If you're playing for the first time, or if you never took them to the Deep Roads on previous playthroughs, you don't know that they will die. And there is a scenario where they WILL die, regardless of what you would like to happen - namely if you took them to the Deep Roads and did not also have Anders in the party. So suggesting that people only encounter a dead sibling scenario because they "wanted them dead" is way off the mark.
Edit to add:
On my 1.01 playthrough, Bethany was taken to the Circle and I got "Consoling Words" quest from Merrill. On this current 1.02 playthrough, Carver was made a Warden, and I got NO catch up quest for Merrill at the beginning of act II. I was directed to speak to every other companion but her. I find it hard to believe that the developers intended that everyone else but her wants to speak to me at the beginning of the act.
Modifié par Epona222, 16 avril 2011 - 12:59 .
#69
Posté 16 avril 2011 - 03:20
- Load a game where you're still in Act 1. Since the quest auto-completes at the start of Act 2, it won't trigger after that (unless someone knows how to reset quest flags). The best time to do this is right before the Deep Roads; otherwise, you may have to wade through Merrill's other conversations first. Note that this will screw up your game pacing, so I would load another save after this to reset the game state.
- Use the command runscript zz_mrl_debug in the dev console to bring up Merrill's debug script.
- Choose Other Dialog > Act 1 > Deeproads before mother visit.
If anyone wants me to post a transcript of the conversation, lemme know. It's very short.
Modifié par Mongoose22, 16 avril 2011 - 03:24 .
#70
Posté 03 juin 2011 - 09:55
Today I installed patch 1.03 and now the bug is worse, the quest doesn't even show at all. I hope I still can get Mirror Image
#71
Posté 03 juin 2011 - 10:04
#72
Posté 03 juin 2011 - 10:39
blufire burner wrote...
I played las night and got to te beginning of act 2 and had this auto-complete issue, so I didn't save.
Today I installed patch 1.03 and now the bug is worse, the quest doesn't even show at all. I hope I still can get Mirror Image
It's fixed now; the quest was cut, so it was never intended to be logged.





Retour en haut







