Neeshka quests....again :(
#1
Posté 16 mars 2011 - 05:57
Here's the problem. I try to pick the lock. Neeshka fails and it says I need a specific key. No one gave me the key. I have absolutely NO knowledge of scripting so I can't even know what to do.
On another note, I read that I was supposed to be informed by Wolf (the kid) that Leldon's waiting for me near the Park. However, when I go to the Sunken Flagon, the kids ARE NOT in there, even though the conversation was over with him and the kids were supposed to live there.
Can ANYONE PLEASE help me??? I'm so stuck with this quest. And I want to do it so badly.
#2
Posté 16 mars 2011 - 07:49
However, you mention "getting scripts to trigger going to Leldon's hideout"? Do you mean that quest was no longer available to you but you made it available via console?
If so, it is likely the meeting in the Park will never fire either. Also, the Collector's Mansion mission is dependent on the completion of the Leldon's Hideout quest, not sure about the Park Meeting quest, so it is likely that won't be available either. The reason you can't unlock the Mansion door is that you have to get the quest before you can do so.
If you've run scripts via console to fire quests then it is possible you have disrupted the triggers to fire up the follow-on quests and these will have to be fired up via console as well. I don't know the codes to run them, but others here might.
Modifié par Mr Ordinary, 16 mars 2011 - 07:50 .
#3
Posté 17 mars 2011 - 12:45
If you're game to try consoling in a script command, it's probably in the Docks module.
#4
Posté 17 mars 2011 - 07:09
And after completing that, I get that the entire quest is completed, no Wolf delivering the msg, no meeting in the park, no nothing after that. And the Collector's mansion is still an unsolved quest. I can't enter through the front door. It gets me so irritated seeing the quest just sitting there unsolved. But I don't know how to use the scripts, or make them, or find them, so that's why I asked for help and ideas to solve this.
Is there some kind of script for me to trigger Wolf delivering the msg? Or a script to unlock the door to the Collector's mansion. I should mention that I got that quest from his gal-pal, I just haven't got the key or whatever I need to unlock the mansion :/
#5
Posté 17 mars 2011 - 10:53
I can't find anything in Tasha's convo. that marks a variable, opens the door, or anything like that. Chasing Neeska around in the TS is a bugger, as you might imagine. Chasing Wolf around is even harder (sly little beggar). This doesn't strike me as game-braking, but more of a nuisance.
If Neesh is making her DC28 to OL okay, it is possible you might have waited too long and the gamestate simply no longer allows those quests to go ahead any farther .. i seem to recall something like that happening to me once
#6
Posté 18 mars 2011 - 01:48
kevL wrote...
If Neesh is making her DC28 to OL okay, it is possible you might have waited too long and the gamestate simply no longer allows those quests to go ahead any farther .. i seem to recall something like that happening to me once
Once Tasha shows up with her message, Wolf won't show up with his (Im pretty sure). I ran into that once myself.
I can't imagine anything shutting down the Coll. Mansion before a certain ceremony, though, which obviously hasn't taken place yet ...
...unless...
tsukihime_zero ,
The scripts you ran from the console - they didn't mark Leldon dead and done, did they? What commands did you actually use? (Plus, I assume from what you posted, that you haven't gone in and come out).
p.p.s You didn't happen to kill to Leldon in his hideout, did you? (which can actually happen if you set off enough of those noise alarms).
Modifié par I_Raps, 18 mars 2011 - 02:02 .
#7
Posté 19 mars 2011 - 05:32
PS: It has been awhile since I played so I might be misremembering.
#8
Posté 20 mars 2011 - 12:47
It might be like that- it might've closed off due to me being awfully late with the quest. I'm in Chapter II, but that's I think when the quest is supposed to be done. Tasha, true, doesn't give any key whatsoever or anything.
And the Door actually requires a specific key to unlock. That's what it keeps saying. In his hideout, Leldon appeared, but I didn't kill him. He ran off in the smoke, from the smoke bomb.
And I haven't seen a backdoor. Maybe it's there somewhere. :/ I'll see.
If I've missed answering something, tell me, I'll recheck the mansion and that
#9
Posté 20 mars 2011 - 04:11
i believe ya. The funny thing, from my perspective, is that in the Toolset it defaults to not locked (no key required), and I've done a search of 3 modules (1000_Neverwinter_A1, 1700_Merchant_Quarter, & 2000_Neverwinter) for the tag of that door (20_dr_1024_to_1038) with no results. So i'm Boggled ..tsukihime_zero wrote...
And the Door actually requires a specific key to unlock.
then i thought: why not port ya in there? Here it is ( make a good safe single slot save before attempting this, you might need it ! )
rs ga_load_mod("2000_Neverwinter", "WP_colguard2_05")
Note, this will throw you into the middle of a fight that gets hot real fast. Couldn't get a more suitable tag to work in testing. Not sure if your buffs are removed on entering, but count on it. To get out, I suspect that the exit door works fine normally (it's right beside you on entering).
But if it doesn't :
rs ga_load_mod("2000_Neverwinter", "20_collector_exit")
G'luck, say hi to the Collector for me if / when ya see 'im
Modifié par kevL, 20 mars 2011 - 04:12 .
#10
Posté 23 mars 2011 - 02:55
And the Door actually requires a specific key to unlock. That's what it keeps saying.
Thanks for all the info, tsukhime_zero.
One last question, could you please tell us what building you are trying to unlock the door for?
I know you say the Collector's Mansion, but if you could provide the directions for how you get to this building maybe it will indicate whether you might be trying to unlock the door to the wrong building?
(Just want to eliminate all non-code, or bug, options)
Thanks.
#11
Posté 21 janvier 2013 - 11:42
#12
Posté 06 septembre 2013 - 02:09
#13
Posté 06 septembre 2013 - 02:42
Wolf events:
(1) Save Dory from a fate worse than death
(2) Save Wolf from a fate worse than working for the man
(3) Go into the Flagon and come back out, meeting Wolf and his pack
Leldon events:
(1) Run into Bennon in the Docks. This one can be scuttled if you run over the trigger while fighting thugs during the sweep; doesn't seem to matter, though, aside for the loss of some XP and minor loot; you'll still get a journal entry when you walk down that street indicating problems between Neeshka and her old partner.
(2) Run into Tremmel in the Merchant Quarter. This one may or may not matter, the key is if you can talk to Ophala about Leldon afterwards. I have been able to go ahead and talk to Ophala despite the Tremmel script failing - and I've been stymied trying to talk to Ophala despite the Tremmel script failing. Makes my head hurt.
(3) Talk to Ophala and get Leldon's HQ on your map. This is also necessary to unlock his door.
(4) Go to Leldon's HQ and get the coin. You may or may not meet Leldon there; if you do, he'll disappear in a cloud of smoke when beaten and you won't ever get called to the Park (only one smokeout per Leldon). If you don't meet Leldon, when you leave, you should see a Leldon cutscene (So, Neeshka. War, is it?!) though if you break the chest and/or cagedoor this cutscene will be cut and the next meeting with Leldon will be quite buggy.
Wolf/Leldon joint event:
(1) If you have done all that, going back into the Flagon (still in Act I*) will trigger the message from Wolf and the Park meeting. Again, I'm reasonably sure this has to happen in Act I*.
------------------------------------------
In Act II*, whether you've whupped Leldon yet or not (hideout or park), Tasha will be waiting outside the Flagon to talk to Neeshka. Despite failure to find the operative script, I'm reasonably sure from experience that you need to have this talk to open the Collector's Mansion. If you never got back to the Flagon to get the message from Wolf and go to the Park, or if you got the message but forgot to go to the Park, I believe this will still work. If you didn't resolve things because Leldon went funky, all bets are off.
------------------------------------------
* When I say Act I and Act II above, I'm referring to before or after the Gith cave rescue, etc.
Note also that the "coming out of the Flagon and meeting Wolf and his pack" event may be stymied if you come out with Qara and haven't done that twice already.
Modifié par I_Raps, 06 septembre 2013 - 03:02 .
#14
Posté 06 septembre 2013 - 03:19
#15
Posté 06 septembre 2013 - 03:24
3l1ad wrote...
Thank you for the help! Do you know if the Wolf/Leldon joint event will play immediately once you've scared him out of his hideout and stolen his coin or will I have to just keep checking in at the Flagon every so often?
It should happen immediately - that is, the first time you go back to the Flagon. I've used that as a shortcut (clear warehouse, rob Leldon, talk to Capt. Brelaina, go sell loot to Sand, go into Flagon and teleport back to Park - right outside Fihalis' mansion, how convenient).
#16
Posté 06 septembre 2013 - 03:49
#17
Posté 06 septembre 2013 - 04:09
kevL wrote...
The conversation w/ Neeshka that starts up after slaying Tremmel & gang sets the "neeshka1" quest to state 20:
DebugMode 1
rs ga_journal("neeshka1", 20, 1, 1, 0)
DebugMode 0
- pull down the console with ~tilde, enter the commands above ( look for "successful execution" ), close out the console and talk to Ophala ... she's got a rather roundabout way of saying things so I'm not sure if this is actually the issue. If it doesn't work try booting Neeshka from the party at the Flagon and talk to Ophala again without the horned girl (same commands above). If that still don't work i may have to ask a bunch of questions
EDIT, holy diana, i might be hallucinating again, but a whack of conditions on Ophala's primary nodes are based on a script *that doesn't exist* ( hence return FALSE ) "10c_ophala_ck( )" .. No wonder I could never get a good conversation out of 'er.
Ps. make sure Neesh is in yer party. You'll get only one chance to trigger the conversation ..... so also make a SaveGame prior to entering the commands and chatting with Ophala
That trick would set up Ophala to talk to you about Leldon; extrapolating, try it with 40 (probably) or 50 or 30 instead of 20. Hopefully, that will work but if not, we can do some more digging.
In the worst-case scenario, I don't think it will matter ultimately; getting into the Collector's Mansion does not depend on ever meeting Leldon in the Park.
Modifié par I_Raps, 06 septembre 2013 - 04:19 .
#18
Posté 06 septembre 2013 - 04:32
When I enter numbers other than 20, it tells me that there's been a successful execution but nothing happens. I've tried entering it outside of the Flagon and then entering the Flagon and I've tried it from inside the Flagon. I'm a little unsure as to where I should be in order to activate the quest.
#19
Posté 06 septembre 2013 - 04:40
#20
Posté 06 septembre 2013 - 04:49
#21
Posté 06 septembre 2013 - 04:58
3l1ad wrote...
Another question: Should the final meeting with Wolf and the other urchins trigger a quest for me to speak to my uncle? Wolf says he wants you to get him and his friends a place to stay, does that require any action on my part or do they just start working for you after that meeting without any action on my part.
No. They move in and don't take no for an answer. The only thing that happens wrt Wolf and the Flagon from that point on is he delivers some messages (and other than the Leldon/park one, they're all required and will happen even if you never saw Wolf's arrival).
#22
Posté 06 septembre 2013 - 05:00
kevL wrote...
i'm willing to take a look, if one of you guys can parse down the bug to who's supposed to talk to who where and do what ...
When you enter the Flagon - if all variables are set - Wolf should be there and initiate an immediate cutscene, starting with "I've got a message for you, if you've got time to hear it - and aren't in a hitting mood."
The payoff is you get a choice to go meet Leldon in the Park (triggers opening the Party Selection and jumps you there).
I suspect the Flagon's onenter script.
p.s. I also suspect the Act II Docks onenter script does the deed wrt to opening up the Collecter's Mansion, possibly in conjunction with the Blacklake onenter, and Tasha's conversation is just played, which is why you didn't find it doing anything back when.
Modifié par I_Raps, 06 septembre 2013 - 05:13 .
#23
Posté 06 septembre 2013 - 05:19
1) When you first reach the city of Neverwinter, Neeshka is confronted by a couple of hit-men hired by her former partner, Leldon.
2) Attacked a second time; upon speaking to Neeshka, a quest to steal from Leldon should be activated to get information on where he lives.
3) Speak to Ophala, who gives you Leldon's location.
4) Raid Leldon's HQ, Leldon runs away.
5) Return to the Sunken Flagon: Wolf or one of his orphans tells you that Leldon wants to meet you at the park.
When I got to (2), the quest to speak with Ophala never activated and I used a console command to add it to my journal. Now it doesn't look like (5) will launch, possibly because I used a console command.
The other possibility is that something went wrong with another quest.
1) In the Docks District, you encounter Wolf, a street urchin who is being shaken down and you can come to his aid.
2) In the Merchants District, you encounter another urchin who's been caught steeling and you can help her, too.
3) The next time you leave the Sunken Flagon; the main inn, a bunch of urchins meet you outside and ask you to get permission to stay there. This may trigger a quest but since my game's not running properly, I can't tell for certain. Once the urchins take up residence in the Flagon, they occasionally bring messages to you, including the message that Leldon wants to meet you after (4) above but I'm not sure that the urchins are actually working like they should be.
If this doesn't make any sense, let me know. I'm not sure I'm explaining myself very well.
#24
Posté 06 septembre 2013 - 05:25
Modifié par I_Raps, 06 septembre 2013 - 05:31 .
#25
Posté 06 septembre 2013 - 06:13
yep, Flagon entry script is the trigger. Try the following commands that are bolded first. One or two of the bolded things is the most likely culprit,
( I list the others here just in case we return to them... )
'
debugmode 1
rs ga_global_int("00_nAct", "1")
rs ga_global_int("WolfLel_Played", "0")
rs ga_global_int("01_Join_Wolf", "1")
rs ga_global_int("10_flagon_scene", "?????") // don't do this. See below
rs ga_journal("neeshka1", 40, 1, 1, 1)
debugmode 0
`
IMPORTANT. Look in the savegame folder you'll be loading from and open 'globals.xml' in a text editor. Search for "10_flagon_scene" -- check its value, it needs to be greater than 0. If it's not listed or is not greater than 0, replace ????? above with a number like 1 or 2 .... ( i don't know where those are actually set and have seen it go up to 4 )
nb. the neeshka1 journal entry is set to override higher entries. This could be a problem, but try it
Do the console outside, then simply enter the Flagon.





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