Loghain & Oghren Bugs (Spoilers)
#1
Posté 21 novembre 2009 - 11:41
I just finished playing the game and wow! Love every minute of it.
Anyway, I came across a couple of odd bugs relating to Loghain and Oghren.
I first noticed them with Oghren when about to confront Branka for the first time. I did not get him as a companion (no idea how I missed him, but nevermind). Suddenly everyone looks at an empty spot and a random voice starts to speak (I later worked out it was an invisible Oghren).
From then on, during the Ozzamar quest I'd keep hearing Oghren speak when he wasn't present.
Later on I chose not to spare Loghain. Was happy that he was dead and gone. Then, when my companions decide to chat with me, firstly there's Oghren voice coming from an empty space followed by Loghain's voice. Again, completely invisible and should even be there.
At the end of the game, low and behold, Oghren appears and I talk to him like he's been with me the entire time. More surprisingly, Loghain is there too. Now, I know people can recover from serious wounds, but I was sure I hacked his head off.
Anyone else had these issues? Obviously, they're not game breaking, but its rather distracting having voices appear from empty spaces and dead characters resurrecting.
#2
Posté 22 novembre 2009 - 09:46
#3
Posté 23 novembre 2009 - 08:28
#4
Posté 23 novembre 2009 - 08:30
runscript zz_addparty NPCname
#5
Posté 24 novembre 2009 - 05:57
That'll hopefully fix the Oghren problem.
Don't really want to spawn Loghain after I've cut his head off so it looks like i'll need to put up with his ghostly voice haunting me for now.
Thanks again.
#6
Posté 02 décembre 2009 - 05:32
Has anyone figured out the issue, or how to resolve it? Is Bioware even aware of it?
For an RPG, at these dramatic story moments, it's such a bummer to be smacked out of the immersion of the game by phantom characters & ghosts like this. To be honest, I'd rank this much higher in terms of game impact than things like underpowered dexterity-based attacks and the like.
#7
Posté 02 janvier 2010 - 05:36
However, after not sparing Loghain. Once again, during the final battle farewells I had an empty space where Loghain's voice acted like we were the best of friends and then he completely re-appeared during the epilogue.
So, once again I kill him and he keeps returning.
#8
Posté 02 janvier 2010 - 05:54
Then indeed after I win and live (i can die too or let alistair die...whatever) there he suddenly stands, like i neve chopped off his bad bad bad head.... I didn't even talked to him, he was bad, why would i wanna talk to someone i killed because he's bad and then suddenly magically re-appears?...... This is one giant big silly mistake the makers at bioware made. Did no1 even saw this when they tested the game? I wonder how blind/stupid/dumb these game testers were at all..... They should have asked me to test the game, I would have mentioned it at least to some1. And if they didn't changed it, I would at least nag about it on the forums on how they ignored my observingness
#9
Posté 02 janvier 2010 - 06:02
Similarly, whenever you thought one of those three were dead and gone they'd magically re-appear.
I wonder how I can do that in the toolset and give Freddie, erm, Loghain a big knife glove.
#10
Posté 17 février 2010 - 09:48
#11
Posté 17 février 2010 - 10:00
#12
Posté 19 février 2010 - 12:11
#13
Posté 10 mars 2010 - 05:57
Gen00pt_party, Cli_alistair_recruited
is set. I modified the conversation script with the messenger outside redcliff to set this flag and then exported (without dependencies) (it goes into the override directory). I then ran the game, and spoke to the messenger (which fixed my flag) and saved the game. From then on, all is well. Invisible Loghain is no more, and Alistair gives the speech as he should have. Let me know if you need more detailed instructions, I can provide if this is a common problem.
#14
Posté 19 mars 2010 - 09:39
Raeldor wrote...
I had the same problem with invisible loghain in the redcliffe scene and beyond. Looks like one of the flags in the save game got screwed up (not sure how or when this happened, as I have run no extra mods or cheats). I loaded the toolkit and looked at the conversation script. It should not trigger the loghain conversation if the flag...
Gen00pt_party, Cli_alistair_recruited
is set. I modified the conversation script with the messenger outside redcliff to set this flag and then exported (without dependencies) (it goes into the override directory). I then ran the game, and spoke to the messenger (which fixed my flag) and saved the game. From then on, all is well. Invisible Loghain is no more, and Alistair gives the speech as he should have. Let me know if you need more detailed instructions, I can provide if this is a common problem.
Could you post a more detailed walk through on how to do this? Im still trying to figure out how to use the toolkit and the ghost of Loghain has been haunting me:crying:
#15
Posté 19 mars 2010 - 03:20
1. On the file menu select Manage Modules.
2. Select Single Player and click Open.
3. In the Palette Window click on the Conversations icon.
4. In the list of conversations, open the Climax branch and then open the arl200ar_redcliffe_castle branch.
5. On the arl200_messenger conversation, right click and select Open Local Copy.
6. Open the first branch entitled 'Condition: secondary selectedPlayer chose to delay...'.
7. Open the branch underneath entitled continue.
8. Right click on branch underneath entitled 'I was told to watch...' and select Jump to Target.
9. In the tabs underneath the conversation select Plots and Scripting.
10. in the Action section put your cursor in the Plot field and type 'gen00pt_party'.
11. Pull down the list of flags and select 'GEN_ALISTAIR_RECRUITED'.
12. On the File menu select Save.
13. On the Tools menu select Export without dependent resources.
14. Exit the toolkit.
After this you should be able to load your save from outside the castle and when you talk to the messenger it should correctly set your alistair flag. Inside the castle ghost loghain should be gone. Don't forget to save your game after and from then on you should be good. Worked great for me, hope it works for you. Don't forget after you've saved your game to undo this change by following the instructions but clearing out the Plot and Flag instead of setting them. Otherwise on another play-through it may cause unexpected results.
Let me know how you get on!
#16
Posté 19 mars 2010 - 07:06
now that i know a little more about the toolkit maybe there is another way to force the game to understand i never picked him.
I found out the bug i have was created because i used "runscript selectparty" a couple times which glitches it out.
Thank you, ill keep at it to try and keep him dead lol.
#17
Posté 28 mars 2010 - 10:31
#18
Posté 29 mars 2010 - 02:44
#19
Posté 29 mars 2010 - 08:35
#20
Posté 29 mars 2010 - 04:32
#21
Posté 30 mars 2010 - 02:07
#22
Posté 13 avril 2010 - 11:10
I also have the Loghain & Oghren bugs
Modifié par Relics of Fire, 13 avril 2010 - 11:13 .
#23
Posté 23 février 2012 - 04:40
#24
Posté 23 février 2012 - 07:41
Dunquixote wrote...
Even though my character is a dwarf female, in response to "This is just the Fade. It's a dream. Don't worry;" Oghren still says "The Fade? That's your dream place, isn't it?" as if I was a different race. This is my first time using the toolset too. I would appreciate a step-by-step walkthrough on how to fix it without messing up the game, if possible.
This thread is more than a year old. You'll have better luck making a new post in the Toolset Forum:
http://social.biowar...ategory/8/index




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