Anyone know a command to force this?
Bug near beginning of the Game
Débuté par
Emeraq
, sept. 09 2011 03:59
#1
Posté 09 septembre 2011 - 03:59
So I'm supposed to fight an army of, what I'm guessing is glowing furries
once I leave the gates of the opening town.... I've gathered two extra companions and my quest log tells me the enemies encampment is just outside the city gates... I step outside, and nothing.. No army, no critters, that merchants wagon is still there even though I saw him inside a bar at one point.... No cut scene, nada, step back inside the city, come back out same thing.... Okay, think I have to go out at a different time of the day, rest come back out nada...
Anyone know a command to force this?
Anyone know a command to force this?
#2
Posté 09 septembre 2011 - 05:19
Did you walk around outside? It has been a while but I thought you had to walk a bit to find them.
#3
Posté 09 septembre 2011 - 02:25
You're looking for the showdown with the spirits outside Mulsantir Gate?
the onClientEnter script says it wants
rs ga_global_int("00_nStoryStep", "2")
Run from inside Mul ... then 'come on down'. If you want to check first, search Globals.Xml (in the save folder) for "00_nStoryStep" and see what value it already has
ps. this should remove Shelvedar & wagon, too.
the onClientEnter script says it wants
rs ga_global_int("00_nStoryStep", "2")
Run from inside Mul ... then 'come on down'. If you want to check first, search Globals.Xml (in the save folder) for "00_nStoryStep" and see what value it already has
ps. this should remove Shelvedar & wagon, too.
#4
Posté 10 septembre 2011 - 05:16
Yeah I walked all the way to both world map transition points and nothing.. I'll try the console command. Thank you kevL





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