I've reached the part of the game where Lord Tavorick is sent upstairs for protection while you build barracades and fight demons downstairs. I've fought off the first wave of fire mephits, but after defeating them, I cannot seem to progress any further. What triggers off the next wave of enemies? I've tried speaking to the various guards, but all I get is generic 'above their head' dialogue. I've also tried resting upstairs but that doesn't work either. Please help.
Tavorick Estate - Second Wave of Enemies Won't Trigger
Débuté par
Leematon
, oct. 06 2011 03:43
#1
Posté 06 octobre 2011 - 03:43
#2
Posté 06 octobre 2011 - 05:03
Are you familiar with DebugMode 1 console commands?
`
DebugMode 1
rs ga_start_convo("20_ballard", "20_ballard_interlude1", 0, 0, 1, 1)
DebugMode 0
`
no guarantee ... but hang around Ballard, controlling your main PC with no target, and try it
`
DebugMode 1
rs ga_start_convo("20_ballard", "20_ballard_interlude1", 0, 0, 1, 1)
DebugMode 0
`
no guarantee ... but hang around Ballard, controlling your main PC with no target, and try it
#3
Posté 06 octobre 2011 - 05:33
Thanks kevL, you're a star. That worked wonders.
I'd be interested to know what caused the glitch in the first place. I've tried loading from an earlier save to see if the problem happens again
.
I'd be interested to know what caused the glitch in the first place. I've tried loading from an earlier save to see if the problem happens again
#4
Posté 06 octobre 2011 - 05:58
what happens is that those first mephits are scripted to a Group, and when they're all died there's a function that's supposed to fire into a conversation automatically. Unfortunately, evidence (and experience) indicates GroupOnDeathBeginConversation( ) is neither robust nor reliable ..
my suggestion to anyone contemplating this, is use GroupOnDeathExecuteCustomScript instead
50/50
my suggestion to anyone contemplating this, is use GroupOnDeathExecuteCustomScript instead
50/50
#5
Posté 07 octobre 2011 - 09:35
kevL wrote...
what happens is that those first mephits are scripted to a Group, and when they're all died there's a function that's supposed to fire into a conversation automatically. Unfortunately, evidence (and experience) indicates GroupOnDeathBeginConversation( ) is neither robust nor reliable ..
my suggestion to anyone contemplating this, is use GroupOnDeathExecuteCustomScript instead
50/50
Which begs the question, 'Why was this not addressed in a patch?'. Seems to me to be a general issue with GroupOnDeathBeginConversation, rather than an isolated problem in the Tavorick Estate.
#6
Posté 07 octobre 2011 - 02:41
lawsuit. About, what, 2 yr. ago?
The bigwigs decided they didn't like each other anymore, and so although there was a bunch of patch-stuff already in the pipes the Great Western Lawyers' Association [tm] said, "Well, we can't have that now, can we." So, what we're dealing with here is ...
Buford T Justice !
The bigwigs decided they didn't like each other anymore, and so although there was a bunch of patch-stuff already in the pipes the Great Western Lawyers' Association [tm] said, "Well, we can't have that now, can we." So, what we're dealing with here is ...
Buford T Justice !





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