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Invincible Garius glitch... and then lost all my progress due to program error.


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#1
Lokiwolf

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 How can I skip all the fighting, including the final battle with Garius, and get straight to the cutscene after Garius is supposed to die? The code I found that is supposed to skip that last fight apparently doesn't work while you're still in the room with Elanee prior to the fight.

I think I earned that victory, and I really don't want to have to go through that pain in the butt siege tower battle again.

Nevermind... -_- kinda wish I was able to delete this post, it no longer serves any purpose.

Modifié par Lokiwolf, 02 février 2012 - 01:51 .


#2
Sirten Deth

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I also kind of have the same problem. After the tower battle we decend to the courtyard. Then begins the courtyard fight. When Garius showsup & trys summon the knightwalker all that happens is a globe of energy. But NO knightwalker appears. Then 4-5 of the possible companions appear & start bashing on Garius. He goes down to 'near death' & that is where it stays. I even fell asleep for about 20 minuets once. When I woke up everybody wasstill wacking on Garius with NO change... WTH went wrong?.?.?

#3
kevL

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I think the most reasonable speculation so far is that one of the courtyard archers hits Garius with an arrow before he does his nightwalker summons & he isn't ready for the fight.

- most have gotten through the mess (including myself) by skipping it with

`
DebugMode 1
rs 3541_death_nwalker
DebugMode 0
`

but this assumes you can stop everyone fighting long enough to start a conversation (perhaps). For reference, the screw-up seems to happen during convo '3541_cut_garius' (module, 3500_Crossroad_Keep_Siege) - it has about a dozen commands that start the nightwalker fight, etc. hm i wonder if setting Garius PLOT - instead of Immortal - would stop him getting interrupted by stray arrows,


Sirten, if you can work through this with the above death_nwalker console thing great, the bug and this workaround has been tossed about for a long time. But if not, explain what you Can of the situation and bring along a dead chicken ;)

#4
I_Raps

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kevL wrote...

 hm i wonder if setting Garius PLOT - instead of Immortal - would stop him getting interrupted by stray arrows,


He's supposed to be protected from the arrows because he's standing in a "no-fly zone" but he moves out of it.  Setting him to immobile somehow would probably work without creating a new problem when the computer doesn't make him  vulnerable again.

#5
kevL

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well, in my override script at present ( 3541a_cut_garius.nss ) I have him set to PLOT on the line before he becomes visible (!ScriptHidden) *if* that keeps him focused, the robustness of SetPlotFlag() and DelayCommand() ought be sound. It's just my own tweak and haven't tested it - no clue, but here it is if anyone wants to play with it:


void UnhideGarius()
{
// garius stuff
SetPlotFlag(oGarius, TRUE); // kL
SetScriptHidden(oGarius, FALSE);
//kL SetImmortal(oGarius, TRUE);
}

void GariusCreatesPortal()
{
// summon nightwalker stuff ..
DelayCommand(5.1f, SetPlotFlag(oGarius, FALSE)); // kL
}


note, i've taken out the SetImmortal() call simply because pre-instanced Garius already has it set, he sorta hides under the gate arch until PC calls him out, heh,

I honestly can't see a ( scripted ) no-fly zone, Raps.