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Tales from the Lake of Sorrows - Campaign thread


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#201
MayCaesar

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Hi PJ,

 

I just looked at the journal: the fight I was talking about was against Arthur, not Taneth. Also, Simon didn't have any involvement in the main story yet. I tried applying the fix #3, but nothing changed: Beth didn't have any new lines to say, and the conversation didn't trigger anything. I don't believe I am near the end of the module yet. The last autosave was from much earlier, well before I fought Arthur.

Just to clarify: it was also a fight in the zone where you meet Solace. 

 

This is how my journal looks like:

 

yZRBY9N.jpg

 

Perhaps I could somehow teleport to the zone via script and try to engage Ormin in a triggered conversation again?

 

Thanks.



#202
PJ156

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Sorry, wrong fight, you are at the end of Sheep and Stone not caravan club :)

 

It's also easier to fix. You can either:

 

1. Update in the console the journal entry Smug to 101

 

2. Use this conversation in your override:

 

https://dl.dropboxus...trader_beth.DLG

 

So either option will get you updated, the second by asking Beth the right question. Then go and talk to Ormin and he will give you the closing conversation for the module.

 

You need to take the other conversation I gave you out of the overrride/campaign folder and this one as well (after you are done) if you want to play the game again. Again, I cannot see why this conversation would not have fired off the speak trigger that causes Ormin to engage with you at Dragon Scar but my scripting prowess was even lower than it is now when I was doing Sheep and Stone.

 

Hope this helps you.

 

PJ



#203
Tchos

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Again, I cannot see why this conversation would not have fired off the speak trigger that causes Ormin to engage with you at Dragon Scar but my scripting prowess was even lower than it is now when I was doing Sheep and Stone.

 

The speak trigger is one of those things that I wish weren't bundled into the toolset, so more modders would use a custom one.  I hate the way the stock one works and causes the game to behave.  Other things that I wish were fixed include the extra space at the end of the resref for the ipoint placeable, and a note on the ipoint speaker saying that it is only meant to be spawned by script, and never placed manually.


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#204
PJ156

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I started using custom triggers from Mod 3 onwards and the issues I had were much reduced.

 

I still place my ipoint speakers manually though.

 

PJ



#205
Tchos

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Then you should just place an ipoint, because an ipoint speaker has a heartbeat script on it full of failsafes and contingencies to make sure the conversation fires, but it will just keep running and checking for something that will never happen if you don't spawn it by script, because the script that spawns it applies necessary variables to it to make it work.

 

Technically, there's no need for there to even be an ipoint speaker blueprint.  It should just spawn a standard ipoint and dynamically apply the heartbeat script to it, so it won't be there in the palette confusing people.


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#206
MayCaesar

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Thank you PJ, the journal entry update did the trick!

 

Regarding the script not firing, I cannot say why it happened, but I remember something like this happening on a couple of occasions when I played the official campaign: sometimes a key plot character just wouldn't talk to me when they obviously are supposed to, and I had to reload an earlier save to make it work. I tend to use quicksave VERY often (sometimes every 15-20 seconds; I do it automatically, not even paying attention to it), and I have an assumption that if quicksave is used in the same "heartbeat' the trigger should fire, then the trigger is removed as if it has fired already, while it really hasn't.

 

But it is just an assumption not backed by any particular facts, so it could be something different.

 

---

 

I am a little confused about the next module though. Is Solace supposed to be removed from my party before the transfer to the new module? I have an awkward situation in which I have Solace in my party, and another Solace standing in the docks overseeing the lake. Whenever I try to talk to either, they tell me they have asked me to leave them alone. Is it the correct behavior?



#207
PJ156

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Yes, Solace should have left in the conversation that did not fire. Remove her using the roster before speaking to her on the dock. I am not sure if the roster will remove one or both instances of her but it's worth a try before going back to pre picking her up.

 

There is a known bug to me which I have yet to get to the bottom of but some have reported that companions did not leave when prompted and there have been some multiple occurrences. It does not happen all the time and mostly on module transition. I have had one player note that the farmer from the second area stayed with him the whole of the campaign. 

 

It's another scripting issue that I need to get to the bottom of at some point. but can be fixed with the roster as noted above, when it occurs.

 

PJ



#208
MayCaesar

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Hi PJ,

 

Sorry for not responding for a long time, I focused too much on learning the toolset and didn't get to trying your suggestions until now. Unfortunately, I cannot seem to get Solace to talk no matter what I do. I tried removing he from the roster manually before speaking to her, and it didn't change anything, the only option I had in the conversation was "Leave Solace alone for now". I also tried reloading the save at the end of act I and removing Solace manually before proceeding to the next act, but at the start of act II she was back in my party (even though I removed her from the roaster before that), and when I tried talking to her in the starting room, she spoke as if she was standing at the docks overlooking the lake.

 

It seems to me that something has gone wrong with some script at some point, and it affects more things than just conversations with Solace. Perhaps I could check the values of certain variables to understand what is not working properly?



#209
PJ156

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I will try to look at it again tonight. I think this has to do with the failed conversation with Ormin. I need to track back how that could be to fix you. Do you have any save from before the fight with Arthur you can go back to?

 

[Edit] Solace has a campaign conversation that runs through from the first module. Because the speak trigger did not work Solace stayed with you and is not asked to leave via the roster at the end of the game. In the opening she speaks as if she is on the dock as the conversation is that same for either instance of her. In essence the speak trigger failing really messed things up for you. If you can get back to before that then it would be helpful. 

 

PJ 



#210
MayCaesar

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Unfortunately, I don't have any saves from shortly before the fight with Arthur. The only save from before that is an autosave made approximately half way through the module. I could revert back to it, but it would be, at least, a few hours from there till the fight. If this is the easiest way to do it, I will do it, but if there is some easy way to fix the issue with console, I would really prefer it.

 

 

What if I set the journal entry to what it was before heading out to fight Arthur? Would I be able to enter the zone again, do the fight again and, possibly, finally speak to Ormin successfully?



#211
PJ156

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My problem is that the module was completed quite a few years ago and the dependencies between Mod 1 and the rest are not clear to me.

 

It would be possible to pick up your save then jump directly to the conversation in the loft. That will set up the last fight for you with Solace present. You can do that by giving yourself "note3" and "ohkey". That will bypass the module and allow you to explore the overseers house and the final conversations with Samuel.

 

Save after the fight with Arthur and we can get that trigger to work. Hopefully that will put you on the right track. You will need to console match your xp to the character that has played the mod through or the Arthur fight will be hard. You will lose some gold and equipment but not too much. The autosave is before the fight in the copse? It's mostly xp you will be missing if you jump from there.

 

PJ 



#212
Thorsson64

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I started playing this yesterday and am stuck at the beginning of 'Chapter' Two as it crashes when I try to do any of the quests. I *think* that the problem is I still have a party of three, with Ember & Solace, but maybe I'm wrong.



#213
Thorsson64

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Managed to find one save from just before the final battle before Chapter 1. After three tries I managed to shed Solace and everything's now OK.



#214
PJ156

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I am sorry to say that you are not the first here. My scripting knowledge then was all but non existent (still is). You can remove her using the party roster if it happens again ... and it might later on :(

 

PJ



#215
Thorsson64

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Yeah for Chapter 3 I had to remove her AND Helem. But Ch3 seems more robust.

 

BTW Ember is 1600XP behind all the other characters. Is this deliberate?



#216
PJ156

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Not for any story reason no, give her the xp if you wish :)

 

Don't give her a god though. That is important.

 

PJ