Alright, so...a few times in my game, I'd get to a special cutscene that triggers a battle. Things would go smoothly the first time around, I'd fight the fight and win and get things over with. Then, when I try to leave the area, or once the battle is won, the cutscene that triggered the battle occurs again...only this time, the characters that are speaking have disappeared. Their voiceovers are still playing, but it shows only the background of where they were standing before I fought the fight. After the cutscene plays again, I am in the same area again...but the skeletons of those I was supposed to kill are still there. The game is registering that I won the battle, but the glitch plays the cutscene over and over with no characters, only their voices.
It happened once or twice before, but my issue now is that it completely ruined my game. I was in Orzammar crowning my king. I crowned Harrowmont as King, then the cutscene where the other dwarf protests played. I fought and killed the protestors, and then talked to the Assembly overseer to leave the Assembly Chamber. Instead of something new, it played the cutscene of the other dwarf protesting again. When the cutscene finished, the protestors bones were on the ground. I cannot leave the Assembly Chamber since it is locked, and the only person I can talk to is the Assembly Leader--which loops me right back to the cutscene again, except there are no characters, just their voiceovers and the backgrounds.
When I quit the game and return, my quests say that I must go to Harrowmont and get his support against the Blight...except, how am I supposed to do that if this glitch keeps me from talking to him?
HUGE loop glitch, interrupts continuation of game
Débuté par
robekkar
, déc. 30 2009 08:40
#1
Posté 30 décembre 2009 - 08:40
#2
Posté 30 décembre 2009 - 11:48
I experienced a similar glitch in Warden's keep after closing the Veil. For some reason it would loop back to a previous cutscene where Sophia confirms that Avernus is dead and that "this one remembers the deal", then it would repeat that cutscene over and over again. I let it go on for about 10 times before I reloaded to a previous save. Thankfully, the bug didn't happen again.
#3
Posté 31 décembre 2009 - 04:50
I went and exchanged my copy for a brand new one and still the problem persists. Even if I wait in the area. Any suggestions as to the cause?
#4
Posté 31 décembre 2009 - 04:58
I had the same problem in the Fade in the mages tower whenever you do a nightmare you get this glicht what fixed it for me is it just wait no clue what to do if it loops again right after battle
#5
Posté 31 décembre 2009 - 09:28
I am experiencing the same problem on the "Orphanage" quest in the Alienage. I was hoping to find a fix, but it looks as though there is not one as of yet.
#6
Posté 01 janvier 2010 - 10:01
Apparently not. Oh well, may the universe bring us patches? XD
#7
Posté 02 janvier 2010 - 12:34
loop happend to me in the fade only kinda though it was a lil added touch to make you think your going loopy
#8
Posté 03 janvier 2010 - 04:37
In the Fade with the nightmares you just have to be patient and wait after the fight in each nightmare. Just like waiting for bodies to be "lootable", if you try to talk to the dreaming member of your party again before the game registers the opponents as dead, it re-cues the fight. The post-fight conversations trigger automatically after the game processes all enemies as defeated.
I've not run into this problem anywhere else, but it's possible it's a similar situation.
I've not run into this problem anywhere else, but it's possible it's a similar situation.
#9
Posté 11 janvier 2010 - 09:36
Encountered this yet again in another game with an entirely different character--this time in the alienage in denerim during the abandoned orphanage mission. Killed the first demon and then looted the bodies of my enemies--then, when i talked to the templar that accompanied me, he would only say the things he had said before we entered the "boss" room. Unfortunately, both of the exits out of the tiny room were locked and I could not pick them despite having full ability. It was the same time of loop glitch, I assume.
#10
Posté 11 janvier 2010 - 03:23
I have had that same problem in the Orphanage and in the Fade the time in the Fade goes away if you wait but the one in the Orphanage kept happening so I reloaded from a past save and didn't complete that mission I just went on to the next thing. But it was fine the other 2 times I played the game only on my third time playing through.
#11
Posté 11 janvier 2010 - 03:40
I have had that same problem in the Orphanage and in the Fade the time in the Fade goes away if you wait but the one in the Orphanage kept happening so I reloaded from a past save and didn't complete that mission I just went on to the next thing. But it was fine the other 2 times I played the game only on my third time playing through.
#12
Guest_Shavon_*
Posté 11 janvier 2010 - 03:47
Guest_Shavon_*
I have similar issues throughout the game. The deathblow on ogres, will sometimes loop a few times before it will let me continue fighting
In the fade, if I talk to my companions right away after the battle in their nightmare section, it will loop back to the beginning cutscene. Then it changes to their realization cutscene.
One time, the game hadn't registered I killed each demon and cleared each nightmare, so I had to enter each area again for the runes to appear on the Fade map :/ that was annoying.
One time, the game hadn't registered I killed each demon and cleared each nightmare, so I had to enter each area again for the runes to appear on the Fade map :/ that was annoying.





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