I doubt I'm going to get any useful help for this in technical support, but I'm hoping someone who knows more about the scripting structures in Dragon Age would be able to help me out.
The problem is this - I was playing through the singleplayer campaign, doing the Orzammar quests when I chanced upon a showstopping bug in the last part of the Paragon of Her Kind quest. In Anvil of the Void, there is a chamber that you enter and there is a big column in the middle with four faces spinning around and looking in all directions. When I walk in, all the doors and exits lock, a cutscene plays and all the party-members draw their weapons... except there's nothing to fight. There's literally nothing I can do, because for some reason the spirits I'm supposed to be fighting don't spawn.
Now I can't reload the area as all my recent saves are also in Anvil of the Void - I'd have to pretty much all of Orzammar again if I wanted to try redoing Anvil of the Void and see if I might get some spirits to fight the second time around and that's not a fate I'd wish on my worst enemy (I know, I know, my fault for not having regular savepoints, right?). I'm pretty sure that reinstalling won't help, because I'd just reinstalled the game to fix another problem I had with Denerim not loading, and I hadn't fiddled with the toolset since then - so I doubt that has screwed anything up either. So all in all, I think this is an honest bug in the code somewhere.
Anyway. What I want to do is find a way to bypass this section using the console somehow. I've looked through the scripts for Anvil of the Void and it looks like I would have to pass the plot event ORZ_AOTV__EVENT_TRAP_3_SOLVED somehow, in which case the script (orz540pt_anvil_ot_void) would let me get on with saving the world. However, for the life of me I can't understand how you'd actually do this, especially as the console isn't good for much more than running a script. As I see it, there are two options:
a. There may be a script that already exists that would take command-line variables from the console and be used to set the plot to a given point. If there is, I've not found one. Heck, I still can't even determine how exactly this plot stuff works.
b. I'd have to write and insert a script into the singleplayer campaign that would advance the plot accordingly, which I could then run from the console. I don't know how to safely insert a script into the singleplayer campaign though without accidentally breaking even more stuff and I don't know what I'd need to put into the script (as I said above, I still don't understand how the plot stuff actually works).
So... yeah, that's it. Would thoroughly welcome advice and suggestions for either of the two points above. Any takers? ^^
Need Help Solving a Bug in Singleplayer Campaign
Débuté par
Nine of Nine
, janv. 02 2010 09:21
#1
Posté 02 janvier 2010 - 09:21
#2
Posté 02 janvier 2010 - 11:47
You are supposed to fight the faces. I take it they aren't targetable?
#3
Posté 02 janvier 2010 - 11:56
No the faces are never targetable, you have to fight the spirits that the face spits out (for lack of a better term) then touch the anvil to take the face that was facing it to the next stage. If the spirits aren't spawning then yeah he's sprung a bug somehow. ... I just recently went through it and both Shale and Oghren would stand still as if they were trying to target the faces which are untargetable until I manually went commanded them to attack the spirits. So it definitely sounds like that area of the gauntlet is bugged.
#4
Posté 02 janvier 2010 - 11:57
No, they're not. The minimap indicates that there is an enemy at the centre of the room where the faces are, but I cannot target or attack them. Area of Effect spells, like Cone of Cold do seem to hit something, but do no damage. From what I've read, there should be spirits of dwarves that you fight - killing whom will allow the anvils to be activateable and, in turn, allow the faces to be damaged... or something like that. However like I say there are no spirits and the anvils are not activateable. The only things in the room that can be used are the lyrium veins.
Edit: As an FYI, I've also submitted a support ticket about this, but seems like a more useful place to get help on how to actually get my game going again.
Edit2: It's probably not significant, but I also have Shale in party (as well as Oghren, obviously). Plus Morrigan.
Edit: As an FYI, I've also submitted a support ticket about this, but seems like a more useful place to get help on how to actually get my game going again.
Edit2: It's probably not significant, but I also have Shale in party (as well as Oghren, obviously). Plus Morrigan.
Modifié par Nine of Nine, 03 janvier 2010 - 12:08 .
#5
Posté 03 janvier 2010 - 11:56
In spite of the fact that this looks like an obscure bug in the game logic, surely this shouldn't be hard to fix? I just need help on how to write and insert a script into the module that would allow me to trigger the next plot event and get me the hell out of this room.
#6
Posté 04 janvier 2010 - 09:38
Look around the room for examinable items and see if you can examine them. As far as I remember you needed to do something to get the spirts to spawn. Something to do with the anvils. If you have already tried this then it is likely you have a bug. Have you installed any mods that mess with the game core files? Also, have you been using the toolset? There is a knnown bug with the toolset that causes all kinds of havok when you make a new module that uses the "module_core" script. It breaks a load of things in the game. Take a look here for a fix for this. Though your save may well be borked because of the bug. Note though that this bug with the toolset was adressed in the latest toolset version.
I haven't seen this bug anywhere else so it is likely caused by somthing, be it a mod or the toolset bugging out the main campaign. Good luck.
I haven't seen this bug anywhere else so it is likely caused by somthing, be it a mod or the toolset bugging out the main campaign. Good luck.
#7
Posté 04 janvier 2010 - 12:24
No, the only examinable items are lyrium veins and a pile of rubble. The anvils are only meant to become activateable after you kill the spirits.
I did indeed have an issue earlier which I think was caused by my meddling with the toolset, where Denerim would not reload whenever I'd try to conjure up a save and claim that the module could not be found or the program would crash altogether. I don't know if it was caused by a mod or toolset tinkering (note I've only been using the latest version of the toolset). Since then I've reinstalled the game and I've not used any mods and I've not used the toolset, intent on at least finishing the game without breaking anything... perhaps.
I haven't seen this bug anywhere either, though I've seen quite a few people have all kinds of other bugs in Anvil of the Void - getting blocked out of the area, trapped at the entrance, issues with allies and so on. The whole Orzammar plot-line is really badly implented and seems to have a ton of plot-related bugs and glitches, so I really wouldn't be surprised if this was another failure of the original script. It might not be, but I don't see what else it could be.
In either case though, I'm not so much interested in the cause of the problem as I am in the solution.
I did indeed have an issue earlier which I think was caused by my meddling with the toolset, where Denerim would not reload whenever I'd try to conjure up a save and claim that the module could not be found or the program would crash altogether. I don't know if it was caused by a mod or toolset tinkering (note I've only been using the latest version of the toolset). Since then I've reinstalled the game and I've not used any mods and I've not used the toolset, intent on at least finishing the game without breaking anything... perhaps.
I haven't seen this bug anywhere either, though I've seen quite a few people have all kinds of other bugs in Anvil of the Void - getting blocked out of the area, trapped at the entrance, issues with allies and so on. The whole Orzammar plot-line is really badly implented and seems to have a ton of plot-related bugs and glitches, so I really wouldn't be surprised if this was another failure of the original script. It might not be, but I don't see what else it could be.
In either case though, I'm not so much interested in the cause of the problem as I am in the solution.
#8
Posté 04 janvier 2010 - 05:13
So does this happen everytime you enter the room, (I must assume that you have tried to reload a earlier save and retrigger the cutscene), if not that is probably the fastest way of getting past a bug assuming it doesn't allways happen.
#9
Posté 04 janvier 2010 - 05:20
other then that you will have to download the OC files and look around trying to find the bug yourself. it's hard to help with that especially when i don't have the bug myself.
#10
Posté 04 janvier 2010 - 05:49
Yeah, it happens every time. I can't reload the area in-game, unfortunately, since the exits are blocked when you enter and I have no saves directly prior to entering that area. If I did, that might have soved it.
As I've said, I've looked around the scripts in the OC, the plot files and so on. I think I know what I want to do - namely advance the plot to the next point. I simply do not know how to this from a technical point of view: I don't understand how events are handled well enough to write such a script and attempt to insert it.
As I've said, I've looked around the scripts in the OC, the plot files and so on. I think I know what I want to do - namely advance the plot to the next point. I simply do not know how to this from a technical point of view: I don't understand how events are handled well enough to write such a script and attempt to insert it.
#11
Posté 04 janvier 2010 - 07:29
You could always try runscript zz_orz_debug and see if it has the parameters you need.
#12
Posté 04 janvier 2010 - 09:15
Ahh, thank you so much. That's just the sort of thing I was looking for, but it never occured to me that there would already exist such an extremely handy utility. Somehow it never occured to me to check the Debug scripts - d'oh!
Thanks again. That took me a little further than I intended, but I'm glad just to be out of Orzammar again and able to continue the quest.
EDIT: If possible, I'd seriously recommend putting some info on debug scripts into the Customer Support database. I can't be the only person to get cornered into an inescapable position by faulty or broken game logic and the problem is actually quite easily resolvable if you just know how - whilst the CS suggestions I've had so far have been terribly beside the point.
Thanks again. That took me a little further than I intended, but I'm glad just to be out of Orzammar again and able to continue the quest.
EDIT: If possible, I'd seriously recommend putting some info on debug scripts into the Customer Support database. I can't be the only person to get cornered into an inescapable position by faulty or broken game logic and the problem is actually quite easily resolvable if you just know how - whilst the CS suggestions I've had so far have been terribly beside the point.
Modifié par Nine of Nine, 04 janvier 2010 - 09:22 .
#13
Posté 05 janvier 2010 - 12:33
Keep in mind that is also quite possible to subtly and irrevocably break your game using the debug scripts.
#14
Posté 05 janvier 2010 - 01:53
A fair point and a good reason not use them as a cheat code. When the game has already managed subtly and irrevocably break though... well, anyway, case closed I suppose. Thanks again for your help.
#15
Posté 05 janvier 2010 - 12:42
anyway, without debug script it's easy to create your own (you need the toolset obviously)
just include the plot scriptfile and call SetPlotFlag, e.g.
#include "plt_orz540pt_anvil_ot_void"
void main()
{
SetPlotFlag(PLT_ORZ540PT_ANVIL_OT_VOID, ORZ_AOTV__EVENT_TRAP_3_SOLVED, TRUE, TRUE);
}
Note I "guessed" the variable names if you inlclude the generated plot script, you can access them
just include the plot scriptfile and call SetPlotFlag, e.g.
#include "plt_orz540pt_anvil_ot_void"
void main()
{
SetPlotFlag(PLT_ORZ540PT_ANVIL_OT_VOID, ORZ_AOTV__EVENT_TRAP_3_SOLVED, TRUE, TRUE);
}
Note I "guessed" the variable names if you inlclude the generated plot script, you can access them





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