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No scene initiation in Neverwinter Archives vault. (OC plot spoilers)


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#1
HeroicMercenary25

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Right after I finish answering the four pop quizes and the vault doors open, upon entering the vault there should be a scene where the Githyanki Warlock monologues about Ammon and Shandra Jerro and then sics her goons on me while it flees. Unfortunately, there is no such scene and the Githyanki just stand around waiting. I am able to interact with the book and teleport to Shandra's farm, but since I'm an obsessive-compulsive completionist, not seeing the scene and being able to kill these foul plane-travelers grinds my gears something fierce.

Is there a command I can use to jumpstart the scene or even a command to make them hostile?

The only other problems I've had were a bug where the mage at The Sea Ghost didn't beg for mercy.

I've tried reloading previous saves, rebooting the game itself, checking current drives for outdated drivers, and even shutting down my pc for a few hours. Nothing. I'd really like to keep going, but as I've played the game before, not being able to kill these guys would drive the inner completionist inside me even more loony than Aldanon.

Modifié par HeroicMercenary25, 09 août 2013 - 04:52 .


#2
Tchos

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Is the warlock there at all? If so, try entering this in the console.

rs ga_start_convo("1602_jerrorecords", "16_ar_records", 0, 0, 1, 0)

#3
I_Raps

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This is a known issue - an easily reproducible one, as a matter of fact.

When the doors open, any companion, animal companion, or familiar who is not with you at the quiz site will walk through that room to get to you, blowing the script.

You can still continue on by clicking on the book as you say, but if you want to kill them and Tchos's script doesn't work, reload to a point where you have yet to solve the fourth puzzle and make sure everyone is with you before you solve it (they tend to get strung out and, since they "see" a path through that room, they will bury their noses against a door just waiting for it to open). Consult the mini-map to be sure.

Modifié par I_Raps, 09 août 2013 - 08:18 .


#4
I_Raps

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Also, about Ahja the Azure ....

For all these "famous last words" encounters, I watch the victim's hit points and tell everyone to freeze before they hit zero, making sure to land the killing blow with my controlled PC. Makes the scripts fire much more reliably.

#5
HeroicMercenary25

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Awesome, thanks guys! I'll try it out and get back to you.

#6
HeroicMercenary25

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Tchos' script worked beautifully.

Thank you!

#7
Tchos

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You're welcome. Glad it worked.

I_Raps, as you say about the "last words" scripts, I have a suspicion for why that's happening. There's a template called "NW_C2_BOSSDIE" for use to fire a script upon the death of a boss-type character. I was at first using it as-is for my module, but when I understood a bit more about scripting, and after seeing a few times when the death script didn't produce the necessary results, I looked over it again and decided it was making too many conditional checks as to whether the one that landed the death blow was a PC-controlled or owned character or not.

I guess certain types of deaths may trigger with that script as having "no killer", and so any code I was putting after the treasure generation script wouldn't fire either. I was only using the script for the treasure generation, and since I switched to a different method for that, I stopped using the problematic template. If the original campaign used that kind of script for its boss fights, that could explain why some of them failed to properly fire their conversations.