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NWN2 MOTB: Veil Theater Magda Shadow Stone Bug


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#1
Sammarian

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***I think I posted this in the wrong forum earlier.  

 

I've tried to search for this online and I can't seem to find an answer.  I'm playing NWN2 MOTB and just completed the initial fight in the Veil Theater against a Red Wizard and Gnolls.  I read online that I'm supposed to talk to Magda and she'll give me a Shadow Stone that will open the portal in the back.  When I click on Magda, she just responds with the "global" text about Red Wizards getting into the theater, and doesn't give me the Shadow Stone.

 

Things I've tried:

 

-Reloading to an earlier point and re-doing the encounter

-Going into the console and doing a giveitem command to get the shadow stone (still doesn't activate the portal)

 

***One weird thing I'll note is that the Red Wizard doesn't appear to be attacking or doing much.  When I kill the Gnolls, he just kinda stands there and let's me beat him down.  

 

Is there something I'm missing here?  

 


#2
kevL

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you can try standing close to Magda and firing this up:

`
debugmode1
rs ga_start_convo("b04_magda", "b04_magda_after_fight", 0, 0, 1, 1)
debugmode0
`



note: seems like another case of GroupOnDeathBeginConversation() failing ...


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#3
Sammarian

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Thanks so much - worked perfectly.  Would you mind letting me know how you knew the word string to use like that?  After I did giveitem with the shadow stone and that failed, I was trying to search for something similar to your suggestion of "rebooting" the quest string, but wasn't able to find any syntax like you suggested.  

 

Can you elaborate on what you mean by the "groupondeath..." comment?  Is there anything I can do to prevent bugs like this from happening again?  I was almost at the point of just giving up.  I know MOTB is critically acclaimed, and I had been warned about the bugs, but jeez...



#4
I_Raps

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It sounds in this case that the group was never properly formed.  I'm guessing you interrupted the Red Wizard's threats when you came in.  The simple answer is to not interrupt the cutscenes - let them play out and accept the fact that the bad guys are going to get the jump on you.



#5
Sammarian

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Thanks for the reply, but I don't think in this case that was the cause.  In the original encounter (when this whole mess started), I went through the whole dialog tree (e.g., tried and failed to intimidate -> he says I look weak and the fight begins).  But just in case there was some weird glitch, I literally went back to an earlier save that was before I even exited the barrows and played through to the same point.  Same problem.  



#6
kevL

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first i looked in a doc i have that says the shadow theatre is in module B_X1
so i open B_X1 with the toolset, glance through the onEnter script of the shadow theatre and see it says not much about this; so I browse through the module-conversations and see two dialogs for Magda. Open the one labelled "b04_magda_after_fight" because that sounds reasonable. Quick glance says that's the one we want. So i run AgentRansack through the unzipped B_X1 module, searching for "b04_magda_after_fight" to see where it gets called from: a script and some "intro" dialog; forget about the dialog and go for the script. Sure enough, the script "Groups" the wizard and gnolls, and says run GroupOnDeathBeginConversation() when the fight is over.

The GroupOnDeathBeginConversation() contained the specific information needed for the ga_start_convo force-fix ( and the int_variables are just int_variables that one gets used to ...)


The problem with trying to fix something like this by simply giveitem, etc. is that a dialog usually runs a few commands that are less obvious (like setting journal entries, eg., or opening the shadow-portal in this case)

MotB is very solid compared to the OC. But I guess it still accesses a few iffy functions ... not much anyone can do,



ps. i think _Raps has the right of it in that the 'group was never properly formed' [group is a technical term here] -- but i really don't know.



#7
I_Raps

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Sammarian -

 

If you happen back by, you might want to check out this thread, particularly posts 9 & 10:  Schadenfreude



#8
Sammarian

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Thanks for the assistance again guys, but I really think I'm just going to give up on this game.  Once again, it appears I have run into yet another bug.  Everything appeared fine up until I hit the next wizard (after I examine the operating table, which appeared to work fine).  There was - again - a series of text with a wizard leading to a fight.  The wizard, again, just stood there during the fight and didn't appear to cast any spells.  This just strikes me as weird, like something isn't fully triggering in the AI (Notably, the melee succubus looking things attacked as normal).  

 

After cleaning up the loot in the shadow world, I walk outside and meander around for awhile...

 

Something doesn't feel right, so I decide to glance at a walkthrough to see if there was some other trigger that didn't happen.  Sure enough, it sounds like there are supposed to be witches that interact with me when I leave the theater.  No witches.  

 

Without knowing all the details, it really feels like a bunch of triggers in my game just aren't working.  I generally have a lot of patience in looking for solutions to issues like this (I easily spent hours trying to figure out a solution to the one I posted above), but at some point...



#9
Tchos

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I'd wager you have the globals permission problem.  Group information, for instance, are stored as globals, so if it's not saving those variables properly, it may never realise that the group has been killed.

 

Certain quest variables are also stored as globals, the absence of which can cause the problems you describe.  I'm not sure how much of MotB used globals for story plot states, but the OC used them a lot, and some people had problems because of that.  There are solutions posted here and there, but I don't have a link handy.