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Starting Act 2 trouble *solved*


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#1
Axe_Edge

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I've come across the only major problem I've had since I started playing this game in 2006. I've played this install before (evil route) without hiccup.

-updated to latest patch
-OC, MotB, Soz

Override:
-Kaedrin's
-Xaltar's replacement pack
-Kevl's Dragon pack
-nothing else in override

-PC is a paladin/fighter, in good standing
-PC, Khelgar, Bishop, and Neeshka in party
-Had joined The Watch


1) Killed Zaxis
2) Talked to Zeeaire, including shard stuff etc...
3) killed Z's guards
4) Broke up 3 portal things
5) Defeated Zeeaire
6) Convo with Zeeaire
7) Zeeaire convo about evil coming
8) Get junk out of chest
9) Talked to Shandra
10) Bishop mentions bedroll ;)
11) Head to Flagon
12) Cut scene starts in Flagon, PC talks to Duncan, learns about mother, Bishop says he'll help, Shandra joins party. (I don't see Sand in background)

13) Get to where Act 2 is supposed to start, "II" graphic never starts, just a 10 second pause. No cut scene with Sand being available. No cut scene with Sir Nevalle showing up in Flagon. No cut scene with Torio accusing PC of torching Ember.

14) Computer loads 21 area module.
15) Party appears in Castle Neverwinter. Torio is in the hallway (not with Lord Nasher), but doesn't have anything to say. Go to Nasher, doesn't have much to say. Speak with Sir Nevalle who asks PC to start Temar Estate Quest.
16) Leave castle and speak with SGT.
17) When using a world transition, The other parts of Neverwinter are not listed on the World Map. Head to Highcliff, then go to world transition, World Map shows Neverwinter Docks and Neverwinter Merchant Quarter, but no Neverwinter Blacklake.

I have plenty of saves (like I said, been playing this game for a long time ;P )
Replayed after killing Zaxis a couple of times = same result.
Letting speeches complete = same result.

Obviously, some variable went wrong somewhere.

Thanks for any help.

Cheers!

#2
Axe_Edge

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A little more info:

Installed from CD
After appearing in Castle Neverwinter, I see "Object is busy..." In chat
Did a search, found an instance of the same problem, but no fix offered.

Edit:
I'll look into this clue later tomorrow
http://forum.bioware...quarter-access/

#3
kevL

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...


  • GCoyote aime ceci

#4
Axe_Edge

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I was going to try the following while in the Flagon, after finding out about mother, shards, Shandra, but as soon as Bishop talks of drowning the Flagon in wine, the party is transported immediately to Castle Neverwinter (2000_Neverwinter), still without Sand or Nevalle entering the Flagon.

 

For areas "1630_flagon" and "1623_complex_in"  the relevant scripts seem to be:

 

1630_act1end_msc    contains:   "pvd_intro", EndGame, and SaveRosterLoadModule("2000_Neverwinter")

16_trsn_act1end        contains custom condition:  string sVar = "16_flagon_state" 

16_cs_act1end          maybe not

16a_start_act2           contains:  SaveRosterLoadModule("2000_Neverwinter", "wp_2023_start_module")

16b_portal_de            contains:  SetGlobalInt("16bFlagonDoorTransportsToAct2",1)

 

 

I'll try again later B)



#5
kevL

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i, too, see 2 ways to load "2000_Neverwinter"

the right way is '16a_start_act2' - fires when the exitDoor is clicked (after the Flagon goes awash w/ wine)


but '1630_act1end_msc' appears to be a red-herring, not referenced anywhere i See.

What action or mouseclick causes the abnormal transition-to-Castle ?



#6
I_Raps

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Your problem is (at least currently) not with Sand and Nevalle.  They aren't due yet.  First, there is a scene where Torio accuses you of being a murderer ("Murderer!  and whom has this murderer supposed to have killed?").  That's why you're in Neverwinter Castle to watch it.

 

kevL - that cutscene happens immediately after the "awash with wine" scene.  It should start with a guard telling Nasher "forgive me, Lord Nasher, she said it couldn't wait."  No key or click is required.



#7
kevL

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ah right. Fires auto when dialog '16_act1_end' finishes, the wine scene

looks like it has a backup on the doorclick tho. tks _R,

 

 

[EDIT] so the next place to look should be the onEnter scripts of "2000_Neverwinter", and its area that has waypoint "wp_2023_start_module"

see what variables it looks for there ....



#8
Axe_Edge

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Note to self, due to the hour: 

Checked 2000_neverwinter as well as some scripts, including 2023_cliententer

Using save from current game yields no Nasher/Torio cutscene after leaving the Flagon.  After leaving Flagon, loads 2000_neverwinter, a busy cursor is displayed, no "II" screen, "The object is busy and can not talk to you right now" is displayed in chat.

 

Using save from prior runthrough after being dropped in current save folder works correctly.  No "The object is busy and can not talk to you right now" message.

 

I'm going to compare the two global.xml files tomorrow.



#9
kevL

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"The object is busy and can not talk to you right now" is displayed in chat.

does that mean, like, somebody picked a fight somewhere unseen in the background

when they should be, eg. introducing Act II instead

it might also mean 'already in conversation' etc.

#10
Axe_Edge

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Kaedrin's PRC pack!

I love this pack, but I believe the Con fix was messing with my game.

After spending 3.5 months away from the game (work), and thinking about this problem often, I was able to get back to my computer today. I loaded up the save, left Zeeaire on the floor, and tried my chances with Shandra. No surprise, after the conversations in the Flagon...Neverwinter Castle loaded (2000) and the "II" didn't appear and there was no cut scene between Sir Nevalle, Lord Nasher, and Torio.

Within the chat box I noticed:
.....drown the Flagon in wine.
(server) You are now in a No PVP area
Someone damages Someone 11 (11 Positive Energy)
Paused
Unpaused
The object is busy and can not talk to you right now.

I reloaded the save (Zeeaire dead) and unequipped everything from my party members (and PC). Spoke to Shandra, drowned the Flagon in wine, and.....Bingo, Act 2 graphic appeared and the cut scene began. So glad my PC was accused of murder.

I removed Kaedrin's from the override, reloaded the save, spoke with Shandra, drowned the Flagon, and .....Bingo...Act 2, cut scene, and my PC was an accused murder!

Now I'll save and put the PRC pack back

;)


A little more info:
- I'm using Kaedrin's PrC Pack v1.41.4

#11
Tchos

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Well, that would explain it.  If you were receiving damage over a transition or game loading thanks to Kaedrin's CON nerf, a conversation that attempted to fire at that time would fail.  I'd recommend removing that CON nerf entirely.  It's a PvP fix that doesn't really need to be in the single-player game.  There are instructions on how to do it elsewhere on this forum, though I don't have the link on hand.  I know that in some late releases of it, Kaedrin included a 2DA file that lets you turn that option off.  Not sure if that's in the one you have, though.



#12
kevL

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Boots of Striding Crafting Bug?


ps. i never did 'upgrade' to 1.42



#13
Axe_Edge

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Before removing the PrC, I looked in the cmi_options 2da and didn't find a way to turn off the Con fix.  May be worded differently than I expect.

 

My PC Paladin = Lesser Boots of Tumbling

Khelgar = Greater Boots of Tumbling

Bishop = Boots of Elvenkind

Neeshka    :wub:  = Nasher's Nimble Boots



#14
Axe_Edge

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Update:

 

It was the "Amulet of Vitality +2" Khelgar was wearing (combined with the PrC pack).

 

I missed this when I was searching the party for Con improvement equipment.  When leaving the Collector's Mansion, I noticed Khelgar was taking "0 Positive Energy" points of damage.  Reloaded the last save of Act 1, took the amulet off, and it all worked.  Setting the first cut scene in Act 2 to delay firing for a little while longer would probably take care of this.

 

Oh, well.  Time to beat a bard at his own game in the Blacklake district.



#15
Tchos

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There will be a lot of conversations (some of which set important quest states and variables) trying to fire upon an area transition, so getting rid of that effect is strongly advised.



#16
Axe_Edge

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There will be a lot of conversations (some of which set important quest states and variables) trying to fire upon an area transition, so getting rid of that effect is strongly advised.


Agreed. I disabled it in one of the earlier versions of the pack, but that was long ago. I'll look for the script that does it tomorrow. I don't see it in the options 2da (v1.41.4)

 

 

Edit:

I simply installed Kaedrin's PrC 1.42.1, set "UseConFix" to zero in cmi_options, and called it good.