I've looked multiple places and couldnt find anyone else who report having this problem. I'm at the end of Ammo Jerro's Haven in the fight with Jerro himself. The problem is that I "kill" Jerro and the cutscene where he claims he cannot be defeated inside his Haven doesnt play. This leaves me stuck inside the inner lab, Jerro downed like a dead enemy, with no way to get out. I don't know what to do. I've tried going through the Haven from a save before I entered and even with removing all the mods I have in my override.
Stuck in Ammon Jerro's Haven
#1
Posté 20 mars 2015 - 03:46
#2
Posté 20 mars 2015 - 04:54
try these:
`
debugmode 1
rs 26a_destroy_scrolls()
rs ga_global_int("26_bPlayAct2Finale", "1")
rs ka_hotspot_hide("2600AJExterior")
rs ga_roster_selectable("ammon_jerro", 1)
rs ga_roster_campaignnpc("ammon_jerro", 0)
rs ga_reset_level("ammon_jerro", 1)
rs ga_destroy_item("oldbook", 1, 1)
rs ga_load_mod("2100_Crossroad_Keep_A2", "wp_21_from_26")
debugmode 0
`
I suggest doing this *before* the fight, or at least before Jerro dies (or console in a Raise Dead scroll after he dies but before these commands, ad hoc)
i guess you could keep the scrolls and oldbook; shrug, I don't know what they are.
#3
Posté 20 mars 2015 - 05:20
i guess you could keep the scrolls and oldbook; shrug, I don't know what they are.
They are the book of cursed phrases that the imp is transfixed by (and any pages you removed to use as scrolls).
#4
Posté 20 mars 2015 - 05:52
ah :)
#5
Posté 20 mars 2015 - 06:22
Cant use a Raise Dead on him. Is there a way to input all those commands at the same time? I've only done single commands and putting them in individually seems to just get me an invalid command.
#6
Posté 20 mars 2015 - 06:28
oh sorry, they should all be preceeded by
rs
i'll fix up the post ...
#7
Posté 20 mars 2015 - 07:20
I seem to have skipped ahead to the inn cutscene after the fight. thanks i believe I can continue from here.
#8
Posté 20 mars 2015 - 07:51
#9
Posté 21 mars 2015 - 09:42
Would there be any reason I'd have removed some special status from npcs that stops me from killing them so they can go into a dialogue? Because now I'm trying to recruit Light of Heavens and in the Port Llast fight I keep killing her instead of engage in a conversation when she hits zero hp. Hope there arent a lot more instances of these kinds of fights.
#10
Posté 21 mars 2015 - 07:01
unfortunately I can't think of anything that would reasonably do that: all creatures have a flag in their Properties called "immortal" ( or "IsImmortal" in TlkEdit2 ). It allows them to be reduced to 1 hp but never dying beyond that unless/until the flag is set false. That gives the engine time to check their status and run scripts, instead of outright slaying them.
There's a stock script that changes the value of "immortal":
rs ga_setimmortal("31_light", 1)
where '31_light' is the tag for Light of Heavens -- i'm looking in the toolset and she is indeed flagged as Immortal. her user-defined script activates onEndCombatRound and it checks whether she or the PC has been reduced to 1 hp, and is supposed to act accordingly. Anyway, i suggest checking your \Override for alternate versions of Light's blueprint: 31_light.UTC
[Of course it could be more complicated than that; an alternate script could spawn an alternate Light, eg.]
A similar method was used for Ammon Jerro (using a stand-in instead of the actual Companion blueprint).
But this sounds like something more deeply quirked,
#11
Posté 22 mars 2015 - 02:16
Should I try inputting that code? I couldnt find any scripts in my override that seem to reference Light. If this doesnt work is there a way to move her to Crossroad and the third test?
The weird thing is I fought her in the Merchant Quarter and there the script went off. I tried fighting her in Port Llast first but the second encounter still bugs out.
#12
Posté 22 mars 2015 - 03:30
Or, if she doesn't want to surrender after she's been set immortal, try it again without setting immortal;
kill 'er, Raise 'er (if possible) and start her dialog:
rs ga_startconvo("31_light", "gl_light", 0, 0, 1, 0)
---
unfortunately her dialog can't be skipped through to bypass the encounters or get to the final combat; her campaign-conversation 'gl_light' uses a hard-coded flag "OncePerModule" on all primary nodes.
it's probably possible to skip everything & set her up at the Keep, but if ya talk to her she'd likely go ape. It's not game-breaking ...,
The problem is, we can't just set things to say "this is done", because of the OncePerModule flag; she'll simply spark up something she should have said earlier unless her dialog-on-defeat gets triggered.
ps. Personally I'd be tempted to take her dialog and rework it in \Override, because right now it has comments like this:
| SCRIPTER: She should only say this once. Since you will meet her in multiple modules, I'm not sure if OncePerSpeaker or OncePerModule will work. |
#13
Posté 22 mars 2015 - 05:33
Didnt work. She'd still die and I cant raise her. Every time I tried to put in the startconvo it would never executed successfully. Shoild I just give up? Can I continue without recruiting her?
#14
Posté 22 mars 2015 - 05:39
edit: for future ref, she seems to be less buggy (usually works fine) if you catch her in Port Llast first, then the Merchant Quarter. a number of people, including me iirc, have had probls when battling in the Quarter first.
(i think thats the right order )
#15
Posté 22 mars 2015 - 05:50
lol now Calindra has gone missing from the Keep. I already had to resummon Jacoby. Do you know the script to get Calindra to reappear?
#16
Posté 22 mars 2015 - 06:09
#17
Posté 22 mars 2015 - 02:41
Now I'm stuck on the True Name Meeting. This is the worst time I've ever had trying to finish an RPG. I may just forget about MotB at this point.
#18
Posté 22 mars 2015 - 06:45
Now I'm stuck on the True Name Meeting. This is the worst time I've ever had trying to finish an RPG. I may just forget about MotB at this point.
No reason to. I just finished MotB which I've always found less buggy than the OC. I also used a new PC for this last run instead of the previous Knight-Captain.
#19
Posté 22 mars 2015 - 10:51
I think you still have the same problem that prevented you from talking to Ammon Jerro in the first place. And it's going to continue to come up. Once you bypass with an edit, you must be prepared to keep doing it.





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