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{Spoilers] Evil path bug ; companions resists all damage


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#1
SeverusSewer

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Hey, so i decided to choose evil path however my companions cannot be damaged.

 

When i attack them it says "target resists all damage".

 

How the hell can i defeat them ?

 

Tried using spell, different weapons, nothing helps.

 

Anyone knows that can help here ?

 

tried everything nothing seems to work.



#2
Arkalezth

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I've seen this behaviour a few times in other modules, so I can tell you it's not specific to this one. I could be wrong, but I think it happens when a cutscene is messed up somehow. The only "fix" I can think of is reloading a previous save.

#3
Dann-J

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I've seen this behaviour a few times in other modules, so I can tell you it's not specific to this one. I could be wrong, but I think it happens when a cutscene is messed up somehow.

 

That's often the case. At the start of some cinematic cutscenes a specific GA_ script is run to make party members indestructible, with another GA_script that runs on all the [End Dialog] nodes that undoes the effect. If that second script fails for whatever reason then your companions become gods for a while.

 

In the OC you usually only have to wait until the next cutscene conversation for your companions to stop being gods.  If they were still in the party then you could run the appropriate GA_ script from the console and it'd probably fix it immediately, but if they're hostile then I doubt they're still in the party.



#4
Tchos

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If you obtain the tags of the companions, you can just remove their plot flags manually, whether they're in the party or not.



#5
Arkalezth

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In the OC you usually only have to wait until the next cutscene conversation for your companions to stop being gods.

 

Would talking to a companion work? Providing that their conversations are cutscene-style.



#6
Dann-J

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Actually, I seem to be confusing this bug with another one - party members stop following you because ga_unfreeze_party doesn't fire properly at the end of a conversation that uses ga_freeze_party. :wub:

 

After having a look at some of the OC conversations, it seems that the indestructible party member bug might be caused by the 'Multiplayer Cutscene' flag being set to TRUE. That suggests that it's a hardcoded failure to un-plot party members again when the conversation ends. However it should just be a matter of setting the plot flag to FALSE, as Tchos suggested.

 

It wouldn't be too difficult to write a script that checks all hostile creatures within a colossal radius of the player and un-plots them if necessary.

 

 

Would talking to a companion work? Providing that their conversations are cutscene-style.

 

Only if the companions in question are still in the party, and if the conversation is set to Multiplayer Cutscene. And only if the bug doesn't happen again. :)