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Glitch in Promenade: Bystander should initiate dialogue after end of cutscene


jastey

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There are two "bystanders" in Waukeen's Promenade who disappear a day after the beginning of BGII (after the PC exited ID).

 

One of them named Ler is supposed to initiate dialogue with the party. Unfortunately, this command is embedded in the cutscene cut01g.bcs and it gets lost, if all party members stay out of Ler's sight for too long.

Since this is obviously wanted behavior, I would like to see this fixed (plus, it really adds to teh atmosphere if at least *one* person approaches the PC after what just happened.)

 

One fix would be moving Ler ("bystand1.cre", dv "bystand1") a bit closer to the stairs so he can see the PC right after the cutscene ends.

 

The other possible fix I can think of is giving the cre a script that makes him initiate dialogue. My suggestion would be the following, since the class script slot is still free:

/* BG2: make Ler approach the PC at the Promenade. Fixes glitch of original game where Ler wouldn't initiate dialogue if the PC stays out of sight for too long */

/* make a script for Ler: "Bystand1.bcs" */

<<<<<<<< ...inlined/BYSTAND1.baf
IF
	Global("CutScene01","AR0700",5)
	NumTimesTalkedTo(0)
	!See([PC])
	CombatCounter(0)
THEN
	RESPONSE #100
		MoveToObject(Player1)
END

IF
	Global("CutScene01","AR0700",5)
	See([PC])
	NumTimesTalkedTo(0)
	CombatCounter(0)
THEN
	RESPONSE #100
		StartDialogNoSet([PC])
END

>>>>>>>>
COMPILE ~...inlined/BYSTAND1.baf~

/* Give him custom script that makes him approach and initiate dialogue */
COPY_EXISTING ~BYSTAND1.CRE~ ~override/BYSTAND1.CRE~
WRITE_EVALUATED_ASCII 0x250 ~BYSTAND1~ #8   // free slot: Class script

Thinking about it, this could also be reported to BeamDog..

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