Jump to content

Dynaheir Journal Quest


Guest Llewyn

Recommended Posts

I'm a bit confused - how do you know when Dynaheir's quest has begun? Once I freed her from the Gnoll Castle, we went to Drizzt's map. However, after helping Drizzt fight off the pack of gnolls he disappeared. Wasn't he supposed to mention something about a Journal or Journal pages? Or do we meet up with Drizzt at a later point?

 

Thanks,

 

Llewyn

Link to comment

For v14 and on, You meet later on, while travelling the south west Sword Coast with Dynaheir in the party. If you have flysoups "Drizzt Saga" installed, some materials may not play, and you may have to use the console to activate the quest, but in all other cases Drizzt will not spawn in his original area and help out (because other folks might want to keep him around and use him for another adventure).

 

So, if you helped Drizzt, and you got him to say

@0 = ~Perhaps I shall seek you out elsewhere along the Sword Coast.~

 

then you will eventually run into him whenever you have Dynaheir in the party and you are in the set of one of the following areas:

 

[NOT here: >>> !AreaCheck("%FishermansLake%")

 

[bUT IN any one of these>>>

AreaCheck("%RedCanyons%")

AreaCheck("%SouthBeregostRoad%")

AreaCheck("%ArchaeologicalSite%")

AreaCheck("%NorthNashkelRoad%")

AreaCheck("%BearRiver%")

AreaCheck("%XvartVillage%")

AreaCheck("%DryadFalls%")

AreaCheck("%FireLeafForest%")

 

/* Drizzt finds the party and initiates Dynaheir's Quest */
IF %BGT_VAR%
Global("X#DynaJournal","GLOBAL",1)
Global("X#DQDrizztSpawn","GLOBAL",0)
!Dead("drizzt")
!AreaCheck("%FishermansLake%")
OR(8)
AreaCheck("%RedCanyons%")
AreaCheck("%SouthBeregostRoad%")
AreaCheck("%ArchaeologicalSite%")
AreaCheck("%NorthNashkelRoad%")
AreaCheck("%BearRiver%")
AreaCheck("%XvartVillage%")
AreaCheck("%DryadFalls%")
AreaCheck("%FireLeafForest%")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztSpawn","GLOBAL",1)
SetGlobal("X#DynaJournal","GLOBAL",2)
END

IF %BGT_VAR%
Global("X#DQDrizztSpawn","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztSpawn","GLOBAL",2)
SetGlobal("X#DQDrizztStart","GLOBAL",1)
CreateCreatureObjectOffset("X#DRIZZT",Player1,[100.100])
END

IF %BGT_VAR%
Global("X#DQDrizztStart","GLOBAL",1)
Global("X#DQDrizztApproaches","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztApproaches","GLOBAL",1)
ActionOverride("x#drizzt",Dialogue(Player1))
END
Link to comment
If you have flysoups "Drizzt Saga" installed, some materials may not play, and you may have to use the console to activate the quest
Just wondering... in the interests of inter-mod compatibility, is it at all possible to fix that unintrusively within BG1NPC without requiring changes to the Drizzt Saga? Perhaps the same way the Sirine thing was fixed?
Link to comment

I am still working on it, but I am not sure - there is a post about it I made in the Big World stuff of LW's over at SHS. One of the biggest problems is that it is designed to run only if you helped Drizzt, and only with very good responses; I will not be getting that one even remotely fixed up before my personal deadline for v15 (which passed an hour ago). Still working on the Dynaheir cutscene thing.

Link to comment

Hello there. I am using BGT + BG1NPC project and I have a problem with Dynaheir's quest. I spoke to Drizzt in FishermansLake , I was nice to him and he said we might meet again --but from then on I can't find him in any of the other wilderness areas. I have Dynaheir in my party with an active romance. Is there a way to force him to appear with cluaconsole ?

 

 

 

[EDIT]: Wow, I just necromanced a 3 year old thread :suspect:

 

 

[EDIT2]: Ok, I fixed it by entering SetGlobal("X#DQDrizztSpawn","GLOBAL",1) in cluaconsole in one of the wilderness areas. Drizzt spawned and the quest continued fine. The problem might have been with me attacking the Gnolls in the first place (even if they were not hostile), before talking to Drizzt in the fisherman's lake area.

Link to comment

Heh - you beat me to it!

 

v18, all run out of Dynaheir's script, same code as above:

/* Drizzt finds the party and initiates Dynaheir's Quest */
IF %BGT_VAR%
Global("X#DynaJournal","GLOBAL",1)
Global("X#DQDrizztSpawn","GLOBAL",0)
!Dead("drizzt")
!AreaCheck("%FishermansLake%")
OR(8)
AreaCheck("%RedCanyons%")
AreaCheck("%SouthBeregostRoad%")
AreaCheck("%ArchaeologicalSite%")
AreaCheck("%NorthNashkelRoad%")
AreaCheck("%BearRiver%")
AreaCheck("%XvartVillage%")
AreaCheck("%DryadFalls%")
AreaCheck("%FireLeafForest%")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztSpawn","GLOBAL",1)
SetGlobal("X#DynaJournal","GLOBAL",2)
END

IF %BGT_VAR%
Global("X#DQDrizztSpawn","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztSpawn","GLOBAL",2)
SetGlobal("X#DQDrizztStart","GLOBAL",1)
CreateCreatureObjectOffset("X#DRIZZT",Player1,[100.100])
END

IF %BGT_VAR%
Global("X#DQDrizztStart","GLOBAL",1)
Global("X#DQDrizztApproaches","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztApproaches","GLOBAL",1)
ActionOverride("x#drizzt",Dialogue(Player1))
END

 

so if in doubt, you can jumpstart the sequence via

 

SetGlobal("X#DQDrizztSpawn","GLOBAL",1)

 

This set of blocks could be simplified. I wonder if the !Dead check failed somehow? I wonder what might block this in a BWP install.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...