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BGQE v9.2: Bug Thread


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Please post any bugs or typos here. Make sure to specifiy the game you are playing (BG1, Tutu, BGT, or BG:EE) and which version of the mod (Windows, Mac, Linux).
If possible, please post your WeiDU.log so I can see which other mods were installed.

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I found one that seems fairly severe, and that I can reproduce.

 

If you take the evil option with the "Family Treasure" quest, it doesn't close out properly. I assumed this quest was "over" more or less when the necklace is tricked away from the child, but found out later that there is another trigger, reducing reputation and such, if you wander by the house at some later date.

 

However, here's the nasty part - Edwin makes some comment about "stuff being inside" and POOFS. As in, he leaves the party never to return! He is not inside the house either... just... gone into the nether.

 

Also, even after getting this dialogue trigger from Mrs. Dudley admonishing you for your actions, you can give her the necklace, and she acts grateful again... and this generates another journal entry as if you ended the quest in a more nice fashion.

 

I looked a little at the script in NearInfinity, and I think I see what is happening. There are a bunch of custom interjections by party members. The last one to fire that matches a companion in my current party is Edwin. Right after this the EscapeArea() function fires, and it seems to process for the last party member to speak up, instead of the active NPC of Mrs. Dudley. Some sort of weird timing conflict, then? I suspect you just need to specifically assign a CRE to leave.

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Thank you very much, this is a very embarrassing error (missing passback to original actor). You should not be able to talk to any of the family after the last meeting, they should leave after the remark (and not a party member). Will fix.

EDIT: New version 10 is up. New content, bug fixes (hopefully this one, too.)

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Thanks!

 

Only Mrs. Dudley sticks around, the other 2 family members leave as intended.

 

I don't get why EscapeArea() is transferred to the last person who interjects. I have seen a lot of escapes in code, but it's always relative to the respective NPC. But then, I don't really understand IE scripting timings. I fiddled with my party by moving Edwin to the front - he still poofs, and by removing him from the party. Then it's Viconia that goes poof. Basically it's always the LAST companion NPC that speaks up. Hope that helps.

 

I did try recompiling and just removing the EscapeArea, but it doesn't work for me. It seems any twiddling I actually do with mods requires me to start a new game. Must be doing something seriously wrong, because it seems easy enuf to make the edits and save them.

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In this case, how it is coded, the plain EscapeArea() transferred it to the last speaker, in your case Edwin. It should be ActionOverride("C#Q02005",EscapeArea()) instead to specify it to the mother.

I put in the NPC reactions after the quest was already working for years. This is a very embarrassing bug, since I should have been more careful.

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