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Bevil Bug


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#1 Sionnach

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Posted 22 July 2009 - 04:28 PM

I read on NWNVault that there are some issues with this mod and Bevil's dialogue, but I'm not sure what parts of the dialogue are known to be affected. In Act III, after arriving at Crossroads Keep, Bevil had one short conversation that did not address his internal problems, and now just says "Nice to see you again, Captain." and force-quits the dialogue. On my first playthrough, the dialogue was in an NWN1 style box and I was able to talk to him about his problems. On this playthrough, with the Romance Pack and SoZ + patch, the dialogue zooms in like a cutscene, but has no voice-over and skips past some of the dialogue (no lip synch files, I guess).

I've tried removing the mod, but it seems the dialogue is saved within my savegame, so I've been unable to test if it is the mod or SoZ. I've assumed it was this mod causing the problem, based on the NWNVault posts, but - is this a known issue with this mod, or should I be looking for a fix elsewhere? If it is the Romance Pack, is there any way to disable Bevil's part for future playthroughs? Fortunately, I was able to edit the savegame file to change Bevil's "happy" variable so Kana acknowledges he's improved (so no "bad" ending, heh), but would like to have the dialogue play properly on future playthroughs if possible (I'd rather not remove the mod, it's been fun to play with). Thanks in advance.

#2 Guest_Guest_Suspiria_*_*

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Posted 08 August 2009 - 08:32 AM

I have this exact problem. Its weird. I am unable to progress with Bevil at all as a result. This happened to me a year ago, as well, when I played the game. I don't think I had this romance mod installed though, but I may have had the Bishop one installed. Or maybe I did have this one installed, I don't fully remember. What I do know is that I was never able to resolve it.

#3 Domi

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Posted 08 August 2009 - 10:14 AM

Berelinde was working on fixing it (it's one of those recurring issues that seem to defy fixing), but she has computer troubles atm. You might try going into your romance folder and deleting bevil.dlg file and bevil.cre file. That might help.
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#4 berelinde

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Posted 09 August 2009 - 07:12 AM

Yeah, just checking in (from a borrowed computer) to say that my computer is definitely toast until I can get it into the shop this Thursday. With any luck, I'll be back in business come Monday.

The Bevil bug is high on my priority list.
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#5 Sionnach

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Posted 14 August 2009 - 08:44 AM

Good luck with the computer issues. :)

Just wanted to mention removing all the Bevil files did correct the issue for subsequent playthrough, although it seems data is stored in a savegame which causes the bugged dialogue to fire in an existing game even if the Bevil files are deleted. Since I'm playing male characters atm, I wasn't worried about missing out on any added content; for anyone who might be looking to do the same pending a fix, make sure to pull any files with Bevil's name in them from the Shared folder, and also from the BishopRomance\dlg folder. I'm fairly certain it's the latter that's the culprit, but not sure how the files interact, so pulled them all for "safety".

On an aside, does anyone know why there's a 21_bevil.exe in the BishopRomance\dlg folder? It seemed a little odd to have an executable there.

#6 PotiusMori

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Posted 21 August 2009 - 09:20 PM

I was playing a female PC when I went through and had the same problem. Since it's related to Bishop's romance (IIRC), I talked to Bevil with Bishop in my party a couple of times and ended up getting through to Bevils 'emotional demons' talk. I guess that would only work for female PC's, though...

#7 berelinde

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Posted 22 August 2009 - 07:43 PM

You're going to have the problem with a male PC, a female PC, or any PC at all, really. It's related to the Bishop Romance, but it's the same problem that has plagued both male romanceables: the toolset doesn't like to save changes properly. I've fixed it half a dozen times only to find that the very next time I open the dialogue, it's broken again. The only way to definitively solve the problem is to rebuild the dialogue from scratch. I know how to fix it, but it's going to be a long, slow slog, probably an all-day affair. Since the repair shop tells me they won't get the parts to fix the computer until Monday, I won't be back in business until Tuesday or Wednesday, at the earliest. But Bevil's still up there on the priority list, so it will get fixed soon.
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#8 Guest_Seidon_*

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Posted 27 August 2009 - 11:00 AM

Fortunately, I was able to edit the savegame file to change Bevil's "happy" variable so Kana acknowledges he's improved (so no "bad" ending, heh), but would like to have the dialogue play properly on future playthroughs if possible (I'd rather not remove the mod, it's been fun to play with). Thanks in advance.

Probably a really dumb question but...
How exactly does one do that? I'm not all that savvy on some of these technical things but I'd like to be able to get the better ending if it's something my character would actually care to do. Thanks. ^_^

#9 Guest_Michael D_*

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Posted 14 September 2009 - 10:15 AM

To Whomever wrote this mod! Why write a mod that screws up someones saved games and game? I guess I have to go through the entire game again because I downloaded a TOXIC Mod. Bug Test the mod before publishing it or do not publish the mod. How dumb can you be??? :)

#10 Domi

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Posted 14 September 2009 - 11:15 AM

The mod was tested. The bug proved notoriously difficult to fix. It is not game breaking. Even professional games have plenty of issues after release and it takes years to iron them out.
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#11 berelinde

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Posted 15 September 2009 - 06:16 AM

If you want to blame somebody for this one, at least part of the blame rests with the unmodded game. Part of the Bevil bug is due to the fact that the unmodded game reuses dialogue file names in different OC modules. When a dialogue file is modified, i.e. present in the override, that takes precedence over the file that's present in either of the OC modules, at least in theory. Fixing this requires us to rebuild the file completely, including all iterations of the file and relying on careful dialogue weighting to ensure that the character doesn't talk about the Harvest Fair when he's supposed to be talking about West Harbor after the attack. Sound tricky? It is. And after all that, the ever-robust (heh) engine has been known to ignore the override entirely when system resources are taxed.

The rest of the blame for this particular bug isn't really anybody's fault. When you look at the file, everything looks perfect. All the scripting actions and triggers are exactly where they're supposed to be, and all the dialogue branches look good. There's no visible reason why it doesn't work. About all I can say is that it might be a weighting issue. It's possible that certain scripts are executed before variables are set, which aborts setting them.

I like having the ability to influence Bevil's personal growth, too, and dislike the "deserter" ending for him. I'm working on fixing it today or tomorrow depending on a friend's visit, but it's going to take hours to fix, possibly all day, and I'll need somebody to test it once it's done. So look for a call for playtesters on Thursday. Potential playtesters should have a saved game near the end of Act 2 and an Act 1 influence with Bevil of 5 or greater.

Honestly, though, the mod actually fixes some OC bugs reported by playtesters who thought the mod was messing with OC behavior. Investigation proved that they were OC bugs, but we fixed them anyway.

During testing, we discovered and fixed one bug that was screwing up Bevil's dialogue in Act 2. We also discovered and fixed OC bugs present in the Logram's Lair cutscene with the wounded orcs that misused scripting actions as triggers, preventing the cutscene from finishing correctly, and we fixed Ammon Jerro's MotB dialogue file, where botched dialogue weighting prevented him from having any MotB dialogue at all once he was recruited.
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#12 Micon

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Posted 25 October 2009 - 12:43 AM

QUOTE (Sionnach @ Jul 22 2009, 04:28 PM)
Fortunately, I was able to edit the savegame file to change Bevil's "happy" variable so Kana acknowledges he's improved (so no "bad" ending, heh), but would like to have the dialogue play properly on future playthroughs if possible (I'd rather not remove the mod, it's been fun to play with). Thanks in advance.
Probably a really dumb question but...
How exactly does one do that? I'm not all that savvy on some of these technical things but I'd like to be able to get the better ending if it's something my character would actually care to do. Thanks. ^_^
---------------------------------------------------------------
I would like to know how to do edit this as well.
I have the same problem with Bevil . I have tried two complete playthru's to this point only to have the same thing occur. I do understand how complex an issue this is (well I am trying to) and just want to continue , with upgrading the keep to the best.

#13 Teglen

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Posted 22 June 2014 - 09:45 AM

Hi everyone. I know this thread is half a milenium old (in internet tearms anyway) but I am in the same situation and was wondering which value in Bevil's savegame fil I have to change so he would not desert at the end of the game. I really would appreciate to not having to play through the entire campaign again because of that.

Thanks in advance.





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