DudleyFix

BG1 Errors: scripts

Page 1: Script errors; and dialogue errors (A to J)
Page 2: Dialogue errors (K to Z); and arguable errors that have not been fixed

To download the FIXES shown below please go to the FixPacks page.

Dialog Error - involves edit of the DIALOG.TLK file
* - denotes new custom files or new DIALOG.TLK strings required to effect the fix

Fixed version 3.0

Dialogue Errors (mostly)

05.01.05 Fixed DEATHKN2.BCS, IKE2.CRE

  1. Ike, AR0500 - is incorrectly referenced by the area script as he has an incorrect Script name. The Demonknight's fireball script must be amended as a result of this change.
    1. Change Script name to Ike2.
    2. Change ForceSpell("ike",WIZARD_FIREBALL) to ForceSpell("ike2",WIZARD_FIREBALL).

05.11.04 Fixed IRONGU2.BCS*, IRONGU2.CRE*, IRON10.DLG

  1. Guard, AR1801 - can repeatedly summon guards when you have spoken to him and refuse to surrender. I edited his DLG so that he will attack as a result of the options that previously led to him standing still waiting to greet you again. The summoned guards will now move towards his position before attacking.
    1. Add action in [Response 2] Enemy().
    2. Add action in [Response 3] Enemy().
    3. Add facing attributes (8) to actions in [Action 2], change creature to IRONGU2.
    4. Add new State trigger: NumTimesTalkedTo(0).
    5. Add new State: 4353, 7, 1, 0.
    6. Add new Response: Terminates dialog flag, 0, 0, -1, -1, None, 0.
    7. Change Trigger index in [State 0] to 1.
    8. Reverse order of State triggers using DLTCEP.
    9. Duplicate SHOUT.BCS to create IRONGU2.BCS.
    10. Write at top of BCS: IF !See([PC]) THEN RESPONSE #100 MoveToPoint([258.1269]) Continue() END.
    11. Duplicate IRONGU.CRE to create IRONGU2.CRE and change Script name to Irongu2. Change Override script to IRONGU2.BCS.

05.11.04 Fixed IRON12.DLG

  1. Guard, AR0616 - contains a simple error that prevents the guard from leaving in a certain instance.
    1. Change action in [Response 8] from EscapeArea to EscapeArea().

05.11.04 Fixed IRONM2.DLG, DIALOG.TLK string 1253* Dialog Error

  1. Merchant, AR0613 - when charmed the merchant fails to give the 25gp he says he is giving you. The dialogue fix should only allow him to offer the gift once.
    1. Add trigger in [State 3] Global("DXIronm2","GLOBAL",0).
    2. Add actions in [Response 3] GivePartyGold(25) SetGlobal("DXIronm2","GLOBAL",1).
    3. Rewrite [State trigger 4] to read StateCheck(Myself,STATE_CHARMED)
    4. Create new string 1253 "I am honored to welcome a person of your fine standing to our clique!"
    5. Change Response StringRef in [State 4] to 1253.
    6. Reorder State triggers to Charm (Global 0), Charm, Num(0), Num(1), True() or 3, 4, 0, 1, 2. This can be done easily in the DLTCEP utility.

05.11.04 Fixed IRONM3.DLG, (DIALOG.TLK string 1253* Dialog Error)

  1. Merchants, AR0614 - ensures that when charmed the merchants actually give the 25gp they say they are giving you. The dialogue fix will only allow one of them to offer the gift, and then only once.
    1. Change trigger in [State 2] to True().
    2. Add trigger in [State 3] Global("DXIronm3","GLOBAL",0).
    3. Add actions in [Response 3] GivePartyGold(25) and SetGlobal("DXIronm3","GLOBAL",1).
    4. Rewrite [State trigger 4] to read StateCheck(Myself,STATE_CHARMED)
    5. Change Response StringRef in [State 4] to 1253.
    6. Reorder State triggers to Charm (Global 0), Charm, Num(0), Num(1), True() or 3, 4, 0, 1, 2. This can be done easily in the DLTCEP utility.

05.11.04 Fixed ITHTYL.DLG

  1. Ithtyl, AR0120 - can be charmed then spoken to twice for a total of 22gp however the dialogue repeats even though she has no more money to give. Additionally she says she is giving you 20gp each time. There is code that suggests she is meant to give the same gift multiple times (though IMHO that's pretty stupid). The dialogue fix should only allow her to offer the gift once.
    1. Change trigger in [State 11] to Global("DXIthtyl","GLOBAL",0).
    2. Add action in [Response 17] SetGlobal("DXIthtyl","GLOBAL",1).
    3. Remove semi-colon from trigger in [State 10].
    4. Rewrite [State trigger 3] to read StateCheck(Myself,STATE_CHARMED)
    5. Change Response StringRef in [State 12] to 1250.
    6. Reorder State triggers to Charm (Global 0), Charm, Num(0), True() or 2, 3, 0, 1. This can be done easily in the DLTCEP utility.

05.11.04 Fixed JAHEIJ.DLG

  1. Jaheira, AR2301 - contains an incorrect action.
    1. Change action in [Action 1] from ActionOverride("Khalid",SetDialog("KhalidP")) to ActionOverride("Khalid",SetDialog("KhaliP")).

01.12.04 Fixed JARED.DLG

  1. Jared, AR4600 - contains four incorrect triggers. Additionally, you can pickpocket his boots yet he will still talk as if he has them if you score a high reaction.
    1. Change triggers in [States 2, 3 and 4] from SetGlobal("HelpJared","GLOBAL",0) to Global("HelpJared","GLOBAL",0).
    2. Change trigger in [State 4] from ReactionGLT(LastTalkedToBy,NEUTRAL_UPPER) to ReactionGT(LastTalkedToBy,NEUTRAL_UPPER).
    3. Add trigger in [State 4] HasItem("BOOT03",Myself).
    4. Remove trigger in [State 3] ReactionLT(LastTalkedToBy,FRIENDLY_LOWER).
    5. Re-order States: 0, 1, 2, 4, 3, 5.

06.11.04 Fixed KAISH.DLG, GTIMES.IDS

  1. Kaishas Gan, AR2002 - contains two incorrect triggers. Also requires a change to her actions to prevent the players turning into werewolfs during the voyage home (thanks Zelig!).
    1. Change triggers in [Response 6] and [Response 62] from Dead(Karoug) to Dead("Karoug").
    2. Change SetGlobalTimer action in [Actions 2 and 3] to TWENTYTWO_DAYS.
    3. Add line 158400 TWENTYTWO_DAYS to GTIMES.IDS.

05.11.04 Fixed KESTOR.DLG

  1. Kestor, AR2610 - has a blank reply option to his dialogue tree (it is possible to speak to him before Rieltar initiates dialogue by sneaking up on him).
    1. Remove [Response 0] from [State 0].

15.11.04 Fixed KIERES.DLG

  1. Captain Kieres, AR0308 - contains two incorrect actions and two incorrect triggers.
    1. Remove AttackReevaluate actions in [Actions 1 and 2].
    2. Add Shout(99) to penultimate position in [Actions 1 and 2].
    3. Remove duplicate action in [Action 2] Enemy().
    4. Ensure Enemy() action in [Actions 1 and 2] is at end of block.
    5. Change trigger in [State 8] from True to True().
    6. Change trigger in [State 5] to Exists("Detranion").

05.11.04 Fixed LAHL.DLG

  1. Lahl, AR2000 - contains seven incorrect triggers.
    1. Change triggers in [States 1, 2, 3, 4, 5, 6 and 7] from Random(#,7) to RandomNum(#,7).

05.11.04 Fixed LOTHAN.DLG

  1. Lothander, AR0700 - contains two incorrect triggers.
    1. Change trigger in [State 0] from SetGlobal("HelpLothander","GLOBAL",0) to Global("HelpLothander","GLOBAL",0).
    2. Change trigger in [State 10] from SetGlobal("HelpLothander","GLOBAL",1) to Global("HelpLothander","GLOBAL",1).

12.11.04 Fixed AR0115.BCS, MAREK.CRE, MAREK2.CRE*, MAREK.DLG, DIALOG.TLK string 1256* Dialog Error

  1. Marek, AR0115 - when charmed Marek fails to give the Antidote he says he is giving you. This would be an innovative way to solve the poisoned quest. The dialogue fix should only allow him to offer the gift once. Additionally, you can pickpocket Marek for both his antidote and Eagle Bow when you first meet him then obtain duplicates later on when killing him.
    1. Add trigger in [State 5] Global("MarekMove","GLOBAL",1).
    2. Add actions in [State 5] SetGlobal("MarekMove","GLOBAL",2), SetGlobal("PartyCured","GLOBAL",1), GiveItemCreate("POTN47",LastTalkedToBy(),1,0,0), DisplayString("Marek",20675) and AddexperienceParty(10000).
    3. Rewrite [State trigger 1] to read StateCheck(Myself,STATE_CHARMED) Global("MarekMove","GLOBAL",2).
    4. Create new string 1256 "I hope we can put this ugly incident behind us and become good friends? Maybe when you've finished adventuring you could come round and see my dagger collection?"
    5. Change Response StringRef in [State 6] to 1256.
    6. Add above Enemy() in [Action 3] CreateItem("POTN47",0,0,0).
    7. Remove Item 5 from MAREK.CRE and change Quick item 3 to -1.
    8. Duplicate MAREK.CRE to create MAREK2.CRE. Change Item 2 in MAREK.CRE to BOW06.ITM.
    9. Change CreateCreature action in AR0115.BCS to CreateCreature("MAREK2",[406.344],0).

15.11.04 Fixed MARL.DLG

  1. Marl, AR3351 - contains an incorrect action.
    1. Change [Action 8] to MoveToPoint([701.773]).

05.11.04 Fixed MELICA.DLG

  1. Melicamp, AR3700 - contains an incorrect action. Not sure if this affects gameplay.
    1. Change action in [Action 3] from GiveItemCreate("MISC49, LastTalkedToBy,0,0,0) to GiveItemCreate("MISC49", LastTalkedToBy(),0,0,0).

05.11.04 Fixed MENDA1.DLG

  1. Mendas, AR1004 - poor scripting means that despite offering 3000gp for the sea charts he cannot award it. In another situation he could offer you 3000gp despite you accepting an offer of 2000gp. In another situation he can offer 3000gp, you refuse, then when you go back he talks as if 2000gp is the most money he has. There are also an unecessary number of global commands. Edits must be made in exactly the order shown unless you're really confident or not using NI! DLTCEP is also very useful here.
  2. Unused
    1. Remove [State trigger 5] entirely and change Trigger index in [State 11] to -1. This deletes Global("ChartQuest","GLOBAL",1) and Global("TalkedToMendas","GLOBAL",2).
  3. Redundant Action
    1. Remove Action flag and change Action index in [Responses 20, 24, 26 (27 post fix), 35 (36 post fix), 54 (56 post fix)] to -1. This deletes SetGlobal("TalkedToMendas","GLOBAL",1).
    2. Remove action in [Response 33 (34 post fix)] SetGlobal("ReadyToSail","GLOBAL",1).
  4. Accept 2K but can then get 3K offered
    1. Add Action flag to [Response 40 (41 post fix)] and change Action index to 3. Change Action 3 to SetGlobal("MendasLess","GLOBAL",1).
    2. Add triggers in [Responses 22 and 23] !Global("MendasLess","GLOBAL",1).
    3. Add action in [Response 21] SetGlobal("MendasLess","GLOBAL",1).
    4. Remove Action flag and change Action index in [Response 31 (32 post fix)] to -1. This deletes SetGlobal("ChartQuest","GLOBAL",1) SetGlobal("TalkedToMendas","GLOBAL",2) SetGlobal("MendasLess","GLOBAL",1).
    5. Change action in [Response 41 (42 post fix)] from SetGlobal("MendasMore","GLOBAL",1) to SetGlobal("MendasLess","GLOBAL",1). Remove action SetGlobal("ChartQuest","GLOBAL",1).
    6. Add NEW Response after [Response 45] in the list (this new Response is actually 47 post fix). It should be the 3rd response to [State 18]. Add Action and Text Associated flags. Change Associated text to StringRef 20860. Change Next dialog to MENDA1.DLG and Next dialog state to 11. Change Action index to 5. Replace all actions in Action 5 with SetGlobal("ChartQuest","GLOBAL",1) SetGlobal("TalkedToMendas","GLOBAL",2) SetGlobal("MendasLess","GLOBAL",1). Change [State 18] so that # responses is 3. All subsequent States will have their First response Index increased by 1 as a result (this affects States 19 through to 25).
  5. Refuse 3K then return and only 2K on table
    1. Add Action flags and change Action index to 7 in [Response 28 (29 post fix)] and to 9 in [Response 29 (30 post fix)]. Replace all actions in Actions 7 and 9 with SetGlobal("MendasMore","GLOBAL",1).
    2. Add NEW Response trigger after [Response trigger 7] (Response trigger 8) in the list. Add !Global("MendasMore","GLOBAL",1). Add Trigger flag and change Trigger index to 8 in [Response 54 (55 post fix)].
    3. Add NEW Response after [Response 24] (Response 25) in the list. Add Trigger and Text associated flags. Change Associated text to StringRef 20874. Change Next dialog to MENDA1.DLG and Next dialog state to 10. Change Trigger index to 9.
    4. Add NEW Response trigger after [Response trigger 8] (Response trigger 9) in the list. Add Global("MendasMore","GLOBAL",1). Change [State 8] so that # responses is 5. All subsequent states will have their First response index increased by 1 as a result (this affects States 9 through to 25).
    5. Add NEW Response trigger after [Response trigger 9] (Response trigger 10) in the list. Add !Global("MendasMore","GLOBAL",1). Add Trigger flag and change Trigger index to 10 in [Response 21]. Add trigger !Global("MendasMore","GLOBAL",1) to [Response 22].
  6. Accept 3K but only receive 2K
    1. Change action in [Response 45] from SetGlobal("MendasLess","GLOBAL"1) to SetGlobal("TalkedToMendas","GLOBAL",2).
    2. Add NEW Response trigger after [Response trigger 10] (Response trigger 11) in the list. Add Global("MendasMore","GLOBAL",1). Add Trigger flag and change Trigger index to 11 in [Response 45].

05.11.04 Fixed MENDA2.DLG

  1. Mendas, AR1000 - if you return to Mendas having turned him down at the docks he has an additional blank reply option in his dialogue tree.
    1. Remove [Response 17] and associated references.

05.11.04 Fixed MINERN.DLG

  1. Miner, AR5400 - contains an incorrect trigger.
    1. Change trigger in [States 0 and 1] from Global("SpokenToEmerson",0) to Global("SpokenToEmerson","GLOBAL",0).
    2. Delete all Response triggers and Actions and remove any reference to them.

15.11.04 Fixed MINSC.DLG

  1. Minsc, AR4800 - contains three incorrect triggers.
    1. Change references to Dynahe in [State triggers 7, 8 and 9] to Dynaheir.
    2. Remove all Response triggers and any references to them.
    3. Remove [Actions 13-16] and any references to them.

05.11.04 Fixed MTOB2.DLG, DIALOG.TLK string 1257* Dialog Error

  1. Commoners, AR0133 - when charmed the commoners fail to give the 1gp they say they are giving you. The dialogue fix should only allow one of them to offer the gift, and then only once.
    1. Add trigger in [State 5] Global("DXMtob2","GLOBAL",0).
    2. Change action in [Response 7] from GivePartyGold(1) to GiveGoldForce(1).
    3. Add action in [Response 7] SetGlobal("DXMtob2","GLOBAL",1).
    4. Rewrite [State trigger 3] to read StateCheck(Myself,STATE_CHARMED)
    5. Create new string 1257 "I'll be cheering for you at the tables my friend!"
    6. Change Response StringRef in [State 6] to 1257.
    7. Reorder State triggers to Charm (Global 0), Charm, Num(0), True() or 2, 3, 0, 1. This can be done easily in the DLTCEP utility.

15.11.04 Fixed MTOB6.DLG, DIALOG.TLK string 8371 Dialog Error

  1. Commoner, AR0724 - contains an incorrect trigger which prevents him from backing up his threat with action. As several other Commoners use the same DLG file it is best to disable this option.
    1. Remove SetGlobal("Warning","GLOBAL",1) from [State trigger 1].
    2. Edit string 8371 to remove last sentence.
    3. Change [State trigger 0] to ReactionLT(LastTalkedToBy,FRIENDLY_LOWER) ReactionGT(LastTalkedToBy,HOSTILE_UPPER).
    4. Reorder State triggers to Charm, Reaction(neutral), Reaction(poor), Random1-4 or 3, 0, 1, 5, 6, 7, 8. This can be done easily in the DLTCEP utility.

05.11.04 Fixed NADIN.DLG

  1. Nadine, AR0715 - has unecessarily complicated DLG triggers and actions which prevent an otherwise useable dialogue option once her quest is complete.
    1. Remove triggers in [State 3] GlobalGT("HelpEuric","GLOBAL",0) and GlobalLT("HelpEuric","GLOBAL",2) ReactionGT(LastTalkedToBy,HOSTILE_UPPER). Add trigger Global("HelpEuric","GLOBAL",1).
    2. Remove action in [Response 3] EscapeArea().
    3. Remove triggers in [State 6] GlobalGT("HelpEuric","GLOBAL",0) and GlobalLT("HelpEuric","GLOBAL",3). Add trigger Global("HelpEuric","GLOBAL",1).
    4. Remove action in [Response 6] EscapeArea().

15.11.04 Fixed NOBL4.DLG, DIALOG.TLK string 1258* Dialog Error

  1. Nobleman (Thurston), AR2616 - when charmed the nobleman fails to give the 20gp he says he is giving you. The dialogue fix should only allow him to offer the gift once.
    1. Add trigger in [State 7] Global("DXNobl4","GLOBAL",0).
    2. Add actions in [Response 7] GiveGoldForce(20) and SetGlobal("DXNobl4","GLOBAL",1).
    3. Create new string 1258 "I must send you an invite to our next do, you would enthrall the guests!"
    4. Add NEW [State 10]: 1258, 10, 1, 2.
    5. Add NEW [Response 10]: Terminates dialog, 0, 0, -1, -1, None, 0.
    6. Rewrite [State trigger 2] to read StateCheck(Myself,STATE_CHARMED).
    7. Change [State trigger 3] to ReactionGT(LastTalkedToBy,HOSTILE_UPPER).
    8. Add NEW [State trigger 4]: ReactionLT(LastTalkedToBy,NEUTRAL_LOWER).
    9. Change Trigger index to [State 8] to 4.
    10. Remove [Action 1] and [Response trigger 0] and references to them.
    11. Reorder State triggers to Charm (Global 0), Charm, Num(0), ReactionGT, ReactionLT or 1, 2, 0, 3, 4. This can be done easily in the DLTCEP utility.
    12. Change 2nd trigger of [State trigger 2] to !Dead("Noblewom").

05.11.04 Fixed NOBL5.DLG

  1. Nobleman, AR2617 - contains a nonsensical (and incorrect) action.
    1. Delete [Action 0] and any references to it.
    2. Reorder State triggers to Charm, Num(0), Num(1), True() or 0, 3, 1, 2. This can be done easily in the DLTCEP utility.

15.11.04 Fixed NOBL8.DLG, (DIALOG.TLK string 1258* Dialog Error)

  1. Nobleman, AR2302 - when charmed the nobleman fails to give the Flamedance Ring he says he is giving you. The dialogue fix should only allow him to offer the gift once.
    1. Add trigger in [State 6] Global("DXNobl8","GLOBAL",0).
    2. Change 1st action in [Response 9] from GiveItem("RING17",LastTalkedToBy()) to GiveItemCreate("RING17",LastTalkedToBy(),1,0,0) and add action SetGlobal("DXNobl8","GLOBAL",1).
    3. Add NEW [State 7]: 1258, 10, 1, 3.
    4. Add NEW [Response 10]: Terminates dialog, 0, 0, -1, -1, None, 0.
    5. Add NEW [State trigger 3]: StateCheck(Myself,STATE_CHARMED).
    6. Reorder State triggers to Charm (Global 0), Charm, Num(0), True() or 2, 3, 0, 1. This can be done easily in the DLTCEP utility.

15.11.04 Fixed NOBL10.DLG, (DIALOG.TLK string 1258* Dialog Error)

  1. Nobleman (Gerard Travenhurst), AR3320 - when charmed the nobleman fails to give the bauble he says he is giving you. No specific item is mentioned in the original dialogue so I suggest a Sunstone Gem which would seem in keeping with his childhood attraction to sparkling things. The dialogue fix should only allow him to offer the gift once.
    1. Add trigger in [State 6] Global("DXNobl10","GLOBAL",0).
    2. Add actions in [Response 8] GiveItemCreate("MISC18",LastTalkedToBy()1,1,0) SetGlobal("DXNobl10","GLOBAL",1).
    3. Change trigger in [State 4] from ReactionGT(HOSTILE_UPPER) to ReactionGT(LastTalkedToBy(),HOSTILE_UPPER).
    4. Change trigger in [State 5] from ReactionLT(NEUTRAL_LOWER) to ReactionLT(LastTalkedToBy(),NEUTRAL_LOWER).
    5. Rewrite [State trigger 4] to read StateCheck(Myself,STATE_CHARMED)
    6. Change Response StringRef in [State 7] to 1258.
    7. Reorder State triggers to Charm (Global 0), Charm, Num(0), ReactionGT, ReactionLT or 3, 4, 0, 1, 2. This can be done easily in the DLTCEP utility.

05.11.04 Fixed NOBL11.DLG, NOBL11.CRE, (DIALOG.TLK string 1257* Dialog Error)

  1. Noblemen, AR0133 - when charmed the noblemen fail to give the 10gp they say they are giving you. The dialogue fix should only allow one of them to offer the gift, and then only once. Secondly his greeting sound is fairly hostile despite the fact that he is friendly.
    1. Add trigger in [State 2] Global("DXNobl11","GLOBAL",0).
    2. Add actions in [Response 2] GiveGoldForce(10) and SetGlobal("DXNobl11","GLOBAL",1).
    3. Rewrite [State trigger 3] to read StateCheck(Myself,STATE_CHARMED)
    4. Change Response StringRef in [State 3] to 1257.
    5. Reorder State triggers to Charm (Global 0), Charm, Num(0), True() or 2, 3, 0, 1. This can be done easily in the DLTCEP utility.
    6. Change INITIAL_MEETING Sound to string 4873.

17.12.04 Fixed OSMADI.DLG, DIALOG.TLK string 1259* Dialog Error

  1. Osmadi, AR2900 - when you talk to Osmadi, Corsone and two bears are spawned nearby; however you can charm him to create multiple instances of Corsone and the bears.
    1. Change trigger in [State 0] to NumTimesTalkedTo(0).
    2. Create new string 1259: My dear travelers, you are most welcome in these woods, just remember the rules: no littering, put out unattended camp fires and don't feed the bears.
    3. Create NEW State and Response using DLTCEP for his Charmed State, as his default dialogue makes him introduce himself as Seniyad!
    4. Assign string 1259 to new state, with trigger STATECHECK(Myself,STATE_CHARMED).
    5. Reverse order of States.

05.11.04 Fixed OUBLEK.DLG, DIALOG.TLK strings 662, 16566 Dialog Error

  1. Oublek, AR4800 - if you claimed Greywolf's reward then returned to claim a bounty Oublek fails to strip you of both emeralds in exchange for the reward. Additionally there is a known exploit whereby you can give him one emerald and keep the other to sell elsewhere. Oublek specifically wants both emeralds. The following fix is a good compromise.
    1. Add action in [Response 39] TakePartyItem("MISC43").
    2. Change 1st trigger in [Response triggers 1 and 16] from PartyHasItem("MISC43") to NumItemsPartyGT("MISC43",1).
    3. Change 2nd trigger in [Response triggers 3 and 12] from !PartyHasItem("MISC43") to NumItemsPartyLT("MISC43",2).
    4. Edit string 662 from "A 300 gold bounty..." to "A 500 gold bounty for the emeralds including a bonus for your honesty! There are SOME unscrupulous bounty hunters who try to palm a share of the very treasures they are hired to find! Well, you'll make quite a name for yourself if you keep this up ..."
    5. Edit string 16566 from "... 300 gold ..." to "A generous 1,000 gold ..."
    6. Change 2nd action in [Action 5] to GivePartyGold(1000).
    7. Once these changes were made I cleaned out all the unused Triggers, Actions, etc. and their references using DLTCEP.

05.11.04 Fixed PETRIN.DLG

  1. Petrine, AR0200 - is missing an action from her dialogue which prevents her from declaring the cat has returned after the quest is resolved.
    1. Add action in [Response 3] SetGlobal("HelpPetrine","GLOBAL",1).
    2. [State 2] should use Trigger 3 instead of Trigger 2, ensuring the trigger is Global("HelpPetrine","GLOBAL",0).
    3. [State 3] should use Trigger 2 instead of Trigger 3, ensuring the trigger is PartyHasItem("RING16").

11.11.04 Fixed PHEIRK.DLG

  1. Pheirkas, AR0167 - is missing triggers from her dialogue and has an incorrect action. Fixing this is also an opportunity to consolidate the Globals. Also, contains an incorrect trigger.
    1. Change trigger in [States 0 and 1] from Global("StartedPheirkasQuest","GLOBAL",0) to Global("HelpPheirkas","GLOBAL",0).
    2. Change action in [Response 1] from SetGlobal("StartedPheirkasQuest","GLOBAL",1) to SetGlobal("HelpPheirkas","GLOBAL",1).
    3. Change trigger in [State 2] from Global("StartedPheirkasQuest","GLOBAL",1) and Global("HelpPheirkas","GLOBAL",0) to Global("HelpPheirkas","GLOBAL",1) and !PartyHasItem("CLCK08").
    4. Add trigger in [States 3 and 4] Global("HelpPheirkas","GLOBAL",1).
    5. Change action in [States 3 and 4] from SetGlobal("HelpPheirkas","GLOBAL",1) to SetGlobal("HelpPheirkas","GLOBAL",2).
    6. Remove action in [Response 6] True().
    7. 5th trigger in [Trigger 0] should be !InParty([0.0.0.MAGE_THIEF]).

05.11.04 Fixed PRAT.DLG

  1. Prat, AR5506 - when charmed he reveals that doppelgangers murdered the Iron Throne leaders. However this is only true if you didn't!
    1. Add trigger in [State 4] !Dead("Rieltar").

17.12.04 Fixed JALAN2.CRE*, JALANT.DLG, PUMBERL.DLG

  1. Jalantha Mistmyr, AR0609 - can be killed for Casson's body but this is an oversight if you already collected the body from Tenya. This whole fix gave me a headache. I used DLTCEP to create new states and responses and then NI to create internal links. If the instructions make no sense have a look at the file in NI to see what I created.
    1. Create JALAN2.CRE based on JALANT.CRE.
    2. Remove item MISC54.ITM from Gloves slot.
    3. In PUMBERL.DLG add trigger in [Response 3] Global("BOYBODY","GLOBAL",0).
    4. Add trigger in [Response 5] Global("BOYBODY","GLOBAL",0).
    5. Using Item Checker, create new response to [State 1] (Response 6) identical to [Response 5] except trigger is Global("BOYBODY","GLOBAL",1) and links to new [State 13].
    6. Add trigger in [Response 11] Global("BOYBODY","GLOBAL",0).
    7. Create new response to [State 5] (Response 12) identical to [Response 11] except trigger is Global("BOYBODY","GLOBAL",1) and links to new [State 13].
    8. Create new [State 13] is identical to [State 6] except 2nd action is CreateCreature("JALAN2",[459.531],0).
    9. In JALANT.DLG duplicate [Response 3] to create a [Response 4] using DLTCEP and change the HelpTremain trigger to Global("HelpTremain","GLOBAL",2). This response should then link to [State 13] as per [Response 3].

05.11.04 Fixed QUENAS.DLG

  1. Quenash, AR0112 - is missing a condition to asking for the Helm of Balduran.
    1. Add trigger in [Responses 19 and 20] !PartyHasItem("HELM07").

05.11.04 Fixed RAIKEN.DLG

  1. Raiken, AR2400 - contains an incorrect trigger.
    1. Change trigger in [State 0] from SetGlobal("JoinedBandits","GLOBAL",0) to Global("JoinedBandits","GLOBAL",0).

05.11.04 Fixed RINNIE.DLG

  1. Rinnie, AR0006 - asks if you have found the book when you would not know about the book if your NPC Reaction was 1-7.
    1. Change trigger in [States 0 and 1] from NumTimesTalkedTo(0) to Global("HelpRinnie","GLOBAL",0).
    2. Add action in [Response 1] SetGlobal("HelpRinnie","GLOBAL",1).
    3. Change trigger in [T2], [T3] and [T6] from Global("HelpRinnie","GLOBAL",0) to Global("HelpRinnie","GLOBAL",1).
    4. Change action in [States 3 and 6] from SetGlobal("HelpRinnie","GLOBAL",1) to SetGlobal("HelpRinnie","GLOBAL",2).
    5. [State 2] should use [Trigger 4] instead of [Trigger 2], ensuring the trigger is Global("HelpRinnie","GLOBAL",1).
    6. [State 3] should use [Trigger 2] instead of [Trigger 3], ensuring the trigger is PartyHasItem("BOOK55") ReactionGT(LastTalkedToBy(),NEUTRAL_UPPER) Global("HelpRinnie","GLOBAL",1).
    7. [State 4] should use [Trigger 6] instead of [Trigger 4], ensuring the trigger is False().
    8. [State 6] should use [Trigger 3] instead of [Trigger 6], ensuring the trigger is PartyHasItem("BOOK55") ReactionLT(LastTalkedToBy,FRIENDLY_LOWER) Global("HelpRinnie","GLOBAL",1).

15.11.04 Fixed SAFANA.DLG

  1. Safana, AR3600 - contains an incorrect action.
    1. Change 2nd action in [Action 8] to SetDialog("Safanp").

05.11.04 Fixed SCAR.DLG

  1. Scar, AR0607 - fails to provide the second payment of 2000gp that he alludes to if you kill the Seven Suns doppelgangers but cannot save Jhasso.
    1. Add action in [Response 32] GiveGoldForce(2000).

08.01.05 Fixed SHAELL.DLG

  1. Shaella, AR0105 - incorrectly creates a Journal entry that has no relevance. Some triggers and actions appear incorrect, though I'm not sure; of this Shaella would probably approve...
    1. Remove Journal entry from [Response 18].
    2. Remove action from [Response 27].
    3. Add action SetGlobal("HelpShaella","GLOBAL",1) to [Response 25].

05.11.04 Fixed SHARTE.DLG

  1. Shar-Teel, AR3500 - contains an incorrect action.
    1. Change action in [Response 10] from ChangeAIScript("SHARTEEL,OVERRIDE) to ChangeAIScript("SHARTEEL",OVERRIDE).
    2. Remove [Response triggers 4, 5, 6 and 7] and any references to them.

17.12.04 Fixed SILENC.DLG

  1. Silence, AR0809 - although she makes demands if you score a neutral or negative reaction you can talk to her immediately again and she will act as if nothing ever occured.
    1. Add action SetGlobal("SeenSanctuary","GLOBAL",1) to [Responses 0, 2, 8].
    2. Add trigger False() to [State 2].
    3. Change trigger in [State 8] to Global("SeenSanctuary","GLOBAL",1).
    4. Reorder State triggers to Charm, Ch.7 Sanctuary(0), Ch.7 Sanctuary 1, Num(0) Reaction Bad, Num(0) Reaction Neutral, Num(0) Reaction Good, Sanctuary 1, False(). This can be done easily in the DLTCEP utility.

15.11.04 Fixed SMITH.DLG, DIALOG.TLK strings 8022, 8023, 8024, 8025, 9519 Dialog Error

  1. Smiths, AR3301 - when charmed the smiths fail to give the Chainmail Armor they say they are giving you. The dialogue fix should only allow one of them to offer the gift, and then only once. They also misspell the Blacksmith's name five times as Taerum rather than his given name of Taerom. There are several instances of both spellings in different files. However, Taerom is the more widely known by gamers by virtue of being his name tag and shop sign.
    1. Add trigger in [State 8] Global("DXSmith","GLOBAL",0).
    2. Change 1st action in [Response 12] from GiveItem("CHAN01",LastTalkedToBy()) to GiveItemCreate("CHAN01",LastTalkedToBy(),1,0,0) and add action SetGlobal("DXSmith","GLOBAL",1).
    3. Edit DIALOG.TLK strings from Taerum to Taerom.
    4. Rewrite [State trigger 4] to read StateCheck(Myself,STATE_CHARMED).
    5. Change Response in [State 9] to string 1252.
    6. Reorder State triggers to Charm (Global 0), Charm, Num(0), ReactionLT, ReactionGT or 3, 4, 0, 1, 2. This can be done easily in the DLTCEP utility.

05.11.04 Fixed SONNER.DLG

  1. Sonner, AR1400 - contains an incorrect action.
    1. Change action in [Response 20] from Global(HelpJebadoh","GLOBAL",2) to SetGlobal("HelpJebadoh","GLOBAL",2).

15.11.04 Fixed TAEROM.DLG

  1. Taerom, AR3301 - NI reports the file is corrupted.
    1. Remove [Response triggers 2 and 3] and any references to them.
    2. Remove [Action 8] and any references to it.

05.11.04 Fixed TAMOKO.DLG

  1. Tamoko, AR0123 - contains a spelling error in her dialogue triggers that may prevent an option from being available.
    1. Change trigger in [Response 47] from ReactionLT(LastTalkedToBy(),FRIENLY_LOWER) to ReactionLT(LastTalkedToBy(),FRIENDLY_LOWER).

05.11.04 Fixed TEVEN.DLG

  1. Teven, AR2900 - contains an incorrect trigger.
    1. Change trigger in [State 0] from SetGlobal("JoinedBandits","GLOBAL",0) to Global("JoinedBandits","GLOBAL",0).

12.11.04 Fixed THEREL.DLG

  1. Therella, AR1005 - contains an incorrect trigger which prevents her from asking about Dalton when he is dead.
    1. Change trigger in [State 14] to Dead("Dalton").

17.12.04 Fixed VICONI.DLG

  1. Viconia, AR2400 - contains an incorrect action.
    1. Change 2nd action of [Action 8] to SetDialog("Viconp").
    2. Remove all Response triggers and any references to them.

05.11.04 Fixed WENRIC.DLG

  1. Wenric, AR0400 - is missing a condition to prevent him offering the payment he promised when the player had never been told about a payment for killing all the zombies.
    1. Add trigger in [States 2 and 3] Global("HelpWenric","GLOBAL",1).

05.11.04 Fixed YESLIJ.DLG

  1. Yeslick, AR1800 - talks about his desire to flood the mines after the mines have already been flooded. This tended to happen when he was ejected from the party.
    1. Add trigger in [State 2] Global("FLOODED","GLOBAL",0).

61 files

Arguable Errors With Dialogue Implications

???

  1. Lothander, AR0300, AR0700, AR0106 - you can pickpocket Lothander 3 times for the same items owing to his CRE file appearing in 3 locations throughout the course of his quest (thanks to Zelig for spotting this one). You could also obtain multiple items by pickpocketing him then killing him later on. This phenomenon doesn't only occur with Lothander and Marek but with many other characters. (See Marek above)

???

  1. Faldorn, AR1600 - not necessarily an error: She does not have any pitched battles with Jaheira (in the style of Kivan and Viconia) despite the fact that every Shadow Druid in Cloakwood attacks you on sight if Jaheira is in your group.

AMARAN.DLG, IZEFIA.DLG

  1. Seniyad, AR2200 - not necessarily an error: Seniyad (according to Izefia, AR1600) is the Archdruid that Jaheira follows so it would seem ridiculous that Jaheira would allow you to side with Aldeth and then kill Seniyad in Cloakwood. However, based on Jonathan Ellis' suggestions: both Amarande and Izefia's dialogue should be changed to show Jaheira's archdruid as Verthan (assuming no-one can see any flaws in this suggestion). While Seniyad behaves like a Shadow Druid he also warns the PC (IIRC) that Faldorn should not be trusted so maybe his is from another order entirely?

Jonathan Ellis argues the following about the Seniyad - Izefia - Jaheira problem:

"According to Izefia, Seniyad is the Archdruid that Jaheira follows, but there is the issue with the fact that Seniyad is also the Druid that comes up to complain at Aldeth Sashenstar's conduct *and refuses to leave without a fight despite the fact that he has already killed a man* (admittedly Aldeth's men have killed a druid, too, most likely by killing a wild animal for sport that turned out to be a shapeshifted druid.)

"You suggest(ed) that Jaheira should leave the party, complain or even fight: but my suggestion is there should be a renaming - either Izefia should refer to Jaheira following a different Archdruid, or the druid who wants to pick a fight with Aldeth should not be called Seniyad. This is because Aldeth's enemy behaves more like a Shadow Druid, of Faldorn's faction rather than Jaheira's - it is *he* who refuses to listen to reason, and demands a fight against Aldeth, even when the player suggests that the problem should be resolved peacefully rather than by taking one side or the other and that enough people have died already. If Seniyad were really a mentor with whom Jaheira agreed, then he would be willing to listen to reason, and Aldeth also could be talked out of fighting, and there would be the option of a peaceful conclusion to events. There is, unfortunately, not that option.

"Personally, I would suggest that Izefia's dialogue be changed, so that she does not name Jaheira's mentor as Seniyad. My suggestion is that Izefia's dialogue should refer to Jaheira's mentor (and the Shadow Druids' enemy) as Verthan - the guy who takes over the Druid Grove in BG2 once Faldorn has been defeated (assuming the player is not himself a druid).

"In any case, Verthan comes at least from the right region of the world: Jaheira was brought up and learned her druidical ways, not in the northern Sword Coast region of the Cloakwood where Seniyad obviously lives, but hundreds of miles further south in Tethyr and Amn - the region in which BG2 is set, and in which Verthan takes over the Druid Grove.

"(Maybe he was once Jaheira's mentor, then retired, and is later dragged out of retirement after Faldorn's depredations in BG2 to set things to rights, in the absence of a more suitable candidate, e.g. a PC druid of 14th level or higher?...)"

Unverified Errors

Zelig reports: "I also had a problem getting chapter 7 to start in the game I'm playing through now, but it may have been a side effect from something I did. (Basically, chapter 7 just didn't start at all when I exited the catacombs, and I could enter the keep again, for a relentless cycle)."

  1. Ed note: I wonder if party formation is a factor?

 

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