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.
-
involves edit of the DIALOG.TLK file
* - denotes new custom files or new DIALOG.TLK strings required to effect
the fix
version
3.0
Dialogue Errors (mostly)
05.01.05 DEATHKN2.BCS,
IKE2.CRE
- 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.
- Change Script name to Ike2.
- Change ForceSpell("ike",WIZARD_FIREBALL)
to ForceSpell("ike2",WIZARD_FIREBALL).
05.11.04 IRONGU2.BCS*,
IRONGU2.CRE*, IRON10.DLG
- 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.
- Add action in [Response 2] Enemy().
- Add action in [Response 3] Enemy().
- Add facing attributes (8) to actions in
[Action 2], change creature to IRONGU2.
- Add new State trigger: NumTimesTalkedTo(0).
- Add new State: 4353, 7, 1, 0.
- Add new Response: Terminates dialog flag,
0, 0, -1, -1, None, 0.
- Change Trigger index in [State 0] to 1.
- Reverse order of State triggers using DLTCEP.
- Duplicate SHOUT.BCS to create IRONGU2.BCS.
- Write at top of BCS: IF !See([PC]) THEN
RESPONSE #100 MoveToPoint([258.1269]) Continue()
END.
- Duplicate IRONGU.CRE to create IRONGU2.CRE
and change Script name to Irongu2. Change
Override script to IRONGU2.BCS.
05.11.04 IRON12.DLG
- Guard, AR0616 - contains a simple
error that prevents the guard from leaving in a
certain instance.
- Change action in [Response 8] from EscapeArea
to EscapeArea().
05.11.04 IRONM2.DLG, DIALOG.TLK string 1253*
- 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.
- Add trigger in [State 3] Global("DXIronm2","GLOBAL",0).
- Add actions in [Response 3] GivePartyGold(25)
SetGlobal("DXIronm2","GLOBAL",1).
- Rewrite [State trigger 4] to read StateCheck(Myself,STATE_CHARMED)
- Create new string 1253 "I am honored
to welcome a person of your fine standing
to our clique!"
- Change Response StringRef in [State 4]
to 1253.
- 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 IRONM3.DLG, (DIALOG.TLK string 1253* )
- 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.
- Change trigger in [State 2] to True().
- Add trigger in [State 3] Global("DXIronm3","GLOBAL",0).
- Add actions in [Response 3] GivePartyGold(25)
and SetGlobal("DXIronm3","GLOBAL",1).
- Rewrite [State trigger 4] to read StateCheck(Myself,STATE_CHARMED)
- Change Response StringRef in [State 4]
to 1253.
- 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 ITHTYL.DLG
- 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.
- Change trigger in [State 11] to Global("DXIthtyl","GLOBAL",0).
- Add action in [Response 17] SetGlobal("DXIthtyl","GLOBAL",1).
- Remove semi-colon from trigger in [State
10].
- Rewrite [State trigger 3] to read StateCheck(Myself,STATE_CHARMED)
- Change Response StringRef in [State 12]
to 1250.
- 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 JAHEIJ.DLG
- Jaheira, AR2301 - contains an
incorrect action.
- Change action in [Action 1] from ActionOverride("Khalid",SetDialog("KhalidP"))
to ActionOverride("Khalid",SetDialog("KhaliP")).
01.12.04 JARED.DLG
- 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.
- Change triggers in [States 2, 3 and 4]
from SetGlobal("HelpJared","GLOBAL",0)
to Global("HelpJared","GLOBAL",0).
- Change trigger in [State 4] from ReactionGLT(LastTalkedToBy,NEUTRAL_UPPER)
to ReactionGT(LastTalkedToBy,NEUTRAL_UPPER).
- Add trigger in [State 4] HasItem("BOOT03",Myself).
- Remove trigger in [State 3] ReactionLT(LastTalkedToBy,FRIENDLY_LOWER).
- Re-order States: 0, 1, 2, 4, 3, 5.
06.11.04 KAISH.DLG, GTIMES.IDS
- 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!).
- Change triggers in [Response 6] and [Response
62] from Dead(Karoug) to Dead("Karoug").
- Change SetGlobalTimer action in [Actions
2 and 3] to TWENTYTWO_DAYS.
- Add line 158400 TWENTYTWO_DAYS to GTIMES.IDS.
05.11.04 KESTOR.DLG
- 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).
- Remove [Response 0] from [State 0].
15.11.04 KIERES.DLG
- Captain Kieres, AR0308 - contains
two incorrect actions and two incorrect triggers.
- Remove AttackReevaluate actions in [Actions
1 and 2].
- Add Shout(99) to penultimate position in
[Actions 1 and 2].
- Remove duplicate action in [Action 2] Enemy().
- Ensure Enemy() action in [Actions 1 and
2] is at end of block.
- Change trigger in [State 8] from True to
True().
- Change trigger in [State 5] to Exists("Detranion").
05.11.04 LAHL.DLG
- Lahl, AR2000 - contains seven
incorrect triggers.
- Change triggers in [States 1, 2, 3, 4,
5, 6 and 7] from Random(#,7) to RandomNum(#,7).
05.11.04 LOTHAN.DLG
- Lothander, AR0700 - contains
two incorrect triggers.
- Change trigger in [State 0] from SetGlobal("HelpLothander","GLOBAL",0)
to Global("HelpLothander","GLOBAL",0).
- Change trigger in [State 10] from SetGlobal("HelpLothander","GLOBAL",1)
to Global("HelpLothander","GLOBAL",1).
12.11.04 AR0115.BCS,
MAREK.CRE, MAREK2.CRE*, MAREK.DLG, DIALOG.TLK string 1256*
- 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.
- Add trigger in [State 5] Global("MarekMove","GLOBAL",1).
- 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).
- Rewrite [State trigger 1] to read StateCheck(Myself,STATE_CHARMED)
Global("MarekMove","GLOBAL",2).
- 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?"
- Change Response StringRef in [State 6]
to 1256.
- Add above Enemy() in [Action 3] CreateItem("POTN47",0,0,0).
- Remove Item 5 from MAREK.CRE and change
Quick item 3 to -1.
- Duplicate MAREK.CRE to create MAREK2.CRE.
Change Item 2 in MAREK.CRE to BOW06.ITM.
- Change CreateCreature action in AR0115.BCS
to CreateCreature("MAREK2",[406.344],0).
15.11.04 MARL.DLG
-
Marl, AR3351 - contains an incorrect action.
- Change [Action 8] to MoveToPoint([701.773]).
05.11.04 MELICA.DLG
- Melicamp, AR3700 - contains
an incorrect action. Not sure if this affects gameplay.
- Change action in [Action 3] from GiveItemCreate("MISC49,
LastTalkedToBy,0,0,0) to GiveItemCreate("MISC49",
LastTalkedToBy(),0,0,0).
05.11.04 MENDA1.DLG
- 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.
- Unused
- 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).
- Redundant Action
- 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).
- Remove action in [Response 33 (34 post
fix)] SetGlobal("ReadyToSail","GLOBAL",1).
- Accept 2K but can then get 3K offered
- Add Action flag to [Response 40 (41 post
fix)] and change Action index to 3. Change
Action 3 to SetGlobal("MendasLess","GLOBAL",1).
- Add triggers in [Responses 22 and 23] !Global("MendasLess","GLOBAL",1).
- Add action in [Response 21] SetGlobal("MendasLess","GLOBAL",1).
- 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).
- Change action in [Response 41 (42 post
fix)] from SetGlobal("MendasMore","GLOBAL",1)
to SetGlobal("MendasLess","GLOBAL",1).
Remove action SetGlobal("ChartQuest","GLOBAL",1).
- 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).
- Refuse 3K then return and only 2K on table
- 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).
- 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)].
- 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.
- 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).
- 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].
- Accept 3K but only receive 2K
- Change action in [Response 45] from SetGlobal("MendasLess","GLOBAL"1)
to SetGlobal("TalkedToMendas","GLOBAL",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 MENDA2.DLG
- 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.
- Remove [Response 17] and associated references.
05.11.04 MINERN.DLG
- Miner, AR5400 - contains an
incorrect trigger.
- Change trigger in [States 0 and 1] from
Global("SpokenToEmerson",0) to
Global("SpokenToEmerson","GLOBAL",0).
- Delete all Response triggers and Actions
and remove any reference to them.
15.11.04 MINSC.DLG
-
Minsc, AR4800 - contains three incorrect triggers.
- Change references to Dynahe in [State triggers
7, 8 and 9] to Dynaheir.
- Remove all Response triggers and any references
to them.
- Remove [Actions 13-16] and any references to
them.
05.11.04 MTOB2.DLG, DIALOG.TLK string 1257*
- 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.
- Add trigger in [State 5] Global("DXMtob2","GLOBAL",0).
- Change action in [Response 7] from GivePartyGold(1)
to GiveGoldForce(1).
- Add action in [Response 7] SetGlobal("DXMtob2","GLOBAL",1).
- Rewrite [State trigger 3] to read StateCheck(Myself,STATE_CHARMED)
- Create new string 1257 "I'll be cheering
for you at the tables my friend!"
- Change Response StringRef in [State 6]
to 1257.
- 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 MTOB6.DLG, DIALOG.TLK string 8371
-
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.
- Remove SetGlobal("Warning","GLOBAL",1) from
[State trigger 1].
- Edit string 8371 to remove last sentence.
- Change [State trigger 0] to ReactionLT(LastTalkedToBy,FRIENDLY_LOWER)
ReactionGT(LastTalkedToBy,HOSTILE_UPPER).
- 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 NADIN.DLG
- Nadine, AR0715 - has unecessarily complicated
DLG triggers and actions which prevent an otherwise useable dialogue
option once her quest is complete.
- Remove triggers in [State 3] GlobalGT("HelpEuric","GLOBAL",0)
and GlobalLT("HelpEuric","GLOBAL",2) ReactionGT(LastTalkedToBy,HOSTILE_UPPER).
Add trigger Global("HelpEuric","GLOBAL",1).
- Remove action in [Response 3] EscapeArea().
- Remove triggers in [State 6] GlobalGT("HelpEuric","GLOBAL",0)
and GlobalLT("HelpEuric","GLOBAL",3). Add
trigger Global("HelpEuric","GLOBAL",1).
- Remove action in [Response 6] EscapeArea().
15.11.04 NOBL4.DLG, DIALOG.TLK string 1258*
- 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.
- Add trigger in [State 7] Global("DXNobl4","GLOBAL",0).
- Add actions in [Response 7] GiveGoldForce(20)
and SetGlobal("DXNobl4","GLOBAL",1).
- Create new string 1258 "I
must send you an invite to our next
do, you
would enthrall the
guests!"
- Add NEW [State 10]: 1258, 10, 1,
2.
- Add NEW [Response 10]: Terminates
dialog, 0, 0, -1, -1, None, 0.
- Rewrite [State trigger 2] to read
StateCheck(Myself,STATE_CHARMED).
- Change [State trigger 3] to ReactionGT(LastTalkedToBy,HOSTILE_UPPER).
- Add NEW [State trigger 4]: ReactionLT(LastTalkedToBy,NEUTRAL_LOWER).
- Change Trigger index to [State
8] to 4.
- Remove [Action 1] and [Response
trigger 0] and references to them.
- 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.
- Change 2nd trigger of [State
trigger 2] to !Dead("Noblewom").
05.11.04 NOBL5.DLG
- Nobleman, AR2617 - contains
a nonsensical (and incorrect) action.
- Delete [Action 0] and any references
to it.
- 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 NOBL8.DLG, (DIALOG.TLK string 1258*
)
- 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.
- Add trigger in [State 6] Global("DXNobl8","GLOBAL",0).
- Change 1st action in [Response
9] from GiveItem("RING17",LastTalkedToBy())
to GiveItemCreate("RING17",LastTalkedToBy(),1,0,0)
and add action SetGlobal("DXNobl8","GLOBAL",1).
- Add NEW [State 7]: 1258, 10, 1,
3.
- Add NEW [Response 10]: Terminates
dialog, 0, 0, -1, -1, None, 0.
- Add NEW [State trigger 3]: StateCheck(Myself,STATE_CHARMED).
- 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 NOBL10.DLG, (DIALOG.TLK string 1258*
)
- 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.
- Add trigger in [State 6] Global("DXNobl10","GLOBAL",0).
- Add actions in [Response 8] GiveItemCreate("MISC18",LastTalkedToBy()1,1,0)
SetGlobal("DXNobl10","GLOBAL",1).
- Change trigger in [State 4] from
ReactionGT(HOSTILE_UPPER) to
ReactionGT(LastTalkedToBy(),HOSTILE_UPPER).
- Change trigger in [State 5] from
ReactionLT(NEUTRAL_LOWER) to
ReactionLT(LastTalkedToBy(),NEUTRAL_LOWER).
- Rewrite [State trigger 4] to
read StateCheck(Myself,STATE_CHARMED)
- Change Response StringRef in
[State 7] to 1258.
- 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 NOBL11.DLG, NOBL11.CRE, (DIALOG.TLK string 1257*
)
- 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.
- Add trigger in [State 2] Global("DXNobl11","GLOBAL",0).
- Add actions in [Response 2] GiveGoldForce(10)
and SetGlobal("DXNobl11","GLOBAL",1).
- Rewrite [State trigger 3] to read
StateCheck(Myself,STATE_CHARMED)
- Change Response StringRef in [State
3] to 1257.
- 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.
- Change INITIAL_MEETING Sound to string
4873.
17.12.04 OSMADI.DLG, DIALOG.TLK string 1259*
- 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.
- Change trigger in [State 0] to NumTimesTalkedTo(0).
- 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.
- Create NEW State and Response using DLTCEP
for his Charmed State, as his default
dialogue makes him introduce himself as Seniyad!
- Assign string 1259 to new state, with
trigger STATECHECK(Myself,STATE_CHARMED).
- Reverse order of States.
05.11.04 OUBLEK.DLG, DIALOG.TLK strings 662, 16566
- 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.
- Add action in [Response 39] TakePartyItem("MISC43").
- Change 1st trigger in [Response triggers
1 and 16] from PartyHasItem("MISC43")
to NumItemsPartyGT("MISC43",1).
- Change 2nd trigger in [Response triggers
3 and 12] from !PartyHasItem("MISC43")
to NumItemsPartyLT("MISC43",2).
- 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 ..."
- Edit string 16566 from "... 300 gold
..." to "A generous 1,000
gold ..."
- Change 2nd action in [Action 5] to
GivePartyGold(1000).
- Once these changes were made I cleaned
out all the unused Triggers,
Actions, etc. and their references
using DLTCEP.
05.11.04 PETRIN.DLG
- Petrine, AR0200 - is missing
an action from her dialogue which prevents
her from declaring the cat has returned after
the quest is resolved.
- Add action in [Response 3] SetGlobal("HelpPetrine","GLOBAL",1).
- [State 2] should use Trigger 3
instead of Trigger 2, ensuring the
trigger
is Global("HelpPetrine","GLOBAL",0).
- [State 3] should use Trigger 2
instead of Trigger 3, ensuring the
trigger
is PartyHasItem("RING16").
11.11.04 PHEIRK.DLG
- 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.
- Change trigger in [States 0 and
1] from Global("StartedPheirkasQuest","GLOBAL",0)
to Global("HelpPheirkas","GLOBAL",0).
- Change action in [Response 1] from
SetGlobal("StartedPheirkasQuest","GLOBAL",1)
to SetGlobal("HelpPheirkas","GLOBAL",1).
- Change trigger in [State 2] from
Global("StartedPheirkasQuest","GLOBAL",1)
and Global("HelpPheirkas","GLOBAL",0)
to Global("HelpPheirkas","GLOBAL",1)
and !PartyHasItem("CLCK08").
- Add trigger in [States 3 and 4]
Global("HelpPheirkas","GLOBAL",1).
- Change action in [States 3 and
4] from SetGlobal("HelpPheirkas","GLOBAL",1)
to SetGlobal("HelpPheirkas","GLOBAL",2).
- Remove action in [Response 6] True().
- 5th trigger in [Trigger 0] should
be !InParty([0.0.0.MAGE_THIEF]).
05.11.04 PRAT.DLG
- Prat, AR5506 - when charmed
he reveals that doppelgangers murdered the
Iron Throne leaders. However this is only
true if you didn't!
- Add trigger in [State 4] !Dead("Rieltar").
17.12.04 JALAN2.CRE*, JALANT.DLG,
PUMBERL.DLG
- 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.
- Create JALAN2.CRE based on JALANT.CRE.
- Remove item MISC54.ITM from Gloves
slot.
- In PUMBERL.DLG add trigger in [Response
3] Global("BOYBODY","GLOBAL",0).
- Add trigger in [Response 5] Global("BOYBODY","GLOBAL",0).
- 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].
- Add trigger in [Response 11]
Global("BOYBODY","GLOBAL",0).
- 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].
- Create new [State 13] is identical
to [State 6] except 2nd
action is CreateCreature("JALAN2",[459.531],0).
- 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 QUENAS.DLG
- Quenash, AR0112 - is missing
a condition to asking for the Helm of Balduran.
- Add trigger in [Responses 19 and
20] !PartyHasItem("HELM07").
05.11.04 RAIKEN.DLG
- Raiken, AR2400 - contains
an incorrect trigger.
- Change trigger in [State 0] from
SetGlobal("JoinedBandits","GLOBAL",0)
to Global("JoinedBandits","GLOBAL",0).
05.11.04 RINNIE.DLG
- Rinnie, AR0006 - asks
if you have found the book when you would
not know about the book if your NPC Reaction
was 1-7.
- Change trigger in [States 0 and
1] from NumTimesTalkedTo(0) to
Global("HelpRinnie","GLOBAL",0).
- Add action in [Response 1]
SetGlobal("HelpRinnie","GLOBAL",1).
- Change trigger in [T2], [T3] and
[T6] from Global("HelpRinnie","GLOBAL",0)
to Global("HelpRinnie","GLOBAL",1).
- Change action in [States 3 and
6] from SetGlobal("HelpRinnie","GLOBAL",1)
to SetGlobal("HelpRinnie","GLOBAL",2).
- [State 2] should use [Trigger 4]
instead of [Trigger 2], ensuring
the trigger
is Global("HelpRinnie","GLOBAL",1).
- [State 3] should use [Trigger 2]
instead of [Trigger 3], ensuring
the trigger
is PartyHasItem("BOOK55")
ReactionGT(LastTalkedToBy(),NEUTRAL_UPPER)
Global("HelpRinnie","GLOBAL",1).
- [State 4] should use [Trigger 6]
instead of [Trigger 4], ensuring
the trigger
is False().
- [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 SAFANA.DLG
-
Safana, AR3600 - contains an incorrect
action.
- Change 2nd action in [Action 8] to SetDialog("Safanp").
05.11.04 SCAR.DLG
- 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.
- Add action in [Response 32] GiveGoldForce(2000).
08.01.05 SHAELL.DLG
- 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...
- Remove Journal entry from [Response 18].
- Remove action from [Response 27].
- Add action SetGlobal("HelpShaella","GLOBAL",1)
to [Response 25].
05.11.04 SHARTE.DLG
- Shar-Teel, AR3500 - contains
an incorrect action.
- Change action in [Response 10]
from ChangeAIScript("SHARTEEL,OVERRIDE)
to ChangeAIScript("SHARTEEL",OVERRIDE).
- Remove [Response triggers 4, 5,
6 and 7] and any references to them.
17.12.04 SILENC.DLG
- 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.
- Add action SetGlobal("SeenSanctuary","GLOBAL",1)
to [Responses 0, 2, 8].
- Add trigger False() to [State 2].
- Change trigger in [State 8] to Global("SeenSanctuary","GLOBAL",1).
- 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 SMITH.DLG, DIALOG.TLK strings 8022, 8023,
8024, 8025, 9519
- 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.
- Add trigger in [State 8] Global("DXSmith","GLOBAL",0).
- Change 1st action in [Response 12] from
GiveItem("CHAN01",LastTalkedToBy())
to GiveItemCreate("CHAN01",LastTalkedToBy(),1,0,0)
and add action SetGlobal("DXSmith","GLOBAL",1).
- Edit DIALOG.TLK strings from Taerum to
Taerom.
- Rewrite [State trigger 4] to read StateCheck(Myself,STATE_CHARMED).
- Change Response in [State 9] to string
1252.
- 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 SONNER.DLG
- Sonner, AR1400 - contains
an incorrect action.
- Change action in [Response 20]
from Global(HelpJebadoh","GLOBAL",2)
to SetGlobal("HelpJebadoh","GLOBAL",2).
15.11.04 TAEROM.DLG
- Taerom, AR3301 - NI reports
the file is corrupted.
- Remove [Response triggers 2 and 3] and
any references to them.
- Remove [Action 8] and any references
to it.
05.11.04 TAMOKO.DLG
- Tamoko, AR0123 - contains
a spelling error in her dialogue triggers
that may prevent an option from being
available.
- Change trigger in [Response 47]
from ReactionLT(LastTalkedToBy(),FRIENLY_LOWER)
to ReactionLT(LastTalkedToBy(),FRIENDLY_LOWER).
05.11.04 TEVEN.DLG
- Teven, AR2900 - contains
an incorrect trigger.
- Change trigger in [State 0] from
SetGlobal("JoinedBandits","GLOBAL",0)
to Global("JoinedBandits","GLOBAL",0).
12.11.04 THEREL.DLG
- Therella, AR1005 - contains
an incorrect trigger which prevents
her from asking about Dalton when he is dead.
- Change trigger in [State 14] to Dead("Dalton").
17.12.04 VICONI.DLG
-
Viconia, AR2400 - contains an incorrect
action.
- Change 2nd action of [Action 8] to SetDialog("Viconp").
- Remove all Response triggers and any references
to them.
05.11.04 WENRIC.DLG
- 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.
- Add trigger in [States 2 and 3]
Global("HelpWenric","GLOBAL",1).
05.11.04 YESLIJ.DLG
- 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.
- Add trigger in [State 2] Global("FLOODED","GLOBAL",0).
61 files
Arguable Errors With Dialogue Implications
???
- 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)
???
- 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
- 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)."
- Ed note: I wonder if party formation is a
factor?
© 2006 www.dudleyville.com (XHTML)
|