Jump to content


Photo

Amelia - Natan Issue


4 replies to this topic

#1 erebusant

erebusant

    It takes a village...

  • Members
  • 213 posts

Posted 05 April 2009 - 09:33 AM

A ran into a slight issue with Natan and Amelia. When Natan gives the powder the roses are not destroyed. Also, the 1st time into the dungeon, the party did not get the powder from Natan. I fixed it with the following .d:
ADD_TRANS_ACTION X#NATAN BEGIN 11 END BEGIN 0 END ~TakePartyItem("X#COFRRO")~
REPLACE_TRANS_ACTION X#NATAN BEGIN 11 END BEGIN 0 END ~GiveItem("X#CODYE1",Player1)~ ~GiveItemCreate("X#CODYE1",Player1,1,0,0)~
The only other things I noticed is in Amelia's initial dialogues she only mentions her "betrothed", but not his name. From there the party jumps to assuming his name of Natan. Regarding the roses, you get the gist of needing to restore them, but nothing in the dialog or the journal entry really directs you to Raschel at the temple of the Morning Lord. Other than that, it makes it worth taking Coran into your party just for the additional content.

Edited by erebusant, 05 April 2009 - 09:35 AM.


#2 cmorgan

cmorgan

    journeyman investigator

  • Gibberlings
  • 6901 posts
  • Gender:Male
  • Location:Glencoe, IL, USA

Posted 05 April 2009 - 01:15 PM

Thank you!

in bg1npc_18_prerelease\phase2\dlg\x#cosqu.d
IF ~%BGT_VAR% Global("X#CoranSuccubus","GLOBAL",7)~ HelpedAmelia
SAY @16
IF ~~ THEN DO ~SetGlobal("X#CoranSuccubus","GLOBAL",11) DestroyItem("X#COFRRO") GiveItem("X#CODYE1",Player1)~ GOTO X#NAAmelia1
END
repaired to
IF ~%BGT_VAR% Global("X#CoranSuccubus","GLOBAL",7)~ HelpedAmelia
	SAY @16
	IF ~~ THEN DO ~SetGlobal("X#CoranSuccubus","GLOBAL",11) TakePartyItem("X#COFRRO") DestroyItem("X#COFRRO") GiveItemCreate("X#CODYE1",Player1,1,0,0)~ GOTO X#NAAmelia1
END


For the eventual documentation,

<li> <a href="http://forums.gibberlings3.net/index.php?showtopic=17091&pid=146433&st=0&#entry146433">Erebusant's repairs to Coran's Rose Quest</a> </li>




Erebusant, do you think those

GiveItem("%tutu_var%POTN36",Player1) GiveItem("%tutu_var%POTN37",Player1) GiveItem("%tutu_var%POTN42",Player1) GiveItem("%tutu_var%POTN07",Player1) EscapeArea() AddexperienceParty(100)

materials should also be moved to GiveItemCreate? I am under the impression that GiveItem only works if the .cre in question has those items. I am not sure they do.

For updates to the .tra, I suggest changing the journal entry a little, but for that I would like to call on Domi, and let her adjust - then we can run it out to the translators.
I love deadlines. I love the whooshing noise they make as they go by. - Douglas Adams

#3 erebusant

erebusant

    It takes a village...

  • Members
  • 213 posts

Posted 05 April 2009 - 03:03 PM

Thank you!

in bg1npc_18_prerelease\phase2\dlg\x#cosqu.d

IF ~%BGT_VAR% Global("X#CoranSuccubus","GLOBAL",7)~ HelpedAmelia
SAY @16
IF ~~ THEN DO ~SetGlobal("X#CoranSuccubus","GLOBAL",11) DestroyItem("X#COFRRO") GiveItem("X#CODYE1",Player1)~ GOTO X#NAAmelia1
END
repaired to
IF ~%BGT_VAR% Global("X#CoranSuccubus","GLOBAL",7)~ HelpedAmelia
	SAY @16
	IF ~~ THEN DO ~SetGlobal("X#CoranSuccubus","GLOBAL",11) TakePartyItem("X#COFRRO") DestroyItem("X#COFRRO") GiveItemCreate("X#CODYE1",Player1,1,0,0)~ GOTO X#NAAmelia1
END


For the eventual documentation,

<li> <a href="http://forums.gibberlings3.net/index.php?showtopic=17091&pid=146433&st=0&#entry146433">Erebusant's repairs to Coran's Rose Quest</a> </li>




Erebusant, do you think those

GiveItem("%tutu_var%POTN36",Player1) GiveItem("%tutu_var%POTN37",Player1) GiveItem("%tutu_var%POTN42",Player1) GiveItem("%tutu_var%POTN07",Player1) EscapeArea() AddexperienceParty(100)

materials should also be moved to GiveItemCreate? I am under the impression that GiveItem only works if the .cre in question has those items. I am not sure they do.

For updates to the .tra, I suggest changing the journal entry a little, but for that I would like to call on Domi, and let her adjust - then we can run it out to the translators.

I just ran a test on Natan by deleting those potions and running through the sequence again, and the only potion he gave was the Potion of Master Thievery of which he had a duplicate. Probably the best course of action is to use GiveItemCreate whenever possible, and as long as the item exists in the game, you don't need to worry if the .cre has them or not. Should work fine even with unique items as well.

#4 jastey

jastey
  • Gibberlings
  • 5046 posts
  • Gender:Female

Posted 06 April 2009 - 07:24 AM

Nitpick, but if you do GiveItemCreate although the creature has the item already, the player can get them double if he either kills the NPc or by pickpocketing. There might be player that think this as a bug.

#5 kthxbye

kthxbye
  • Members
  • 125 posts

Posted 08 April 2009 - 10:00 PM

I'm really new to modding so if what I'm going to say is reeeeally stupid, disregard that. :blush:

If the GiveItem doesn't always fire reliably and GiveItemCreate makes it possible to see a duplicate of the item, what about using GiveItemCreate (to be sure the player gets the item) and immediately destroy via script the NPC's item? That way you bypass the unreliably CreateItem while being sure the player can't get two items.



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users