Note to moderators:
Please move these [1] - [2] threads to this one - they both refer to the hanging issue after speaking to Cadderly. I searched and did not find any older threads that reported this.
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updated RR3702.BAF:
If you want this correction to apply before installing RoT, put this file (at bottom of post) into RoTerror\BAF
The instructions below are if you already have the mod installed.
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For those few who are having the problem, after speaking to Cadderly he takes you to the Summoning Chamber and then the scene just hangs, characters are standing around doing nothing -- here is the fix.
You'll have to use a game editor, such as Near Infinity, that can access the BCS files.
Step 1:
- Within the game editor, open/click on the file Cadderly.BCS
- Copy all the text similar to the following.
- NOTE: you text will be slightly different, but it's important to grab the beginning and end lines shown:
FadeFromColor([20.0],0)
MoveViewPoint([1440.791],INSTANT)
Face(1)
Wait(3)
CreateVisualEffect("SPPOLYMP",[1440.793])
Wait(1)
CreateVisualEffect("SPPLANAR",[1440.793])
Wait(2)
CreateCreature("MyImp2",[1440.793],9) // Imp
Wait(1)
FaceObject("MyImp2")
ActionOverride("MyImp2",FaceObject("Cadderly"))
ActionOverride("MyImp2",DisplayStringHead(Myself,@574813))
Wait(5)
DisplayStringHead(Myself,@574814)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead(Myself,@574815))
Wait(2)
CreateVisualEffect("SPLIGHTB",[1400.793])
ActionOverride("MyImp2",DisplayStringHead(Myself,@574816))
ActionOverride("MyImp2",Recoil())
SmallWait(7)
CreateVisualEffect("SPLIGHTB",[1400.793])
Wait(2)
DisplayStringHead(Myself,@574817)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead(Myself,@574818))
Wait(1)
CreateVisualEffect("SPBDIMSP",[1440.793])
ActionOverride("MyImp2",DisplayStringHead(Myself,@574827))
ActionOverride("MyImp2",Recoil())
SmallWait(8)
CreateVisualEffect("SPBURNS1",[1440.793])
Wait(2)
DisplayStringHead(Myself,@574817)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead(Myself,@574820))
Wait(1)
SmallWait(5)
CreateVisualEffect("SPBOOM",[1440.793])
ActionOverride("MyImp2",DisplayStringHead(Myself,@574827))
ActionOverride("MyImp2",Recoil())
SmallWait(9)
CreateVisualEffect("SPCALLLI",[1440.793])
ActionOverride("MyImp2",DisplayStringHead(Myself,@574816))
ActionOverride("MyImp2",Recoil())
SmallWait(9)
CreateVisualEffect("SPBOOM",[1440.793])
ActionOverride("MyImp2",DisplayStringHead(Myself,@574821))
ActionOverride("MyImp2",Recoil())
Wait(1)
CreateVisualEffect("SPBOOM",[1440.793])
Wait(2)
CreateVisualEffect("SPBDIMSP",[1440.793])
Wait(2)
CreateVisualEffect("SPCALLLI",[1440.793])
SmallWait(3)
ActionOverride("MyImp2",DestroySelf())
Wait(3)
DisplayStringHead(Myself,@574822)
Wait(5)
MultiPlayerSync()
FadeToColor([20.0],0)
Wait(1)
FadeFromColor([20.0],0)
SetGlobal("DlCadd","GLOBAL",8)
UnhideGUI()
EndCutSceneMode()
ActionOverride(Player1,LeaveAreaLUA("RA3750","",[2770.2679],5))
ActionOverride(Player2,LeaveAreaLUA("RA3750","",[2772.2679],9))
ActionOverride(Player3,LeaveAreaLUA("RA3750","",[2774.2679],5))
ActionOverride(Player4,LeaveAreaLUA("RA3750","",[2770.2677],9))
ActionOverride(Player5,LeaveAreaLUA("RA3750","",[2770.2675],5))
ActionOverride(Player6,LeaveAreaLUA("RA3750","",[2770.2673],9))
Step 2:
- Paste the text to your favorite text editor, and make the following changes
- any line that has this
ActionOverride("MyImp2",DisplayStringHead(Myself,@574821))
change it to this
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574821))
- any line that has this
DisplayStringHead(Myself,@574814)
change it to this
DisplayStringHead("Cadderly",@574814)
Step 3:
- Within the game editor, open/click on the file RR3702.BCS
- You're now going to paste your changes into this file. Notice that you're only changing the first part of the script.
From thisIF
Global("DlCadd","GLOBAL",7)
THEN
RESPONSE #100
StartCutSceneMode()
HideGUI()
Wait(1)
StartCutScene("Cadderly")
Continue()
END
to thisIF
Global("DlCadd","GLOBAL",7)
THEN
RESPONSE #100
StartCutSceneMode()
HideGUI()
Wait(1)
FadeFromColor([20.0],0)
MoveViewPoint([1440.791],INSTANT)
Face(1)
Wait(3)
CreateVisualEffect("SPPOLYMP",[1440.793])
Wait(1)
CreateVisualEffect("SPPLANAR",[1440.793])
Wait(2)
CreateCreature("MyImp2",[1440.793],9) // Imp
Wait(1)
FaceObject("MyImp2")
ActionOverride("MyImp2",FaceObject("Cadderly"))
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574813))
Wait(5)
DisplayStringHead("Cadderly",@574814)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574815))
Wait(2)
CreateVisualEffect("SPLIGHTB",[1400.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574816))
ActionOverride("MyImp2",Recoil())
SmallWait(7)
CreateVisualEffect("SPLIGHTB",[1400.793])
Wait(2)
DisplayStringHead("Cadderly",@574817)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574818))
Wait(1)
CreateVisualEffect("SPBDIMSP",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574827))
ActionOverride("MyImp2",Recoil())
SmallWait(
CreateVisualEffect("SPBURNS1",[1440.793])
Wait(2)
DisplayStringHead("Cadderly",@574817)
Wait(3)
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574820))
Wait(1)
SmallWait(5)
CreateVisualEffect("SPBOOM",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574827))
ActionOverride("MyImp2",Recoil())
SmallWait(9)
CreateVisualEffect("SPCALLLI",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574816))
ActionOverride("MyImp2",Recoil())
SmallWait(9)
CreateVisualEffect("SPBOOM",[1440.793])
ActionOverride("MyImp2",DisplayStringHead("MyImp2",@574821))
ActionOverride("MyImp2",Recoil())
Wait(1)
CreateVisualEffect("SPBOOM",[1440.793])
Wait(2)
CreateVisualEffect("SPBDIMSP",[1440.793])
Wait(2)
CreateVisualEffect("SPCALLLI",[1440.793])
SmallWait(3)
ActionOverride("MyImp2",DestroySelf())
Wait(3)
DisplayStringHead("Cadderly",@574822)
Wait(5)
MultiPlayerSync()
FadeToColor([20.0],0)
Wait(1)
FadeFromColor([20.0],0)
SetGlobal("DlCadd","GLOBAL",
UnhideGUI()
EndCutSceneMode()
ActionOverride(Player1,LeaveAreaLUA("RA3750","",[2770.2679],5))
ActionOverride(Player2,LeaveAreaLUA("RA3750","",[2772.2679],9))
ActionOverride(Player3,LeaveAreaLUA("RA3750","",[2774.2679],5))
ActionOverride(Player4,LeaveAreaLUA("RA3750","",[2770.2677],9))
ActionOverride(Player5,LeaveAreaLUA("RA3750","",[2770.2675],5))
ActionOverride(Player6,LeaveAreaLUA("RA3750","",[2770.2673],9))
END
BE SURE you only changed the first part of RR3702.BCS
Step 4:
- Closing the editor should ask you to save the changes.
- Now talk to Cadderly, tell him you're ready for the demon summoning, and the cutscene should work.
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WHAT WAS DONE...
After much head-scratching (and testing), I copied the lines of the cutscene Cadderly.BCS into RR3702. This means that Cadderly.BCS will never be used.
In fact, I do not understand why this wasn't done originally, because within RR3702 is another cutscene that occurs once your party returns.
Question to professional modders: Why does StartCutScene("Cadderly") in the orginally block apparently work for others but fails for us few?
Did all this, still not working. Any idea why is this happenning?