Jump to content


Photo

Scar Missing help


  • Please log in to reply
13 replies to this topic

#1 LordRikerQ

LordRikerQ
  • Member
  • 21 posts

Posted 25 October 2007 - 01:37 PM

I've recently finished the MegaMod Installation and everything has been working well up till Chapter 6 i think it is, I finished Seven Suns and Iron Throne and a npc told me outside the seven suns i should go see scar but i goto the Flaming Fist building and hes no where to be seen.

Is there something im missing? or is there a spawn npc code i could use to get him to appear? Thanks.

Edit: I've also noticed the 2nd floor of the Flaming Fist HQ is not accessible, i get no transition stairs cursor on it.

Edited by LordRikerQ, 25 October 2007 - 01:40 PM.


#2 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 25 October 2007 - 02:45 PM

I think these are bugs in plain, unmodded BG1 (though I also thought maybe BGT fixed them).

Re: Scar, you could try to CLUAConsole:CreateCreature("SCAR"), though I dunno... he might not have the right variables set to talk to you right.

As for the FF HQ, I seem to recall someone with that bug saying if you move around enough and mess with the cursor you can still get up there but I'm not sure.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#3 LordRikerQ

LordRikerQ
  • Member
  • 21 posts

Posted 25 October 2007 - 02:58 PM

Thanks for your help, spawning Scar solved the problem, i thought BGT would have fixed bugs like this from BG1 too. strange.

#4 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 25 October 2007 - 06:27 PM

Thanks for your help, spawning Scar solved the problem, i thought BGT would have fixed bugs like this from BG1 too. strange.

I'm pretty sure it was fixed too. Has anyone else had this issue?

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#5 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 25 October 2007 - 11:25 PM

In my game (v 1.04) i could reach 2nd floor and Scar was always where it should be.

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#6 -Antonio-

-Antonio-
  • Guest

Posted 03 November 2007 - 10:14 PM

In my game (v 1.04) i could reach 2nd floor and Scar was always where it should be.

mm75



I'm having this problem as well Scar dissapeared after I returned from finishing the sewer quest. Spawning him does nothing he just just gives his long speech when you first meet him walks away and doesnt re-appear at the flaming fist barracks.

Anybody have a solution or a workaround?

#7 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 04 November 2007 - 04:38 AM

Try CLUAConsole:SetGlobal("ScarMission","GLOBAL",3) then spawn him with CLUAConsole:CreateCreature("SCAR"). It might help to have killed the sewer ogre and retrieved the ring - use a CLUAConsole:CreateItem("RING19") if you don't have that. Dunno if any of that will work.

I'm not sure what's going on here - maybe the SetGlobalTimer on Scar isn't expiring properly or something. I really thought BGT's internal fixed pack dealt with this - it says so in its notes anyway, though maybe there's a bigger issue than what's been fixed. Dudleyville fixes something else too - Scar fails to provide the second payment if you kill the dopplegangers but cannot save Jhassa - so he adds an action in [Response 32] of GiveGoldForce(2000).

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#8 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 04 November 2007 - 04:44 PM

Perhaps something very particular is happening here when you perform the quest in a certain way. I'll look into it.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#9 -elderion-

-elderion-
  • Guest

Posted 05 November 2007 - 07:13 AM

the problem is, that when you talk to eltan before you talk to scar, scar vanishes

#10 -Antonio-

-Antonio-
  • Guest

Posted 05 November 2007 - 03:57 PM

the problem is, that when you talk to eltan before you talk to scar, scar vanishes



Yea this seems to be it. Reloaded back an hour and a half about and replayed and this seems to have fixed the problem. Wierd that It wasn't fixed in the patch.

#11 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 05 November 2007 - 05:45 PM

The game developers took great pains to make sure Scar would no longer be around if you've talked to Duke Eltan. As soon as you do this, a variable gets set in Eltan's dialogue. Scar's script will instruct him to destroy himself if the variable's been set. The variable serves no other purpose, nor does the script.

Thus, an easy fix for this would be to blank Scar's script. But I can't help thinking that'd break something else. Ultimately, you need to talk to Eltan to start chapter 6 and get teleported to Candlekeep. Even if Scar was still around, I'm not sure if you could finish up with him at that point.

Perhaps a more "elegant" fix (or tweak, whatever) is to make Duke Eltan unaccessible until the party gets the summons from Scar (as Scar supposedly reports directly to Eltan, this seems entirely reasonable). The way the dialogue is written, it seems this is the way it's supposed to happen anyway. The original poster wasn't able to access Scar or Eltan though - if you killed Scar or if he otherwise disappeared, you might be left at a dead end.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#12 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 10 November 2007 - 06:17 PM

I revisited this and the problem with seeing Eltan before Scar does not exist in BGT. Supporting this, LordRikerQ mentioned that the second floor was not accessible when he had the problem of Scar not being there. This is intentional to fix this bug.

LordRikerQ's problem, then, has nothing to do with the Eltan/Scar problem. Rather, there might be a rare problem with EscapeAreaDestroy(90) not working correctly, so that the trigger block that spawns Scar in the FFHQ does not trigger correctly (i.e. it returns false for !Exists("SCAR") for some very odd reason). Alternatively, you managed to kill Scar and so the trigger returns false for !Dead("SCAR"). The latter begs the question: does any other mod introduce a CRE with a death variable of SCAR?

Edited by Ascension64, 10 November 2007 - 06:24 PM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#13 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 13 November 2007 - 02:02 PM

The latter begs the question: does any other mod introduce a CRE with a death variable of SCAR?

I dunno. That'd be kind of weird (and I guess, kind of stupid) given Scar's importance in BG1. I do know there are at least two spawns for Scar, since he appears at first on the bridge outside the city then again inside the city, but that might be the same CRE and DV. Maybe the best way to check is to get someone with a mega-mod install to use Near Infinity and do a text search on SCAR in their game.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#14 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 05 August 2015 - 11:55 PM

Rather, there might be a rare problem with EscapeAreaDestroy(90) not working correctly...

 

I am resurrecting this because I am encountering a problem with the above mentioned action.

 

So far all NPCs that end their dialogue with it, simply disappear from the area without looking for an exit point. The latest NPC showing this behaviour is Shelligan (a little kid south of Beregost) but I remember that happening with Aoln (a hunter you meet on the Coast Way area as well.

 

Also, it happens that I get the infamous "X has nothing to say to you" even when the NPC, while not starting a real dialogue, speaks a legit line (as shown in the message window).

 

Can anybody else reproduce this consistently?