Bug: if I kill Rake-chaser without starting the quest, then talk to the fiends, the quest continues as if I had made an agreement with the fiends.
I killed Adyzoel in a duel without my character knowing anything about the quest, then I talked to Rake-chaser, he tried to flee, I killed him. I looted the pendant. When I talk to the fiends in the bar, the option to give them the pendant exists the same way as if my TNO knew about the quest and had agreed to this. I am guessing the dialogue line never checks the state of the quest, just for whether you have the pendant or not?
Perhaps this wouldn't be a problem if I hadn't been able to kill Rake chaser. But in my game characters attempting to flee the area never actually succeed at doing so, including Rake-chaser. They reach the edge of the map or some door and yet never disappear. (Another interesting thing, just now, the "drunk" pickpocket near the bar, whom I caught and I told to get lost, actually made attacking animations at me, and only started running once I removed my party from reach). I don't remember if this problem existed in vanilla. (I'm playing gog classic version + mods).
EDIT: Nope. I just approached Rake-chaser at night (again, without starting the quest) and for some reason the only subject matter I could broach with him was "your death", which makes little sense. This time he didn't try to run, he just fought, and again after looting his pendant the quest continued from half-way in a nonsensical way.
IMO the simplest way to fix this is the dialogue should check for both the pendent AND the quest state, so that if you do things out of order, the game will simply ignore that and still let you start the quest normally, get the information, and then you'll have to talk to the fiends a second time to hand in the pendant.
Compare Rauk: you can have all 3 rings for him the first time you talk to him, but you'll still go through the first dialogue before you can offer them. Same thing.
Edited by Markus Ramikin, 04 May 2017 - 12:19 AM.