How do I join Althon?
#1
Posted 17 January 2009 - 05:02 AM
Elminster this, Elminster that. Give me 2000 years and a pointy hat and I will kick his arse.
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#2
Posted 17 January 2009 - 06:29 AM
You can then get him to join later, but that's if you have Rihn*.
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#3
Posted 17 January 2009 - 07:40 AM
Elminster this, Elminster that. Give me 2000 years and a pointy hat and I will kick his arse.
My personal blog - in Czech. You've been warned.
My DA account, although it isn't tended too much.
#4
Posted 19 January 2009 - 04:11 AM
Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/
#5
Posted 19 January 2009 - 04:33 AM
I checked and it gives us the Icars mission either way, and after that he has nothing more relevant to say. So there is a bug.You chose not to help the Militia Captain; if you help her he will join the group. Other wise you have to wait until you go to Selguant with Rihn and he will join you then when her quest starts.
But the bug is there because SBB wants to keep our options open...
Edited by Jarno Mikkola, 19 January 2009 - 04:37 AM.
Deactivated account. The user today is known as The Imp.
#6
Posted 19 January 2009 - 09:14 AM
Actually, I chose to help her. Althon doesn't seem to care a little bit.You chose not to help the Militia Captain; if you help her he will join the group.
So it will be okay storywise if I spawn him outside of the house and join him there, as you suggested earlier? I would guess so, but I want to be sure.I checked and it gives us the Icars mission either way, and after that he has nothing more relevant to say. So there is a bug.
Edited by Jenne, 19 January 2009 - 09:15 AM.
Elminster this, Elminster that. Give me 2000 years and a pointy hat and I will kick his arse.
My personal blog - in Czech. You've been warned.
My DA account, although it isn't tended too much.
#7
Posted 19 January 2009 - 10:13 AM
Well, at least in the previous versions, I was able to take Althon with me to the lizardman quests, so yeah, I would say so.So it will be okay storywise if I spawn him outside of the house and join him there, as you suggested earlier? I would guess so, but I want to be sure.
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#8
Posted 21 January 2009 - 08:04 AM
This: TCBALTHI.D 3.82K 264 downloads should solve the problem.
This file alters the dialog's code, to now allow the same passage of text in Balthis' speech, but prevents one path from crossing one another, by going to differently labelled dialog blocks instead of the same one.
There won't be any noticeable change in the game's dialog, just the coding should now act as it was intended because of the seperate destination blocks. Have fun with it.
Classic Adventures - a Total Conversion compilation dedicated to bringing many of the old and new PnP modules into the wonderfully dangerous world that is Baldur's Gate II. Fancy link button to Downloads page.
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Website at: http://classicadventuresmod.com/
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#9
Posted 21 January 2009 - 08:06 AM
Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/
#10
Posted 21 January 2009 - 09:16 AM
Elminster this, Elminster that. Give me 2000 years and a pointy hat and I will kick his arse.
My personal blog - in Czech. You've been warned.
My DA account, although it isn't tended too much.
#11
Posted 21 January 2009 - 11:03 AM
Ahh, too late I went already and reinstalled.
Or did I get it wrong? Can the dialog lines variable reference alter if we have different installations... darn.
Now I have to replay the whole 1 part of the game again...
Edited by Jarno Mikkola, 21 January 2009 - 11:27 AM.
Deactivated account. The user today is known as The Imp.
#12
Posted 21 January 2009 - 08:47 PM
Either way everything should be in working order, though keep us informed if that changes, I've noticed sometimes that these changes are not always well received in the game, and that typically is a result of something being missed somewhere. Trivial problems, but annoying nonetheless.
And you're welcome Jenne, good huntin'.
Classic Adventures - a Total Conversion compilation dedicated to bringing many of the old and new PnP modules into the wonderfully dangerous world that is Baldur's Gate II. Fancy link button to Downloads page.
CA Forum. Bugs to be squashed, feedback to be welcomed!
Website at: http://classicadventuresmod.com/
~***~***~***~
When in doubt, lockpick a mudcrab!
Beware the nug conspiracy!
#14
Posted 24 January 2009 - 08:21 AM
Interestingly enough, I thought I had this fix already included in this version. Maybe it is still on my to do list...
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