An utter, gamebreaking disaster has occurred and I would deeply appreciate any help in solving this problem. Basically, after getting Korgan into my party in the Copper Coronet, Korgan would constantly stall if I tried to move him. I would, for example, point him to a corner some distance off, and he would very slowly walk towards it and then stop well before he got to the destination I pointed to, so that I would have to click several times , every few seconds, on the required location, before he finally arrived there. If I pointed to a spot only a short distance away, he would stop and face round towards my Bhaalspawn character, if moving further away, he would still have this slowed behaviour but not face back towards the Bhaalspawn.
On top of that, when i tried to get Kurgan to drink a potion, as an experiment, he was absolutely incapable of doing so. I presumed, at first, there must be something wrong with the script, yet I thought I turned that off when I switched Korgan's script from "default" to "none".
So, basically, Korgan, my most favourite character in the whole of the BG Trilogy, is the only character so far which has this gamebreaking bug. Does anyone here have any suggestions on how to fix this? The only hope I have is that when I got rid of Korgan, and he then came up to the Bhaalspawn to ask him to reconsider him being chucked out of the party, Korgan was walking at a normal rate, obviously without this bug happening.
I should mention that this bug happened immediately after Korgan joined, so subsequent savegames in which I'd added extra abilities/spells to Korgan's stats couldn;'t have had anything to do with it.
I remember having a problem with Korgan a long time ago. Sounds the same and if you do kick him out, what does his dialog say? If it says something about any nonsense other than being kicked out, then there is some global setting for his quest that has been set already.
Did you clear out the mummies in the tomb underneath the graveyard? There is something about clearing that area early as it sets a global and Korgan wants to start dialog but cannot because the area check is not valid.
I bet it is this:
IF
Dead("mummy")
Global("TombEmpty","LOCALS",0)
InParty(Myself)
See(Player1)
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END
This would ring true for any creature that has a script name of Mummy; probably many in
BG1 portion of your game. But his dialog may have a specific check for the area AR080x, whatever it is.
CLUAConsole:SetGlobal("SPRITE_IS_DEADMUMMY","GLOBAL",0)
is what I did a long time ago. This should have been a fixpack thing but I guess it still exists. I assume, too much though as it could be something entirely different.
Edited by Hoppy, 20 December 2009 - 08:41 PM.