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Ignoring Melicamp's cry for help


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#1 JohnMoonlord

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Posted 13 May 2011 - 12:41 AM

I've encountered Melicamp the Chicken in the Red Canyons area.

He comes to me and initiates dialog. His exact wordings are:


Melicamp: CLUUUUUUCK!! Bwaaaaaal!!

*I click 'continue'*

Melicamp: Buc-becaw! HEEEEELP-becaw!


Then, dialog ends. I initiate dialog with him again and he justs repeats those 2 lines everytime I do.

So basically, I can't pick him up and go on with the quest. I've encountered this problem before in a previous install, using BWP non-beta.

For this quest, my journal entries show only my encounter with the spooked witness, Kissiq, that saw the chicken first and warned me about it.


Here's the WeiDU file. Nothing in either the Baldur.err or ToBEx.log files.

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"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#2 Dakk

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Posted 13 May 2011 - 03:26 AM

Random thought, are there possibly any INT/WIS/Class-requirements?

#3 8people

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Posted 13 May 2011 - 03:42 AM

Have you killed the wolf nearby?

#4 JohnMoonlord

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Posted 13 May 2011 - 06:44 AM

Random thought, are there possibly any INT/WIS/Class-requirements?


None that I know of: of the many times I played through the game, modded or not, these are the only two times I had this issue.
"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#5 JohnMoonlord

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Posted 13 May 2011 - 06:45 AM

Have you killed the wolf nearby?


I killed everything on the map, yes. And I did kill any creatures nearby before meeting Melicamp and turning back, then came back later after clearing the map.
"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#6 Eagleheart

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Posted 13 May 2011 - 10:44 AM


Have you killed the wolf nearby?


I killed everything on the map, yes. And I did kill any creatures nearby before meeting Melicamp and turning back, then came back later after clearing the map.


You have not killed the wolf for whatever reason, maybe it didn't spawn or whatever but what you are getting is what happens if you talk to him before you kill the wolf.

#7 JohnMoonlord

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Posted 13 May 2011 - 12:51 PM



Have you killed the wolf nearby?


I killed everything on the map, yes. And I did kill any creatures nearby before meeting Melicamp and turning back, then came back later after clearing the map.


You have not killed the wolf for whatever reason, maybe it didn't spawn or whatever but what you are getting is what happens if you talk to him before you kill the wolf.


I did kill a pack of wolves nearby, where Kissiq stood as well and told me about Melicamp, as well as a few elsewhere. Otherwise, I don't remember any wolf that seemed out of the ordinary.
"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#8 Mad Mate

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Posted 13 May 2011 - 01:40 PM

I did kill a pack of wolves nearby, where Kissiq stood as well and told me about Melicamp, as well as a few elsewhere. Otherwise, I don't remember any wolf that seemed out of the ordinary.


I had same problem in my walk-through of BWP. I don't know why it happened but that wolf didn't spawn. I CLUAconsoled it near Melicamp, killed it and dialog went like it should be...

WOLFCH is the name of Melicamp wolf.

#9 Cerest

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Posted 13 May 2011 - 03:32 PM

I also had this problem in my play through... >.<

#10 JohnMoonlord

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Posted 13 May 2011 - 05:20 PM

I had same problem in my walk-through of BWP. I don't know why it happened but that wolf didn't spawn. I CLUAconsoled it near Melicamp, killed it and dialog went like it should be...

WOLFCH is the name of Melicamp wolf.


Hmmm... Perhaps something to do with BGSpawn?

Thanks for the tip: I'm off to save a chicken!
"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#11 Fouinto

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Posted 14 May 2011 - 12:22 AM

Hmmm... Perhaps something to do with BGSpawn?

Hi,

I'm currently playing a custom BWP 9.10 with BGSpawn (Of course ! One of the best mods !) and I don't have this problem...

#12 pacek

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Posted 14 May 2011 - 03:26 AM

Could it be down to SCS changing wolves' behaviours?

this:
~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogsS: v19

They sometimes run away from you.

Edited by pacek, 14 May 2011 - 03:28 AM.


#13 Fouinto

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Posted 14 May 2011 - 04:17 AM

Could it be down to SCS changing wolves' behaviours?

It COULD be MANY things... but if you want to know what cause this, you will have to find (with NI) who/what makes this particular wolf appear on the map (the ARE file of the area? the .BCS file of the area ? the BCS file of the chicken ? ...).
And then, change-log the file responsible of this...
And only then, witch component(s) did the trick!

#14 Mad Mate

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Posted 14 May 2011 - 04:56 AM

I also think that SCS is culprit because AR9600.ARE file suggests that WOLFCH should spawn near Melicamp, but somehow it disappear. By looking at WOLFCH.CRE file it appears that it uses WOLF.BCS script which has SCS wolf behavior:

Spoiler

So, if wolf gets panicked it vanishes. I think that's why somebody has wolf, and somebody don't.
Maybe WOLFCH.CRE should be excluded from SCS editing and given separate script...

Edited by Mad Mate, 14 May 2011 - 05:06 AM.


#15 Fennek

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Posted 14 May 2011 - 11:45 AM

If this is true, how about posting it in the SCS forum?

#16 Lollorian

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Posted 30 September 2011 - 11:17 AM

Maybe WOLFCH.CRE should be excluded from SCS editing and given separate script...

Took the advice and added this code before SCS' wolf.baf is compiled to scs\wolf\wolf.tph:
COPY_EXISTING
   ~%tutu_var%wolfch.cre~ ~override~
           WRITE_ASCIIE 0x258 ~xowolfch~ (<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />
		   
COPY_EXISTING ~%tutu_var%wolf.bcs~ ~override/xowolfch.bcs~
Needs testing in a BGT game though... Just install BGT and SCS (after unpacking this to the SCS folder :P) and check in NI whether WOLFCH.cre got XOWOLFCH.bcs as a race script - moreover, go on to check whether the actual script does not contain SCS' timer stuff :D

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#17 -pookie 1-

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Posted 06 October 2011 - 03:08 PM

i was reading this post as i encountered the same issue, but i have 0 experience using this clua console thing. i typed it the way i thought it should as follows: CLUAConsole:CreateCreature(WOLFCH) and getting an error about the file not existing. am i typing it all wrong? tried a few other variations like removing the createcreature, adding .cre after wolfch etc and got various errors.

#18 Lollorian

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Posted 06 October 2011 - 05:59 PM

You should add quotes ;)

CLUAConsole:CreateCreature("WOLFCH")

... and (this might seem silly but :P) make sure you're playing BGI (or BGT or Tutu :lol:)

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#19 -pookie1-

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Posted 07 October 2011 - 06:31 AM

thank you Lollorian :cheers: adding the quotes was the missing ingredient.

#20 -pookie1-

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Posted 07 October 2011 - 10:32 AM

Now if i could only find the skeleton skull for thalantyr lol. I've hunted the entire map where highhedge is and not a skull to be found. I seem to recall them dropping like crazy around there in the unmodded original. Is this another bug with the same quest? or is it a needle-in-a-haystick change where the 1 skeleton with the skull is in a small part of the map and i may have simply missed him. thanks for your help folks