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DuchessOfKvetch

Member Since 24 Jun 2013
Offline Last Active Jul 15 2013 09:07 PM

Posts I've Made

In Topic: Known Issues v4.1 (post bug reports here)

04 July 2013 - 09:34 PM

Argh. Another reproducible bug (not sure if these are Fixpack related or not, but couldn't find evidence of them elsewhere):

 

If you are doing the "Trist" quest in the Lower Ward - and talk to Lenny BEFORE talking to Byron Pikit - getting the warehouse passwords from Lenny - this can bread the warehouse portion of the quest. I talked to Byron after Lenny, then went to the warehouse - the option to retrieve the "evidence" (via the "Give Pikit the laugh" password) was not there anymore. If I went straight to the warehouse after talking to Lenny, though, I could still trigger this new dialog option.


In Topic: Known Issues v4.1 (post bug reports here)

04 July 2013 - 07:41 PM

Been doing kind of a "bad decision" playthrough - so my TNO is occasionally choosing options that aren't commonly tested since they eschew the obvious xp reward path. 

 

I found out that if, in the Lower Ward, you choose to snitch on Sebastion by telling Grosuk what's going on,that it bugs several things at once. Firstly, the quest to kill Grosuk doesn't ever go away from your journal. Secondly, when you talk to Dimtree the zombie, you only get one chance (the first time you talk to him ONLY) to help him by finding his master. Subsequent chats don't allow this dialog option. But regardless, Sebastion is dead: yet I get a quest in my journal to find him, that will also never go away.

 

Edit: Just going ahead and killing Dimtree is possible - Hamrys doesn't react at all. But the quest doesn't update, ever. I think the "Sebastion is dead" variable, if there ever was one, is somehow not getting set.

 

Edit: OK, killing Dimtree doesn't register for the game period. Hamrys actually continues to "talk" to him, and the dialogue trees for proving he's a zombie are totally unaffected.


In Topic: pendant quest crashing

24 June 2013 - 08:13 PM

Sorry for thread necro, but I have had issues with this quest chain as well. In short, it seems that either interacting with or killing actors involved can create weird problems. Obviously so with death - as that would be far harder to code checks for in dialogue - but even talking to, say, Adyzoel too early can spawn a fight if you don't already know better (aka with meta knowledge of the quest). Without spoilage, is there a way to at least make these characters 'unresponsive' to TNO before the appropriate prerequisites have been triggered?