Zeke reality check
Current behaviour:
I freed Branwen from her petrification in the Nashkel Festival (I had a scroll on me, so I didn't need Zeke's). So I meet Zeke, and he's telling me to look at the stone warrior maiden and all that and wants to sell me a scroll for 500 gp.
Expected behaviour:
Zeke should realize that Branwen is no longer petrified. He could still offer to sell you the scroll "in case it happens again / happen to you" though, but at the very least the dialogue should take into account that Branwen is no longer petrified.
I freed Branwen from her petrification in the Nashkel Festival (I had a scroll on me, so I didn't need Zeke's). So I meet Zeke, and he's telling me to look at the stone warrior maiden and all that and wants to sell me a scroll for 500 gp.
Expected behaviour:
Zeke should realize that Branwen is no longer petrified. He could still offer to sell you the scroll "in case it happens again / happen to you" though, but at the very least the dialogue should take into account that Branwen is no longer petrified.
Post edited by Jalily on
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Also a similar one (http://forum.baldursgate.com/discussion/11997/denkod-reality-check) that seems to have been overlooked.
Zeke currently will only realize that Branwen is restored if you have talked to him first. Easy to fix if you set a flag when Branwen is restored.
The problem is how do you detect that Branwen has been restored? I can set a flag in the dialog, but if you don't talk to her that doesn't happen. Having her initiate the dialog won't work, because the script triggers before she is restored, and you can't save. I'm having trouble getting SpellCastOnMe to work... Anyway, we'll see if I can come up with something.
https://docs.google.com/open?id=0BwOwEmwBQcTWbFZtTnZIUVg5R2s
My patch fixes this by making the following changes:
Adds BRANWEN.BCS as the override script for Branwen (not sure why this wasn't already there, another bug?)
Adds a check in BRANWEN.BCS for STATE_STONE_DEATH, and sets a global "BranwenRestored" if it isn't present.
Changed ZEKE.DLG to respond correctly if BranwenRestored is set.
* BRANWE.CRE/BRANWE5.CRE changed to have BRANWEN.BCS as the override script (not sure why this isn't already the case)
* BRANWEN.BCS changed to set a global (BranwenRestored) when state is no longer STATE_STONE_DEATH
* ZEKE.DLG changed to check for BranwenRestored, and respond correctly
* ZEKE.DLG changed to check to see if he has the scroll when selling it to you. If he doesn't, he acts confused and runs away.
Note that I stole some generic text ("What? I don't...") for the last item so that there wouldn't need to be a change to dialog.tlk
Just unzip & put in your override folder - let me know if there is any trouble!
https://docs.google.com/open?id=0BwOwEmwBQcTWWHUzajRVOGdwMVE
Way back in the day, a couple different groups of clever folk set about to decode the information in the Baldur's Gate game files, so they could improve and enhance them ("Modding"). Over time a number of tools have been created which can extract, edit & compile changes back into the game.
I'm primarily using a tool called NearInfinity, which lets you browse the different game elements and see the scripting code used to create them. Some changes can be made right in that tool, dialog changes need to be made using a command line tool called Weidu, and there are other things we just can't change.
I am by no means an expert on this subject - I started by using NI to look at the dialog scripts to try to understand why certain character interactions weren't working. From there I decided to get my feet wet by tweaking the scripts and seeing if I could get them working myself. If you already know some programming, it isn't especially difficult, just takes some patience and persistence.