[Known 1454] The Twins and the Boogeyman
Erg
Member Posts: 1,756
1. Start a new game with the Abdel pregenIn one of the houses in Baldur's Gate North West section a pair of twins are scared by a boogeyman that turns out to be either a druid named Voltine or a mage named Gervisse (they blame each other).
2. C: CreateItem("Godbow")
3. Open Inventory and equip the godbow
4. C: MoveToArea("AR0162")
5. Speak to Laerta
6. Speak to Gervisse
7. Speak to Voltine
8. Attack Gervisse with the godbow
9. Speak to Laerta
Observed
Laerta does not acknowledge that Gervisse is dead. The quest is not completed and the journal is not updated.
Expected
Laerta should acknowledge that Gervisse is dead. The quest should be completed and the journal should be updated.
Current behaviour:
After you get rid of the boogeyman by killing Gervisse or Voltine or both, Laerta doesn't give you any reward.
In particular if you kill Gervisse (the actual villain), Voltine will give you a wand as reward, but still Laerta will not give any reward.
Expected behaviour:
After you dispose of Gervisse or Voltine or both, Laerta should give you as reward a scroll of Protection from Evil and 1000 xp
Note:
I never had any problem with this quest before in vanilla or tutu bg.
Post edited by Dee on
0
Comments
It is likely this is the Die() bug again.
HelpVoltine global set to 1
To get Laerta's reward, what I did was talk to Laerta FIRST right after killing Gervisse, get reward from her and then talk with Voltine and get her reward.
If I talked with with Voltine first after killing Gervisse, then Laerta would not give reward or acknowledge quest completion of eliminating the boogeyman...
it looks like it depends on how fast Gervisse is killed. If he is killed fast enough (e.g. backstab, critical hit, etc.) the global variable HelpLaerta is not set to 1, if he lasts longer everything works fine. This seems to confirm what @Avenger_teambg said about the Die() bug in GERVISSE.BCS.
@JTM
In my case there was no difference in talking first to Laerta or Voltine, but if you did reload it is possible that what you experienced was caused by differences in the time required to kill Gervisse.
I don't have a save or re-production steps for 1.2 as I stopped playing the Enhanced Edition several months ago, but it looks like the bug may be still caused by Gervisse dying too fast.
I see the devs have replaced Die() with StateCheck(Myself,STATE_REALLY_DEAD) in Gervisse script, but maybe if he dies too fast the script doesn't fire properly, so why not check for his death somewhere else too ?
For example the devs could add a Class Script to Laerta with something like Would something like that work ?
If either of you would like me to file up a bug on this, I'd be happy to.
@Vakarian
I'd really like to get a save game to confirm what the issue actually is.
@Illydth, already there: #1454, make a note of it on that (and let aVENGER know).
I didn't even think about it. I don't have a saved game available. I pretty much abuse quick save and for everything else I just create a new save at the beginning of the chapter... which has now been overwritten after getting to Chapter 6.
I can tell you that I think it happened because he didn't turn red. I would splatter the walls with him before he had a chance to become hostile. If I waited (literally) about one second for him to become hostile, it seemed to fix the problem completely.
I now have a save (both immediately before and after) from another playthrough. Let me know if you'd still like to have it.
No problem. Two questions: is it the *.SAV file that you need, and how do I send it to you? (apparently I can't attach it to my post)
Ok, here they are. One is immediately before taking out Gervisse, and the other is shortly after. Voltine recognizes that Gervisse is dead regardless of how quickly it's done, but the twins only give the quest reward if he turns hostile before going down.
SPRITE_IS_DEADGERVISSE = 1,
but
HELPLAERTA is not set to 1.
So StateCheck(Myself,STATE_REALLY_DEAD) in GERVISSE.BCS doesn't work reliably. It would be better to check for Gervisse dead in a different way.
Voltine recognises that Gervisse is dead because she doesn't check HELPLAERTA, but she uses Dead("Gervisse") as condition instead.
I think I can see what's wrong. Attached is a script that should fix the issue, retroactively as well. You just need to extract the file to your override directory (if a file by the same name exists already, remember to make a backup). This issue is still logged as #1454, and will be fixed properly in due course. Thank you for the save games.
Glad to help. Thanks for the fix.
I extracted the file to my override directory (SteamApps\common\Baldur's Gate Enhanced Edition\override) and it doesn't work retroactively for me. That is, I already killed Gervisse and talked with Voltine, but talking with Laerta still results in the same "do you believe in the bogeyman" line.
I've attached my save file.
Thanks!
The fix, as @Troodon80 said, should work retroactively too.
I don't have the Steam version, so I cannot check if that path is the right one. You should check if there is a file called chitin.key in the same path as the override folder. If not, move the override folder where the chitin.key is.
If this doesn't solve your problem, you can try the following workaround:
1) enable the console
2) enter the following command:
C:SetGlobal("HELPLAERTA","GLOBAL",1)