#6568 [CORE] - Imported characters do not get Watcher's Keep marked on the worldmap
Tisamon
Member Posts: 209
As opposed to BG2EE created characters. Tested with several created vs. imported characters. A very similar issue was referenced here: https://forum.baldursgate.com/discussion/24232/map-bug-watcher-s-keep, but an import from BGEE wasn't named as a reason, so perhaps it's a different bug.
Also, can one of the modders provide a permanent manual solution, maybe? (Not MoveToArea every time you need to get there, but some neat SetGlobal something that will nail it there for the whole playthrough? )
Also, can one of the modders provide a permanent manual solution, maybe? (Not MoveToArea every time you need to get there, but some neat SetGlobal something that will nail it there for the whole playthrough? )
Post edited by Troodon80 on
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As I mentioned in the other thread, I did hook up a simple player AI script that should remove and add WK on the map via hotkeys (HideAreaOnMap/RevealAreaOnMap), but while both removing and adding worked correctly in the game that was already OK, no amount of hotkeying would add it to the game where it never showed up, in spite of getting notifications about the world map being updated.
I too would be most grateful for a working workaround if anyone can figure one out!
- unzip .BS file into the "scripts" folder (not override)
- in the game assign WKREVEAL script it to any character via customize->scripts
- with that character selected hit "K" on your keyboard
This should update your world map with WK.
By the way I couldn't replicate the problem - after importing my BG1EE saved game I can see Watcher's Keep on the world map right off the bat (after Imoen joins me and I can use UI). It wasn't the "final" save though, just in-progress save.
OK, I can use the CLUAConsole command to move the party there, but it's not the same. :-P
Edit: I started a single-player game and created a new character. Watcher's Keep does appear on my map. (I don't know if it matters, but I'm on Win7 and installed using the stand-alone installer.)
Note that I haven't tried moving to there yet
I'm not sure what went wrong with my current game, but I do hope that Beamdog will be able to provide a fix so that I will be able to see Watcher's Keep on my map.
In the meantime, I guess I'll need to figure out how to enable the console, and figure out what the command to go to this area is?
Incidentally, if I want to leave watcher's keep after using the console to get there, do I again need to use the console to reach the place I want to go to?
The command is:
CLUAConsole:MoveToArea("AR3000")
Make sure your entire party is selected first. (Well, you could move one character, but I imagine you're going to have to gather your party before venturing forth anywhere meaningful.) They will awkwardly spawn on the roof, so you have to go downstairs to talk to the knights first time out.
Here's one thread that describes how to enable the console to begin with: http://forum.baldursgate.com/discussion/24300/clua-console-for-bg2ee
For what it's worth - the game I have a problem with was imported from a non-final save (albeit at the end of the game; I escaped the final area before the script ran to end it all!) But I used the same save to create a working game to test later so I'm really not convinced that importing or the particular source has anything to do with it, especially given the other testimonies in this thread.
Bug #6568. Will make sure this gets added to the upcoming known issues post.