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#6568 [CORE] - Imported characters do not get Watcher's Keep marked on the worldmap

TisamonTisamon Member Posts: 209
edited November 2013 in BGII:EE Bugs (v1.2.2030)
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? :))
Post edited by Troodon80 on
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Comments

  • MessiMessi Member Posts: 738
    I imported character from BGEE, and got WK. Though I literally imported a character file, not a save.
  • TisamonTisamon Member Posts: 209
    Hence the difference. Try it with a saved game now.
  • PaulgPaulg Member Posts: 115
    .... yea, i imported from a save.. no Watchers keep... lame
  • TisamonTisamon Member Posts: 209
    edited November 2013
    I believe it must have an easy enough manual solution via the console. But I need one of the, well, wise men to speak on the subject, as my own IE skills are quite rudimentary (elementary kit modding + looking up precise in-game statistics in Near Infinity for my hardcore runs).
  • prophet1prophet1 Member Posts: 172
    I don't think updating world map from console is possible, it can only be done from a script or dialog with RevealAreaOnMap() action.
  • TisamonTisamon Member Posts: 209
    A simple script is also okay. In fact, as long as using it is not more annoying/time consuming than typing MoveToArea every time you need to head to WK, anything goes :)
  • TiddlesTiddles Member Posts: 7
    edited November 2013
    I *did* start my game that way, via importing from a BG1(EE) save, and I did get this problem. However, the save I created that I mentioned in the other thread was created exactly the same way, and does have Watcher's Keep right out of the gate, so I don't think it's as simple as that.

    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!
  • prophet1prophet1 Member Posts: 172
    I'm attaching a fix:
    - 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.
  • prophet1prophet1 Member Posts: 172
    Forgot the file. :)
  • TisamonTisamon Member Posts: 209
    Thanks a lot, prophet! :)
  • WebDrakeWebDrake Member Posts: 35
    @prophet1: it doesn't work for me. :-( The game says: "Your map has been updated" but WK does not actually appear.
  • TiddlesTiddles Member Posts: 7
    Yep, same here - this is exactly what I tried to do. If you take a working save and *hide* WK, this will put it back, but it doesn't do anything in my bugged playthrough - it says the map has been updated but does not actually add the icon.
  • WebDrakeWebDrake Member Posts: 35
    It's very annoying -- I got through a fair bit of the game before noticing this, and though it's always a joy to play, I really don't fancy having to re-do things to be able to get WK on the map.

    OK, I can use the CLUAConsole command to move the party there, but it's not the same. :-P
  • RannRann Member Posts: 168
    (Just for the sake of a data point -- I imported from a save and it showed up fine.)
  • XzarXzar Member Posts: 215
    I imported from a save, and I see WK in Chapter 2, no problems here.
  • marcerormarceror Member Posts: 577
    So is using console commands the only workaround at this point? If so, can someone tell me how to enable the console in BG2EE?
  • marcerormarceror Member Posts: 577
    By the way, I'm pretty certain that I imported my character rather than a save, and I'm also having the problem. I'm running Win 8 64 bit.
  • EmptinessEmptiness Member Posts: 238
    My game was created as a multiplayer game, with six characters imported from character files. Watcher's Keep does not appear on my map.
  • WebDrakeWebDrake Member Posts: 35
    @Rann: was it a final save, or a regular save? In my case, final save. So far this seems consistent with what other people have reported -- import from character files or regular saves is OK, import from final save is not.
  • EmptinessEmptiness Member Posts: 238
    edited November 2013
    I imported from character files, and it was not on my map. To test, I created a single-player game and imported just my main character from his character file, and it is not on my map.

    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.)
  • AranthysAranthys Member Posts: 722
    I imported from a save (copied the save from the BG:EE save folder to the BG2:EE save folder), and Watcher's Keep is on my map, weird.
    Note that I haven't tried moving to there yet
  • EmptinessEmptiness Member Posts: 238
    To test further, I created a multiplayer (tcp/ip) game and created one new character to play. Watcher's Keep does not appear on the map for this character.
  • marcerormarceror Member Posts: 577
    I just created a new multiplayer game and a new single player game to test, using characters available in the pre-generated list. Watcher's Keep shows up on the map in both games.

    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?
  • PaulgPaulg Member Posts: 115
    i want to know that too ^^ can we just go to the edge of the map and leave, or do we have to CLUAconsole out again?
  • TiddlesTiddles Member Posts: 7
    You can leave just fine, you just need to use the console to get back there if you want to, as it still doesn't appear on the map. Your travelling hours will be wrong when you leave though (I think they'll act as if you're still where you did the MoveTo from).

    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.
  • marcerormarceror Member Posts: 577
    Thanks. All sorted with the console enabled and the CLUA command for when I'm ready to head to the keep. I guess I'll just try to conquer the whole thing in one go, which means I'll head there late in chapter 2/3, after I've completed like basically every other quest possible.
  • PaulgPaulg Member Posts: 115
    Tiddles said:

    You can leave just fine, you just need to use the console to get back there if you want to, as it still doesn't appear on the map. Your travelling hours will be wrong when you leave though (I think they'll act as if you're still where you did the MoveTo from).

    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.

    @Tiddles thanks doc! you saved my life! you are now entitled to my first born.
  • thedreamninjathedreamninja Member Posts: 1
    Just wanted to state that I too imported my character from a BG:EE save and WK doesn't show up on my map.
  • MornmagorMornmagor Member Posts: 1,160
    WK does not appear for me either, and i did not import anything.
  • IllydthIllydth Member, Developer Posts: 1,641
    The good news is this should be a well known issue and thus is probably in the "being fixed" stage at this point.

    Bug #6568. Will make sure this gets added to the upcoming known issues post.
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