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#7156 [NEERA] - Fadell Ironeye goes into an infinite loop after three rounds of ale

KumbaKumba Member Posts: 7
edited November 2013 in BGII:EE Bugs (v1.2.2030)
So I just walked into the Red wizard's enclave, mopped the floor with the upstarts, then bought Fadell Ironeye and all of the mercs three rounds of ale. Then, Fadell, bein' a bit tipsy, goes:

"All right, everyone! Listen up! You too, you... red-robed ninnies."

Followed by cheers from the drunk mercs. And then....she repeats, endlessly. I tried to save and reload, but she keeps it up. I had to exit the room for her to stop, but she'll start again once I go back in. Would rather not have to blast all of them with fireball, but I don't know what my options are at this point.

It didn't look like I was able to talk my way into the establishment, so I *think* Fadell was referring to the four red wizards that I torched before walking into the room and the script isn't handling this condition well.

Thoughts?
Post edited by Troodon80 on

Comments

  • KumbaKumba Member Posts: 7
    Yeah, the script isn't handling the condition that I killed the four red wizards. They go hostile as soon as they see me, so I had to make a beeline straight for Fadell, ask her all of the questions, then quickly pause and talk to the barkeeper and buy the three rounds of ale. Then, once Fadell starts her speech, one of the Red Wizards goes "What is this?" "You call me a ninny? You dare!?".

    BUG()
  • KumbaKumba Member Posts: 7
    It's not just any of the four red wizards in the bar, it's one specific one standing next to a table. Kill him, and the script loops. Kill the others but leave him alive, and the script works as expected.
  • ArdanisArdanis Member Posts: 1,736
    edited November 2013
    It appears there're two bugs here.
    Gate70 said:


    Once the first of 4 is dead the door can be opened and the other 3 remain non-hostile. Force-attacking them then buying the 3 rounds will lead to the situation you describe. Buying the rounds without force-attacking sees it play out properly.

    This is a bug, manually attacking the three wizards in the bar room doesn't set the variable to turn everyone hostile.
    Kumba said:

    Yeah, the script isn't handling the condition that I killed the four red wizards. They go hostile as soon as they see me, so I had to make a beeline straight for Fadell, ask her all of the questions, then quickly pause and talk to the barkeeper and buy the three rounds of ale. Then, once Fadell starts her speech, one of the Red Wizards goes "What is this?" "You call me a ninny?

    This, however, is a mystery. If anyone in the bar room sees fighting in the store room (if you open the door before killing everything red-circled there), the whole place should turn hostile.

    I would assume those three wizards thought they've been attacked and became hostile, and due to the first bug, Fadell and her men remained neutral.

    Did you use offensive spells with area of effect in the first battle?


    PS
    Kumba said:

    They go hostile as soon as they see me

    Do you load the save made after killing enemies in the first room, or does it consistently happen each time you enter the enclave? If it's the former, can you attach the save?
  • ArdanisArdanis Member Posts: 1,736
    This is really ugly :(
  • IllydthIllydth Member, Developer Posts: 1,641
    From another thread: @Ardanis posted:

    The dialog should pass to the three Red Wizards in the bar room, who are already dead and therefore break the flow.

    Temporary workaround:
    C:CreateCreature("ohnredw7")
    C:CreateCreature("ohnredw8")
  • Rollingd20sRollingd20s Member Posts: 11
    Thanks for posting the workaround. I had the same problem. The wizards in the barroom went hostile after I took out the ones in the neighboring room where the slaves were kept. That was odd, since I had closed the door and there was no line of sight, and the combat was over before I reentered the barroom. But I reloaded my saves and tried again, and the same thing happened. I had to CLUA the wizards back. Certainly a bug.
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