[Ranger Stronghold Quest 2] Delon never showed up to warn me and now the townspeople hate me.
Deadalious
Member Posts: 1
As the title says, I never got the warning that they were being attacked and now they aren't interested in talking to me,
Any way I can work around this? I've got EE Keeper and some people were talking about editing the global variable ORGONASSAULT, deleting that, editing OGRON Attack to 1 and RANGERPROTECTOR to 1.
This lets me to talk to the townsfolk and even go to the cave to see Delon, however now Ogrons show up and the quest gets frozen.
Any help would be great.
Any way I can work around this? I've got EE Keeper and some people were talking about editing the global variable ORGONASSAULT, deleting that, editing OGRON Attack to 1 and RANGERPROTECTOR to 1.
This lets me to talk to the townsfolk and even go to the cave to see Delon, however now Ogrons show up and the quest gets frozen.
Any help would be great.
Post edited by Jalily on
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Please upload a save game before editing the variables with EEkeeper (and no 7Z plz).
Not sure that I would call this "Not an issue" - been playing around with this one a bit in my current game. It seems that if you rest outside at the appropriate time, Delon shows up and talks to you. However, if the time comes and you are traveling between areas, he shows up, but doesn't approach you (he says he has an offer for you, but then walks away). If you click on him to talk within a second or so, you can get the quest as normal. If you don't talk to him quickly enough, you get the message that Delon is busy - you can't talk to him, he disappears and you don't get the quest.
Can we move this thread back to the active bug reports or at least have someone look at it? It doesn't seem to be getting any attention here.
No mods installed, and I have the current version of the game (v1.2.2030)
Just repeated the process with that save by travelling to Trademeet, Umar Hills, and Waukeen's Promenade. Delon appears and says that he has an offer for you (you don't go into a conversation window, though.) If you talk to him quickly enough, you can get into a conversation and get the quest properly. If you take more than a second or two, he starts to walk away, and if you try to talk to him you get the message: "You cannot initiate dialogue. Delon appears busy" He then disappears after walking for a few seconds.
No problem when he appears after resting.
Also occasionally ran into that bugged line from Anomen, but that seems to happen after resting, not when travelling.
I bought the game through Steam, so I don't have the Beamdog launcher. My computer does have 2 cores; if you can point me to where I can change the CPU affinity, I can try that.
By the way, here is what happens when I travel to Umar Hills.
@Troodon80 which is the issue on the scripts? (so I can fix it *and* know what is going on).
@Astafas could you please zip/rar your saved game and upload it to the forums so I can take a look at it?
You would need to add an extra variable to every part of his script that is causing him to leave prematurely (you can use something similar to the stutter tool technique to figure out which portions are being a nuisance), then set it via his dialogue so that he will only leave after he has spoken to the player.
I think the de'Arnise Keep messenger uses something along those lines, so you could probably copy similar portions and change the variables.
Open the game and select one of your characters, go to Record Screen->Customize->Script-> Select CUSTOM (7CFIXER), go back to the Game Screen and press the letter F only ONCE. Delon will spawn and give you the Ogre Invasion quest. If you press f again, Delon will spawn again to tell you that about Umar's Invasion. I hope this fixes your issues and everyone else's.
Also, if you press D your character will turn into a Drow (it won't set variables so it's useless as a disguise in the Underdark, it is just for cosmetic use and it won't trigger twice on the same character, unless that character dies and gets revived), so don't press D
@Troodon80 I added a new variable, 7Cdelon7C, and used it for my script to block the BALDUR.BCS from spawning Delon for that particular quest, so you only have to use the script once to fix this issue.
Now this fix should work if you drop DELON.BCS and DELON.DLG in you override folder.
And if you don't want to wait for the BALDUR.BCS to trigger him to spawn (probably he *won't* span if this bug is happening) use the 7CFIXER.BS.
-Nusmtalkedto not checked
-no variables check in the BALDUR.BCS
-no check of why he was spawned for
-dialog variable checks does not go according to the checks in Delon's script
-timer not checked until expiration
So yeah, that causes one little part of this problem
- 7CFIXER.BS is in the "scripts" folder: C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate II Enhanced Edition\scripts
- DELON.BCS and DELON.DLG are in the "override" folder: C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate II Enhanced Edition\override
I replace the CUSTOM (DEFAULT) script on one of my followers (I've used Hexxat and Aerie as well as my main character), return to the game screen, press K, nothing happens. For the heck of it I also tried D, and no drow for me. I also tried spawning Delon manually, but he just walks away.
Any thoughts? This isn't a deal breaker for me, but heck - if I can get it working, that would be fantastic. Thanks!
Thanks
To both @CrevsDaak and @Gate70, I should add that I'm using the multistronghold mod - if this script isn't compatible, then no worries and my sincere apologies for wasting your time.
@CrevsDaak - your structure is very different from mine... my CHITIN.KEY is at C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate II Enhanced Edition (which is why I dumped files into the "scripts" directory also at this level). There was already an override folder here so I used it. This is a straight download from Steam, I didn't change the install directory or anything. Weird. The "data" folder exists, but has no subfolders (just a bunch of .bif files).
@Gate7o - I attached my latest quicksave - lemme know if you need anything else.
Thanks again all!
I think this is the situation.
- You have killed the Shade Lord.
- Madulf has agreed to protect the village.
- You stopped Lord Tombelthen one way or another.
- You missed the call to Umar about ogrons.
- When you then turned up at Umar Madulf and the ogrons have gone.
Is that correct or is it slightly different?