PREVIOUSLY UNDISCOVERED way to keep Yoshimo after Spellhold with EEKeeper
Pblack
Member Posts: 37
Hi.
I wanted to keep Yoshi after spellhold and I had already saved my game with him in Brynnlaw. So I thought I was in trouble because the "talk to him by the door" trick did not work unless he left the party BEFORE getting to brynnlaw.
So what I did was the following:
1. Leave him in Brynnlaw (should work anywhere else apart from the asylum) inside a building, close to a door.
2. After spellhold, get into the building, pause and talk to him so he joins your party again.
3. WITH THE GAME PAUSED, SAVE! Your save should have Yoshimo ALIVE in your party.
4. In EEKeeper go to global variables and set ASYLUMPLOT to 1.
5. Export the save back to the game and you are golden!
This worked for me and If I'm assuming correctly, ASYLUMPLOT seems to determine, among other possible things, the point when yoshimo dies (it was set at 60 when I saved my game). So setting it to 1 basically resets his progress through this quest. And since there are no triggers after that (as he should be dead) I'm guessing it is a permanent solution.
Now, I do not understand much of the IE, so if anyone knows a reason why setting this variable to 1 might be a bad idea. Please let me know.
I wanted to keep Yoshi after spellhold and I had already saved my game with him in Brynnlaw. So I thought I was in trouble because the "talk to him by the door" trick did not work unless he left the party BEFORE getting to brynnlaw.
So what I did was the following:
1. Leave him in Brynnlaw (should work anywhere else apart from the asylum) inside a building, close to a door.
2. After spellhold, get into the building, pause and talk to him so he joins your party again.
3. WITH THE GAME PAUSED, SAVE! Your save should have Yoshimo ALIVE in your party.
4. In EEKeeper go to global variables and set ASYLUMPLOT to 1.
5. Export the save back to the game and you are golden!
This worked for me and If I'm assuming correctly, ASYLUMPLOT seems to determine, among other possible things, the point when yoshimo dies (it was set at 60 when I saved my game). So setting it to 1 basically resets his progress through this quest. And since there are no triggers after that (as he should be dead) I'm guessing it is a permanent solution.
Now, I do not understand much of the IE, so if anyone knows a reason why setting this variable to 1 might be a bad idea. Please let me know.
2
This discussion has been closed.
Comments
But otherwise changing the variable should probably be fine
Just sayin'!
But the doors to the asylum should be locked at this stage right? I chose to leave with saemon. Maybe the changed variable did not allow saemon to appear but it also "unlocked" the doors to the asylum. This gets even weirder wth the fact that after I entered the asylum on this trip, I could not leave again due to the "doors being magically sealed" again. So I DO believe there are some consequences, but luckily, the 2 bugs it seems to generate complement each other gracefully.
Yes. Sadly it does.
Yoshimo is under the effects of a geas. Beyond that, nothing more about his "motivations" need be said.
Some of us accept his fate as integral to a beautifully tragic twist and that's okay. All the more reason to put that bloody rogue elf into the ground where he belongs.
Others can't get past it and that's okay too. The guy has terrific dialogue, was for years the only single class thief, and remains one of the saga's best and most memorable personalities.
But to blame him for it? That's just not right, and I mean that in every sense of the word - it's literally incorrect.[/Spoiler]
Edit: Spoilered
And iirc, there was some condition somewhere where one could not talk about the Geas itself...
But to be more serious and honest: I still think Jan Jansen to be a much more competent thief.
Yummy!
Does anyone really know why they cancelled Firefly? It can't be because of the ratings, because everyone loved the show!
Thread closed. If anyone wants to make an appeal on the decision, send me a PM. :-)