Tirdir Quest rendered unwinnable.
Brau_1589
Member Posts: 3
in Not An Issue
In the original game if you killed Am-Si, the guy in red clothes, then you could go inside the hideout and fight the other two conspirators. The two would have a special dialogue if you took this route.
However in the EE you can't get into the hideout at all if you kill Am-Si, rendering the quest unwinnable. Also there is still a square of missing background near Am-Si.
However in the EE you can't get into the hideout at all if you kill Am-Si, rendering the quest unwinnable. Also there is still a square of missing background near Am-Si.
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I cannot find any issue on my end; see attached screenshot.
Couple quick questions:
The square has been reported previously, can't remember the number offhand. (edit: 7025)
Thanks
BGII:EE has this
IF
Global("AmsiHouse","GLOBAL",1)
THEN
RESPONSE #100
Unlock("DOOR0507")
SetGlobal("AmsiHouse","GLOBAL",2)
MoveToPointNoInterrupt([1440.3664])
END
BG2 has this
IF
Global("AmsiHouse","GLOBAL",1)
THEN
RESPONSE #100
Unlock("DOOR0507")
SetGlobal("AmsiHouse","GLOBAL",2)
MoveToPointNoInterrupt([1440.3664])
END
In both games the AmsiHouse variable isset from his dialogue (Open the door boys. I gotta get in.)
I can remember killing him after the dialogue; blocking his path works well.
If so, I can confirm that it does break in vanilla too if you don't talk to him. IIRC in vanilla he initiated dialogue when you approached him, not sure.
Reti and Camitis are inside.
Seems good for me to report, but make a clarification so the dialogue is automatically started when the Player1 is near Am-si. Edit1: i don't recall the right action to initiate dialog, check the action.ids or the IESDP.
Edit2: NVM edit 1, fixed it by checking the IESDP myself
(& his dialogue could be triggered if talked to or attacked rather than proximity. It would feel unrealistic for him to spill the beans because he saw somebody he'd not encountered before)
Any thoughts @Dee
I just managed to get there and try it out and make a save, so I'm attaching a save from just prior to attacking him. Simple steps:
- Talk to Am-Si, after the conversation attack and kill him. CTRL+Y for quickness.
- Note the journal entry, StrRef: 34311 *, which states that Am-Si has entered the house—even if you happen to kill him before he does.
- The door will be unlocked, however, and the player can gain entry.
Next:So I'm going to say this is working as intended, and try not to kill him before he talks next time.