[#11111][All] Force-talking Safana repeats Dorn dialog
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1. Recruit Safana and Dorn into the party
2. Play the game until Safana and Dorn have their banter that starts "Oh, Dorn, you really seem to have gone through quite a bit of trouble."
OR set the following via CLUA Console C:SetGlobal("DORN_SAFANA","GLOBAL",1) to expire the timer immediately
3. After the banter, force-talk Safana
Observed
The Safana-Dorn banter repeats.
Expected
Should not repeat.
Notes
This blocks mod dialogs by Safana. (I did verify the bug on a vanilla install)
The following block in DORN.BCS fires the Safana-Dorn banter;
2. Play the game until Safana and Dorn have their banter that starts "Oh, Dorn, you really seem to have gone through quite a bit of trouble."
OR set the following via CLUA Console C:SetGlobal("DORN_SAFANA","GLOBAL",1) to expire the timer immediately
3. After the banter, force-talk Safana
Observed
The Safana-Dorn banter repeats.
Expected
Should not repeat.
Notes
This blocks mod dialogs by Safana. (I did verify the bug on a vanilla install)
The following block in DORN.BCS fires the Safana-Dorn banter;
IFIn SAFANJ.DLG, State 7 starts the banter with the following trigger:
InParty("DORN")
InParty("SAFANA")
GlobalTimerExpired("DORN_SAFANA","GLOBAL")
Global("DORN_SAFANA_DIALOG1","GLOBAL",0)
IsValidForPartyDialog("SAFANA")
THEN
RESPONSE #100
SetGlobal("DORN_SAFANA_DIALOG1","GLOBAL",1)
ActionOverride("SAFANA",StartDialogueNoSet(Player1))
END
Global("DORN_SAFANA_DIALOG1","GLOBAL",1)It is missing an action to increment the variable once the banter has fired, e.g.:
SetGlobal("DORN_SAFANA_DIALOG1","GLOBAL",2)
Post edited by Cerevant on
3
Comments
(The game is obviously unmodded.)