[#11111][All] Force-talking Safana repeats Dorn dialog
AstroBryGuy
Member Posts: 3,437
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.)