Corwin romance - did I screw up, and if so, where? [SPOILERS]
Ballad
Member Posts: 205
So I just finished my first playthrough of the game. I was under the impression that I was "in romance" with Corwin, having talked to her about my feelings towards her, of her child and whatnot. Yet, at the very end when I'm imprisoned in my cell waiting for the verdict, she talks to me as if we were only comrades. She asks me to sacrifice myself for the city like a real hero would, then leaves. And that's the last bit of dialogue I get from her before the game ends. I also get a journal update saying that Corwin seems to believe I was the one who killed Skie.
Is this the only possible outcome to her romance, or did I miss a lovetalk or screw up the romance somewhere? I've looked all over these forums but can't find this being discussed anywhere. Though I really liked the ending in general, not getting an emotionally satisfying conclusion to the romance really irks me.
Any input is greatly appreciated!
Is this the only possible outcome to her romance, or did I miss a lovetalk or screw up the romance somewhere? I've looked all over these forums but can't find this being discussed anywhere. Though I really liked the ending in general, not getting an emotionally satisfying conclusion to the romance really irks me.
Any input is greatly appreciated!
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Now, are there are any console commands I can use to "force" the missed lovetalks? I really don't feel like backtracking several chapters just so I can experience few strings of dialogue. Maybe @bengoshi could help, or at least direct me to someone who can?
I never managed to get all the lovetalks manually and cannot figure if there is a timer you can modify with the console. My only theory is that her lovetalks are bound to specific parts of the game and if you progress too fast or too soon, the romance ends in limbo.
There are six, not five, lovetalks in total with the following variables:
bd_CorwinRomance1
bd_CorwinRomance2
bd_CorwinRomance3
bd_CorwinRomance4
bd_CorwinRomance5
bd_CorwinRomance6
To get the final dialogue, all these variables need to be set to 2. You can do this in EEKeeper or via the console using C:SetGlobal("bd_CorwinRomanceX","Global",'2'). In addition to that, there's a variable called bd_Corwin_Romance_Active which also needs to be set to 2.
If anyone out there has the specifics of how to complete the romance the proper way (ie how and when to experience all the lovetalks before the end), please let me know.
I ask because there are hidden overlays on every map, some of which triggered a conversation with Corwin when walked over, similar to a trap I suppose.
These overlays can be revealed by pressing CTRL+4. Shows all traps, which was why I used it, but also show other triggers, but there is no way I can see to tell which trigger is for each event/conversation/etc.
I should've known. These games are not known for rewarding a stealthy/nonconfrontational approach.
Technical details:
* There are no timers
* I'm pretty sure that as long as you don't fail the romance, a lovetalk will fire even if you missed the previous one
Check some of your save games and see if bd_Corwin_Romance_Active is 3 in any of them - that means she ended the romance.
I never got Corwin to start any romance although she kept saying things like "Can true love bloom, even on a battlefield?" But that's it. My character was female but I thought she would start the romance anyway. I ended up switching her out and in the final bit, when charname was escaping prison, Corwin tried to stop her so my charname killed Corwin.
All SoD romances start and go parallel until one of the romance interests starts a "chose one" dialogue with the PC. If the PC then choses this NPC, all others are shut down.
1. First of all, devs were genious enough to make all of your romantic relationships go to hell if you EVER tell ANY of your companions that you're not attracted to anybody. I've been developing relationships with Viconia, Neera and Corwin, but after I decided to tell Vic that noone has "caught my heart" — not only hers, but other two romances closed as well, and I never gave any further dialogues till the very end of the game.
2. But surely I was not satisfied with it, so I dug into the depths of Internet and found... well, nothing, except for this thread, and the fact was pretty unexpected and disappointing. But nevertheless, from here I learned that you CAN manipulate your romances via Editor — the question was, what do you actually do to make all of the dialogues appear.
3. And it turned out that the answer is ridiculously simple — all you need to do is take the variable of a dialogue you're intereted in (like "bd_CorwinRomance1" for example) and set it's Value to 1. That's it. The moment you'll load this savefile, the dialogue will start.
There's a possibility that you'll also need to set bd_CorwinRomanceActive to 2 if you want to see her dialogues 5 and 6 ('cause her romance starts after dialogue4), but it may not be necessary (Im too lazy to check lol).
Hope it'll help if someone ever face same problem. All in all, I made an account here only to post this text
5 Bd5100 Underground River (Inside) 4064, 1540 Bdrom16
6 Bd4300 Dragonspear Castle basement Area Bd4300
I have BD romance 4 with a variable of 2 at the moment and then Corwinromance active is set to 2 as well
Any ideas on how to proceed to activate said talks?
1 Bd1000 Coast Way Crossing 1324,2976 BDRom01
2 Bd7100 Troll claw woods 3556, 1276 BDRom06
3 Bd7300 Dead Mans pass 4208 604 Bdrom13
4 Bd5200 Underground river (Warrens) 1440,1340 Bdrom18
5 Bd5100 Underground River (Inside) 4064, 1540 Bdrom16
6 Bd4300 Dragonspear Castle basement Area Bd4300
However after exploring all of the Deadman's Pass map I do usually have these variables below suggesting it has triggered correctly (so I'm wondering if it's a typo and the location should be something like 4208 1604):
bd_Corwin_Comments = 1
bd_Corwin_Romance_Active = 1
bd_CorwinRomance1 = 2
bd_CorwinRomance2 = 2
bd_CorwinRomance3 = 2
FWIW on my current playthrough I'm monitoring to see if bd_Corwin_Romance_Active changes to 2 automatically AFTER the bd_CorwinRomance4 entry has appeared and is status 2 like the three above. Just to verify the guidance above that that is when the 'main' romance dialogue activates and kicks in (after the 4th trigger)...
The problem is that the region is set up wrong, and thus never actually triggers the talk.
Here's the script (bdrom13): On the first pass, set a variable. On the second pass, have Corwin talk to the protagonist.
What's wrong? The region doesn't have the "trap resets" flag. You go over it, the variable gets set, and then it never triggers again. That second pass doesn't happen, and Corwin doesn't initiate that conversation.
You should be able to get the romance talk anyway - once you pass that point, force-talk to Corwin. It's not a fatal bug, but it is a bug. Reporting to the EE Fixpack.
(Update: it's not just this region. All of the regions involved in the SoD romance talks should have the reset flag, but only a few of them do. Lots of stuff to fix.)
This is also largely wrong. Although the "Trap Resets" flag is not set, the second block can and does fire, and Corwin will initiate the conversation in question (try it yourself on an unmodded game). I can't explain why, unfortunately.
Walk into the region in question. Corwin will initiate dialogue. Leave the region. Advance time by one hour. Charname gets a mundane Circlet in their inventory. Walk back into the region. Charname gets a Circlet of the Archmagi in their inventory. Plainly this sequence cannot happen unless the region is activating multiple times.
For convenience, I'll use a chapter 8 save I have to test, and the "Rasaad and Safana Romance 1" region - another of those that lacks a reset flag.
And ... yes. That region's script runs repeatedly. The extra block I inserted ran six times in a matter of seconds. What, in the name of Oghma, is going on here?
Does a search for the trigger variable with NI for dlgs and bcs' give any hits?
Which explains the difference I observed compared to the bounty hunter triggers near Wyrm's Crossing (Nestor and Tel-anon). Those use Entered() rather than IsOverMe() for their triggers, and thus only go off once - if you pass by with a decent rep once, visiting later with a low rep won't spawn the bounty hunter.
Also, make that "entirely" rather than "mostly". The SoD romance region scripts don't contain any event-based triggers.