Question about The Grey Clan mod (fixed)
CheckmateSanderson
Member Posts: 50
Hi,
I've installed The Grey Clan mod as part of a BWS installation & I'm wondering if anyone can help me with a possible bug.
I've completed the questline up to the point of meeting Jusam near the Hall of Wonders building; a group of bandits attacked, we fought them & their leader teleported away. Now Jusam just keeps saying that there are wounded bandits hiding in the area and I must kill them. According to a walkthrough I found, I'm supposed to be given the location of a bandit hideout or something but this hasn't happened and I really don't know what to do next.
Any ideas how to fix this?
EDIT: According to the walkthrough, a Flaming Fist Elite is supposed to appear & speak to Jusam after the bandit ambush. But this character never spawns for me.
I've installed The Grey Clan mod as part of a BWS installation & I'm wondering if anyone can help me with a possible bug.
I've completed the questline up to the point of meeting Jusam near the Hall of Wonders building; a group of bandits attacked, we fought them & their leader teleported away. Now Jusam just keeps saying that there are wounded bandits hiding in the area and I must kill them. According to a walkthrough I found, I'm supposed to be given the location of a bandit hideout or something but this hasn't happened and I really don't know what to do next.
Any ideas how to fix this?
EDIT: According to the walkthrough, a Flaming Fist Elite is supposed to appear & speak to Jusam after the bandit ambush. But this character never spawns for me.
Post edited by CheckmateSanderson on
0
Comments
I'm wondering if there's a Global variable I can set to get the quest moving again?
C:SetGlobal("BW05_BanditAttack","GLOBAL",0)
Maybe you need to initiate dialogue with Jusam yourself.
(It looks like either the game counted the dead attackers wrong or one of them is still around somewhere...)
Thanks very much for your help, I appreciate it.
In the EET game with the Sandrah mod you get an additional oprtion here. That mod adds a sequel to it in BG1 as well as further events later on in the game. It's not truly a sequel, rather Sandrah uses the unfinished mod's end as a starting point for more contents around Xephistagoras and Lady Monica.
@PaulaMigrate
For the rest, I don't know, I'm not even sure if it's just one author or a team.
The mod has been growing over the past years, it was previously a BGT mod for a time but it switched to EET once that became available. It uses all the extra features that EET has but BGT never could.
BG0600.bcs contains:
IF
GlobalTimerExpired("Varci","GLOBAL")
THEN
RESPONSE #100
ActionOverride("Varci",EscapeArea())
END
GlobalTimerExpired is always true at some point.
this section always firing and doesn't have Continue() command meaning all rest area script is not running.
correct section:
IF
GlobalLT("SpawnVarci","GLOBAL",99)
GlobalTimerExpired("Varci","GLOBAL")
THEN
RESPONSE #100
SetGlobal("SpawnVarci","GLOBAL",99)
ActionOverride("Varci",EscapeArea())
END
I used existing variable which spawns npc. Hope it's not used anywere else.
BTW in my bws setup there are many other sections that apparently don't work without this patch too...
https://forums.beamdog.com/discussion/70483/bug-varci-check-breaks-modded-area-script-ar0600