BGII:EE Phaere missing from Female Fighter's Society
Calleklovn
Member Posts: 4
Hi there!
I'm stuck at the point in the game where I'm supposed to meet Phaere at the Female Fighter's Society after Matron Mother locks down the city to prepare for the ritual. When I enter the room, Phaere is there for about a second before she just disappears, and nothing seems to bring her back. Unfortunately, all my quick saves are after triggering this part of the quest, so my only alternative is to load at the chapter save.
I was hoping someone here might know how to fix my save or suggest some debug command I might try to bring this campaign back on track.
I'm stuck at the point in the game where I'm supposed to meet Phaere at the Female Fighter's Society after Matron Mother locks down the city to prepare for the ritual. When I enter the room, Phaere is there for about a second before she just disappears, and nothing seems to bring her back. Unfortunately, all my quick saves are after triggering this part of the quest, so my only alternative is to load at the chapter save.
I was hoping someone here might know how to fix my save or suggest some debug command I might try to bring this campaign back on track.
0
Comments
I'm on a Steam Store Mac version, in case that matters at all.
If you have no saves prior to entering Jarlaxle's base for the last time, then I suppose I could try fixing your save so that it is as if your timer never expired, but that would involve a lot of screwing with things. It would be a lot of effort, so if you have a save where you are still in drow form illusion I would try using that one instead. Let me know what you want to do.
C:SetGlobal("udPhaTimerOn","GLOBAL",1)
@Tresset, I'm a curious guy and like to learn new things, so my first thought when I read the OP was to summon Phaere using the creature code. Couldn't that have worked or would the effect have been the same, Phaere instantly disappearing when spawned?
Using the console to create a new udphae02 would have worked more or less the same way. udphae02 is scripted to dialog with the PC if she detects them nearby, but she would have been created at the center of the screen, rather than right next to the PC as the script would do with the code I gave (and without the special effects too). If a new udphae01 were created, she would disappear immediately.
So yeah, it is kinda the same thing, but I usually prefer to use the in game scripts to accomplish fixes rather than just spawn creatures everywhere. In other cases the console move that would be more obvious to the average player would be less perfect or may not work well at all. For example, in this issue, which I have been fixing for people recently, an unpickably locked secret door refuses to open for some reason, leaving the player stuck with no possible exit. The obvious answer would be a ctrl-j, but that would only bypass the door once, and would need to be done again if the player ever needs to pass that way again (in case they missed something, for instance). I fix it by using the console to set a global variable that triggers the opening of the door, which is a flawless fix for the issue, unlike ctrl-j.
Using variables and existing game scripts is a far more elegant method in my opinion. It also may have the side effect of making me appear more intelligent and knowledgeable to people!