Tales of Arterra game breaking cutscene bug
megamike15
Member Posts: 2,666
this has been brought up on the vult but as this is specific to the enhanced edition i thought it should be brought up here as well
so for the most part this module is very much playable in the ee expect for one issue
this is a huge issue. and i'm not sure what is casing it.
so for the most part this module is very much playable in the ee expect for one issue
during part 2 of awakening you lose your companions. what is supposed to happen is you watch them die and then re recruit them when you go to the after life. but this cutscene does not play properly. your companions don't show up in the cut scene where they are supposed to die as such you can't meet them when you go to the hells.
this is a huge issue. and i'm not sure what is casing it.
0
Comments
Wow, that took *forever* to confirm for myself.. what can I say, I'm a sucker for punishment.
Okay, the function that should be running at the end of chapter 1 looks like this:
const string DB_NAME = "TOA_AWAKENING";
void CopyAllHenchmen(object oPlayer)
{
int i = 1;
object oHench = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPlayer, i);
while (GetIsObjectValid(oHench) == TRUE)
{
StoreCampaignObject(DB_NAME, "Henchmen" + IntToString(i), oHench, oPlayer);
i++;
oHench = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oPlayer, i);
}
// * if at least one henchman store the number of them
if (i - 1 > 0)
{
SetCampaignInt(DB_NAME, "NumberofHenches", i - 1, oPlayer);
}
}
However!!, No Database gets created in the database directory. Can anyone spot what is wrong? I can't find any documentation on StoreCampaignObject. But SetCampaignInt should, if nothing else, be creating a Database file?
So all I've done is deleted the pieces of the script that removes missing henchmen, and transfers their inventory to the chests.
As a consequnece, all 3 npcs will be captured with you, even if you did not recruit or bring them. Furthermore, non-default inventory items they are carrying or equipped will be lost.
I think both of these are... very minor. Hopefully, someone will figure out a proper fix, or find out what broke when nwn upgraded to sqllite,, (I'm assuming this is when Arterra broke,, I know it used to work in previous EE versions.)
edit: if you have a fix it could be best t add it to the thred for the time being.