Ruling the de'Arnise Keep and Lands
Scourge2
Member Posts: 32
If I leave Nalia at the Copper Coronet before heading off to Spellhold and pick her up after returning to Athkatla, will that permanently interrupt her stronghold quest? Is it possible to finish it before leaving for Spellhold?
Scourge2
Scourge2
0
Comments
- She joins immediately, and sets a three-day timer. Get a move on, or she'll leave.
- She goes to the keep. No time pressure, but she's not available to join until you go there.
Rejecting Nalia's first offer leaves her in the Copper Coronet, deferring the decision above until you talk to her again.
If you're in the stronghold quest proper - you're a fighter acting as the new lord - then Nalia is no longer directly involved. The quest will progress with or without her.
(I remember trying before, but no one ever met me urging me to return to the Keep. Inviting the priest to set up shop in the Keep before leaving for Spellhold was the farthest I've ever gone in this quest.)
But ... the quest is prone to the "missing messenger" bug. At several points, the quest needs a messenger to spawn and talk to you. The way the script block to create the messenger is written (at least in the EE), it can easily be interrupted and only partially execute, leaving you in a situation where the variables are updated as if the messenger spawned, but it never actually did.
That's a typical action block for one of these messenger-spawning script blocks. First it sets a variable, telling the game not to do this again. Then it creates an invisible helper creature at the player's location, and teleports it to a random nearby off-screen location.
Then it waits for exactly one tick (the smallest time interval the game uses, a fraction of a second), and this wait is where things break. If player 1 takes any actions in this time - which I think includes being talked to, something that's quite likely due to how time-based stuff piles up when you travel - the script loses its place and fails to execute that last command of actually spawning the messenger.
If this happens to you - more than a week of in-game time passes with no action on the keep front - the best fix is to just spawn the messenger in yourself with the cheat/debug console. For the keep, that's a C:CreateCreature("KPRUNN01") command.
For example, here's the last instance of this bug I managed to pin down in my own play - I spotted the helper creature in the save so I could tell exactly where the messenger failed to spawn.
I cleared out the Windspear Hills dungeon. While I was in there, the in-game timer for the keep ran down. Exit the dungeon, messenger block triggers. I think something else might have triggered too, like a talk that couldn't happen in the dungeon, but I didn't log it. Alternately, I might have just clicked a move command. Messenger block breaks.
Thank you in advance.
Would it be worth it to put this stuff into the fixpack, if it makes the messengers more reliable to appear?
I had an idea for something that could go in the fixpack, guarding that wait with SetInterrupt commands to prevent it from being interrupted ... but then I tested that on the control battle for summoned elementals, and it didn't stop that script's wait from being interrupted. I'm not going to propose something unless I have a reason to believe it'll work.