Skip to content

[mod] The Dreadful Tales: Juniper and the Stone Leech

13»

Comments

  • ThrasymachusThrasymachus Member Posts: 957
    I added Juniper to my party as soon as I could in ToB. I really enjoyed her quest and her unique personality.

    I especially was grateful for a new quest area in ToB. That part of the series can be a bit too linear (I usually save Watcher's Keep for ToB precisely to mix things up a bit). So it is great that there is another "side quest" for this part of the series.

    As I mentioned with respect to your Khalid and Walahnan mods, for some reason the Epilogue for Juniper did not fire after the defeat of Melissan. (The Epilogues for Xzelë and Afu-Zuuvi did fire normally, though.)

    Like all your mods, this one was great. Thanks so much for all your work! B)
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    Thanks for the feedback! :)
  • Holden1Holden1 Member Posts: 26
    I can't seem to get Juniper's quest to trigger. I speak to Juniper and she tells me of the quest, but after the dialog that starts with "the pyramid was seen in the Frozenfar by an adventuring group..." the dialog textbox just closes. If I speak to her again, the conversation starts from the beginning again and cuts off at the same point.
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    Who do you have in your party? Perhaps it's a broken interjection.
  • Holden1Holden1 Member Posts: 26
    Aside from CHARNAME, I have Hexxat, Angelo, Adrian, Saerileth, and Faldorn. All modded NPCs, so it probably gets dicey. I've run into a lot of dialog stutter bugs this run.
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    You may try giving Hexxat a kick for a moment and see if the talk is going to continue without her. I think I need to check interjections to make sure they're going to work fine.
  • Holden1Holden1 Member Posts: 26
    edited March 11
    That did the trick! Thank you!

    Out of curiosity, when there are chronic problems with dialog like this, such as stutter bug or "dead ends" in dialog, what is usually the culprit? I have just about every banter pack out there loaded in my run, but I also have a ton of modded NPCs, both of which are new to my run this time. The stutter bugs in particular happen with both modded and unmodded NPCs, and it's really driving me crazy.

    EDIT: And there it goes again. As soon as I had Juniper join, she immediately got into a stutter bug with CHARNAME. It's happening all over the place, and very difficult to fix due to my limited (i.e. non-existent) knowledge of coding. I would rather just remove a bunch of mods from my next run if they're going to create issues like this.
    Post edited by Holden1 on
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    No, stutter bugs means there is a loop: the script of some character tries to fire a dialogue, but there is no dialogue to fire, so it tries again, nothing fires again, so the script yet again tries to fire the dialogue, and so on... Thus, you end up with a stutter bug. Something is meant to happen, but it doesn't, because the script does not match the conditions of something else (usually, some specific talk).

    Broken chains usually happen, when for example someone was supposed to interject, but the character cannot do that (because of some condition, missing character, wrong file reference...)

    In other words, there may be tons of different reasons.
  • Holden1Holden1 Member Posts: 26
    In a situation like that, if I use the Stutter Debug tool to locate the block that is firing over and over, could I just delete the block using Near Infinity? I don't mind missing the dialog if it means I can progress, but I wonder if there are unintended consequences by simply removing code like that.
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    You won't just miss a talk. You will most likely destroy a friendship/romance or a whole quest if it's associated with one. There is no simple rule here. Scripts handle EVERYTHING in the game. Talks, quests, encounters, spawning creatures, battles and so on, so depending on a script, anything can happen. The greatest chance is that it will affect a whole chain of talks and / or a quest.
  • LoremasterLoremaster Member Posts: 218
    :smile: I really like when someone adds content to the ToB part of the BG saga, so thank you for this addition to the game. :smile:

    I read a review of this mod that says "Before one can reach the true beginning of this quest, however, you must travel with Juniper for a time." https://smolderingmodsbar.com/juniper-and-the-stone-leech-bg2ee/

    Is there a way to reduce the time you need to have her in the party before her quest start? I'm hesitant to change my party too much this late in the game -and thus also to install a mod that forces me to do so- and would prefer to have her quest kick in when she joins the party. Can I change some variable in the console or something to make the quest start quickly?
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    Well, this quest is exactly to make one change their composition and you will require her presence for the whole quest to work. IIRC, though, in theory, you can just talk to her after you kill Yaga-Shura, as her quest starts for real in Amkethran.
  • LoremasterLoremaster Member Posts: 218
    I recently found out about this mod and was glad, ToB needs more content and this mod seems promising. Although, before installing something I want to know what to expect of it.

    I take it that the review I read is not accurate concerning the need to travel with her for some time before her quest starts. So, if you recruit her after killing Yaga-Sura, then travel to Amkethran and talk so someone there, her quest begins, is that right?

  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    IIRC, yes. I mean, she actually tells you in the very first talk that she is looking for Amkethran, so it starts upon recruitment. But yes, You will just miss some talks, but they are more like scenery talks that has very little to do with the quest and more with her as a character.
  • LaurieLaurie Member Posts: 8
    Hi there!

    First of all, I love your work Lava!

    I'm in a bit of a pickle though. I'm in Chapter Nine, and Juniper has just joined my party (I let her wait in the pocket plane for a while).

    We went to Amkethran, but the Old Man isn't spawning. Is there some sort of trick to it? Do I have to wait for some time before he appears, or is this a bug? If the latter, is there a way to spawn him?
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    Hey! :) And did you get the talk with Juniper once you took her to Amkethran? Check your variables:

    C:GetGlobal("L#JNQuest","GLOBAL")
    C:GetGlobal("L#JNInAmketrhan","GLOBAL")

    The variable responsible for spawning the man may be checked with this code:

    C:GetGlobal("L#JUNIPERARCSPAWN","GLOBAL")

    And here's the location where he should be standing: 3700.1600 (you can check the cursor location by pressing "X")

    In case you have never used the console, here's information on how to make it work:
    https://gibberlings3.github.io/iesdp/appendices/clua/bgee.htm
  • LaurieLaurie Member Posts: 8
    Thanks Lava!

    Unfortunately, it's not working! I've had all my chats with Juniper, and am in Amkethran, set the variable according to the code, but he never turned up! Looked all over the map, and no dice :(
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    edited April 12
    But I haven't told you to set anything yet :) these codes should tell us what are the values of these variables :) When you used these codes, the value should be there, mentioned in the box / log.
    Post edited by LavaDelVortel on
  • LaurieLaurie Member Posts: 8
    Ooh I'm sorry! Now I follow. I used the codes and the value was set to one.
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    Which one? There are 3 codes and I need to know all 3 values :)
  • LaurieLaurie Member Posts: 8
    I'll check again when I get back home :) and thank you!
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    Sure :)
  • LaurieLaurie Member Posts: 8
    Hey! So:

    JNQuest = 1
    JNInAmketuran = 2
    JUNIPERARCSPAWN = 1
  • LavaDelVortelLavaDelVortel Member Posts: 2,945
    The last variable indicates that the character spawn correctly (it is set exactly then), BUT I think I know what may be wrong. I think that by accident I gave him a "random walk" script so he may be anywhere on the location, sometimes those characters are stuck in some instances places like between barrels or rocks.

    Take one last walk (the main is actually called "Old man", keep that in mind) and if you decide you are to tired to do that, use this code: C:CreateCreature("L#JNARC") -- this should spawn another version of him. Just make sure you're in Amkethran.
Sign In or Register to comment.