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Apprentice
Forsaken Gods Enhanced edition> problem with Gorn security
I have a problem, come to a point where Lee and his paladins have to Gotha> take them with me and led them to the Gorn, but the door watchman stops me (again?)
Before I gave him 50000 and let me inside the city, became friendly (his name is written in green).
-Then filled quest of Gorn
-Then headed to the capital and there filled quest to get Lee to come with me and his paladins to Gotha.
Now the guard stopped me again ... does not want money - just stop me.
After second warning he attack me - and becomes crazy> paladins start a battle with people of Gotha .... full madness.
Next time I tried to avoid hitting of the gatekeeper and straight to escape to Gorn. It work !!! Guard stopped chasing me, Lee and paladins stay calm and follow me to Gorn throne room .... but now Gorn does not want to talk to me. The only reply now is only to learn his fighting skills. 
I began to think that something is wrong ? what to do now?
I've fulfilled all the tasks of Anog and Inog then continued to follow the quest and got this ....
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Make sure that all 9 paladins are with you and staying near the watchman. Only then he will talk to you.
If only one is missing he won't talk to you.
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Apprentice
 Zitat von Vorticon
Make sure that all 9 paladins are with you and staying near the watchman. Only then he will talk to you.
If only one is missing he won't talk to you.
Works !!!
You saved my life. Thank u bro
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9 paladins?Hmm,that's weird,there are only 5 paladins for me(Lee,Hanz,3 other paladins),and I cannot seem to be able to pass.I also tried heading straight to Gorn and ignoring the guard,but he had no dialogue option for the quest.I have to admit,though,that I kind of killed some paladins in Vengard before...
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Either 4 paladins are lost or you killed them.
Here are the codes for all of them:
Lee: goto Lee
Hanz: goto Vangard_Paladin_General_01
Hanz' Co: goto Vangard_Paladin_General_02
Paladin: goto Vangard_Paladin_01
Paladin: goto Vangard_Paladin_02
Paladin: goto Vangard_Paladin_03
Paladin: goto Vangard_Paladin_04
Paladin: goto Vangard_Paladin_05
Paladin: goto Vangard_Paladin_06
First try to find them with goto, if they are dead, try to spawn new ones. Not sure if that works.
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None of them worked teleporting to a paladin results in teleporting over a house in Vengard,and trying to spawn one yields no result.Many thanks,though,much appreciated!
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 Zitat von Vorticon
if they are dead, try to spawn new ones. Not sure if that works.
Please stop giving bad advice that leads to bugs. It's never good to spawn additional instances of unique NPCs. You know what "unique" means, right?
@TudoracheMG: If you are teleported to a house in Vengard, try the goto command again. There must be the NPC somewhere near. Take him to Gotha.
P.S.: I hope you told the other NPCs to wait in Gotha, otherwise you will have to search for them again, too.
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 Zitat von mdahm
It's never good to spawn additional instances of unique NPCs.
It worked with kill quests in G3, iirc, for Xardas, Rhobar and so on.
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 Zitat von Larisa
It worked with kill quests in G3, iirc, for Xardas, Rhobar and so on.
I don't see why you would argue with me about the facts I'm writing. How did you get the impression that I talk about things I don't know?
In addition, what you write is absolutely not the point here.
1) nik0la doesn't have any problem with kill quests.
2) My statement was a general one. Even if you found one or two examples where it actually helped in a certain situation to spawn additional versions of unique NPCs, it doesn't mean that this spawns would help in any other situation.
3) ...and it doesn't say anything about the technical trouble you would get when you spawn (or kill) another unique NPC.
4) I even doubt that you actually checked whether some bugs appear if you spawn an additional Xardas or Rhobar in Gothic 3. Or did you really spawn them at the beginning of the game and played the whole game trough afterwards? (If so: why did you do that? )
5) To deliver the technical background, I'll give two examples.
a) There is one particular type of condition for dialogues, called "CondSecondaryNPC" and "CondSecondaryNPCstates". The task for these parameters is to make some dialogues only available if a certain NPC is dead, or is still alive, or was defeated by the hero, or hasn't met the hero yet, or has alrady talked to the hero. Now, please tell me how this should work if the NPC in question walks through the world twice or three times. Is the condition true or false then?
b) There are certain quests where you should bring an NPC to another NPC. If the "destination NPC" is not unique - how should the engine know which of them is the "correct" destination? Answer: The engine doesn't know, so it picks one of them randonly. And, in addition: If you kill the "destination NPC", the quest will automatically fail; or if it has not been started before, you will not be able to start it later on. No matter how often you spawn the "destination NPC" afterwards or beforehand.
6) Forsaken Gods is not Gothic 3. It's a whole different story, with completely
different consequences. You can't apply experiences in G3 to FSG.
Geändert von mdahm (15.04.2011 um 20:13 Uhr)
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 Zitat von mdahm
I don't see why you would argue with me about the facts I'm writing. How did you get the impression that I talk about things I don't know?
Hi and hey! 
I think you over-interpreted her post a bit, i don't see where she tries to argue or where she gets an impression like that.
She simply wrote her experience from g3.... and as you state yourself, ... "it actually helped in a certain situation".
And yeah, i can understand that you get tired repeating that to spawn a killed NPC isn't a good idea, ... but maybe with jumping on our sweet kitty you picked out the wrong person and the wrong post to jump on - i'm sure it wasn't meant as an argue on your facts.
But i like to see it the positive way, ... without her post you wouldn't have explained it as detailed as you did now,... good job, kitty! 
(As a serious note: thanks for the detailed explanation!)
Group hug?
In addition, what you write is absolutely not the point here.
A mod is always on topic, he/she shows presence in the moderated forum that way. 
Again seriously: Thanks for your support also in the english forum, ... don't get frustrated, you all did an amazing job with CP's and ALSO with the support for them, it's maybe sometimes stressful, sometimes frustrating, ... but nobody can break down the memorial(s) you guys (CPT) have created. Be proud and enjoy a good BBQ this WE, ... you have earned it!
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Sorry that the thread went slightly off-topic now; my post seems to have sounded too aggressive (and arrogant, I suppose).
 Zitat von Larisa
I'm not arguing. How did you get that impression?
I wrote a statement. Then you posted nearly the opposite, which made my statement look false. That's called an argument, or discussion. Your post was not a question, and it didn't contain a relativization of your experiences.
 Zitat von WernerTWC
And yeah, i can understand that you get tired repeating that to spawn a killed NPC isn't a good idea, ...
Yes, I was quite tired of repeating this when I wrote the initial answer to TudoracheMG. In addition, I had to see that Vorticon doesn't stop posting this awful "advice". Had to correct him in at least one other thread before, but for some players it was already too late. They are not able to complete their games now.
Having made experiences like this, I was annoyed when I read the contradiction, which was not only under-informed and midleading, but also quite disappointing, because it came from Larisa. We know each other from the tests for the G3 CPs, and I know and appreciate that you, Larisa, are usually very thorough and helpful - that's what gave your objection bigger weight. So I also considered the "destructive power" of your reply to be bigger than the one of Vorticon's post. (And I was also disappointed because I thought that you remembered me from the CP tests as well, where I have always be keen to deliver correct information.)
So, to finish with the off-topic: Sorry for the gruff elements in my previous reply. 
And to sum up the actual topic:
A player can never go wrong if he keeps the rule in mind that "it's never good to spawn additional instances of unique NPCs". But he can evoke fatal trouble if he breaks with this rule. Even if this trouble doesn't show up instantly.
So before doing stuff like spawning, the player has to ascertain that really no other solution is possible anymore, e.g. because the NPC in question is dead and can't be revived, and the the spawn of this particular NPC doesn't mess up the game in the long run. (And if the death of this NPC already caused a major problem, like the death of Errol in FSG, there is no use in continuing with this savegame. The only way to get to the end of the game then is to load an older savegame.)
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