Author Topic: Romance variables  (Read 2328 times)

Offline Froberg

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Romance variables
« on: April 01, 2009, 10:54:59 PM »
Right.

I've been suffering through the Aerie romance for the first time ever, but it's stuck.

I'm at the point, in ToB, where she's told me she's pregnant. From what I've read, the next stop should be her asking to marry me. Which should come up post-ravager slaying.
It doesn't happen.
I've tried advancing real time via CLUA, resting for 80+ days.. yeah.. nothing works.

Can someone point me in the direction of a shadowkeeper or clua console command I can use to initialize something here?
Thanks in advance!

Offline Kulyok

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Re: Romance variables
« Reply #1 on: April 02, 2009, 07:44:27 AM »
It's via local variables, and I'm not sure we can do it via console, sorry. If your AerieRomanceActive is 2, and advancing real time didn't work, you're toast. But it's only my opinion.

Check if you got other Aerie-enhancing mods, multiromancing, IEP, Imoen Romance, etc. And good luck to you - I'm afraid I can't help.

Offline GeN1e

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Re: Romance variables
« Reply #2 on: April 02, 2009, 08:38:07 AM »
Afaik the last lovetalk triggers before entering the Throne. Though It's been too long since I've played that to be sure.

Offline Froberg

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Re: Romance variables
« Reply #3 on: April 02, 2009, 01:17:25 PM »
Afaik the last lovetalk triggers before entering the Throne. Though It's been too long since I've played that to be sure.

oooh.. I can try that. :) Hang on. (Didn't want to advance until I had a solution y'see, from what I read on google it should happen just after, so.. and I used advancerealtime a lot to speed things up.
Well, I tried it - never got the dialogue.. it also mentioned in the prologue that "we finally got married at aeries home" - y'know. So how a marriage dialogue could appear earlier makes little sense to me.
The baby wasn't born, either, but she spoke as if it had already happened. "I can raise our child alone" etc.
« Last Edit: April 02, 2009, 02:26:22 PM by Froberg »

Offline GeN1e

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Re: Romance variables
« Reply #4 on: April 02, 2009, 04:02:05 PM »
Here's what's inside my game
Code: [Select]
IF
  IfValidForPartyDialogue(Myself)
  Global("AerieRomanceActive","GLOBAL",2)
  See(Player1)
  CombatCounter(0)
  Global("ChallengesDone","GLOBAL",1)
  Global("ExpLoveTalk","LOCALS",15)
THEN
  RESPONSE #100
    IncrementGlobal("ExpLoveTalk","LOCALS",1)
    PlaySong(34)
    Interact(Player1)
END
And the conditions in her dialog ("My love... dawn is approaching soon.  May I ask you something?") are
Code: [Select]
!Global("babytalk","GLOBAL",0)
Global("AerieRomanceActive","GLOBAL",2)
Global("ExpLoveTalk","LOCALS",16)
Global("ChallengesDone","GLOBAL",1)
None of which, I believe, is influenced by the mods that I have installed. Well, at least vars.


PS
It's via local variables, and I'm not sure we can do it via console, sorry.
To get or set locals via console you have to hover mouse cursor over an actor. If that's what you've meant, that is.
« Last Edit: April 02, 2009, 04:08:42 PM by GeN1e »

Offline Froberg

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Re: Romance variables
« Reply #5 on: April 02, 2009, 04:05:35 PM »
Meh, it's alright. I got most of the romance at least. I just never had the patience to stick around with her previously. ;)

Thanks for your help though, it's appreciated.

 

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