Author Topic: Fix for bridge cutscene hang w/ cowled wizards  (Read 4698 times)

Offline CamDawg

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Fix for bridge cutscene hang w/ cowled wizards
« on: December 13, 2010, 09:38:35 PM »
In the miscellaneous encounters component, a new cutscene happens in the bridge district with the CWs arresting a mage. The cutscene hangs due to this code block (d0cwlsht.bcs in the game from the source  questpack/encounters/ding0/d0cwlsht.baf):

Code: [Select]
IF
Name("d0qpcow1",Myself)
Global("D0QSpawnCowled","AR0500",3)
THEN
RESPONSE #100
SetGlobal("D0QSpawnCowled","AR0500",4)
Wait(1)
FaceObject("d0qpcow3")
ActionOverride("d0qpcow3",FaceObject("d0qpcow1"))
ActionOverride("d0qpcow2",FaceObject("d0qpcow3"))
Wait(1)
StartDialogNoSet("d0qpcow3")
END
Somewhere in those Wait()s, d0qpcow1 gets distracted by a shiny object and never gets to the StartDialogNoSet. By moving the SetGlobal, the dialogue will always fire (even if the block has to execute a few times) and, hence, no more hanging:

Code: [Select]
IF
Name("d0qpcow1",Myself)
Global("D0QSpawnCowled","AR0500",3)
THEN
RESPONSE #100
Wait(1)
FaceObject("d0qpcow3")
ActionOverride("d0qpcow3",FaceObject("d0qpcow1"))
ActionOverride("d0qpcow2",FaceObject("d0qpcow3"))
Wait(1)
SetGlobal("D0QSpawnCowled","AR0500",4)
StartDialogNoSet("d0qpcow3")
END
Alternatively, you could move the SetGlobal() to the dialogue file.
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Offline Salk

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Re: Fix for bridge cutscene hang w/ cowled wizards
« Reply #1 on: December 20, 2010, 01:54:19 AM »
I guess you mean file d0cowsht.baf (not d0cwlsht.baf)...  ???

Angela Mackay

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Re: Fix for bridge cutscene hang w/ cowled wizards
« Reply #2 on: March 21, 2011, 05:38:33 AM »
Hi!,

I tried this solution, but it didn't completely work for me. I must have been doing something wrong I'm certain. However, by also altering the D0COWSHT.bcs file (in the Override folder) to match using Near Infinity and additionally removing the two 'wait' lines I did get it working. I was originally running a fully biffed game as well (Generalised Biffing), but by debiffing, applying the fix, then rebiffing, it all meshed together. This works with a save game both before and after the encounter. I checked. I think it could be done better by using Winbiff, but it is still new to me so I'm not sure. I hope this helps.

Best wishes  :), Whiteowluk

 

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