The Vault mod

Hi, sorry for reporting problem here, but shsforums is kinda weird for me atm and I dont know where else I could report a bug.
The Zernan quest, in naskhel when fight starts, all surrounding NPC turns hostile. I doubt that is intentional. Weidu logs attached, Thanks :)
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Comments

  • Spellhold and G3 have one of there repeated downtimes...

    The issue here may be one of those old issues with "Better calls for help" SCS component.

    If you are familiar with Near Infinity, look for creature files JC_thf01.cre and JC_thf03.cre to see if they have a script assigned Shout.bcs. These scripts may contain a Shout(HELPME) which is for innocent people to call everybody to help if the party attacks them. Of course this causes disaster if assigned to the wrong guys.

    In case you cannot find it yourself with NI, please post the files JC_thf03.cre and shout.bcs from BG2EE/override here and I will take a look.
  • Here is an alternative solution. Go to folder BG2EE/override of your game and rename the file shout.bcs to 00Shout.bcs. Thereafter extract the attached file into the override folder.
  • PS - I took the event to revisit the mod and I changed those guys' scripts to another one to prevent such incompatibility issues in the future. There was no apparent reasons for them to have this script (unmodded or modded) in the first place, so it is better to remove this reason for possible errors.

    Thank you @konva
  • well I tried to look at those creatures, and guess what :D I cant find them. Weird. Tried the second method, but  i dont know if it works, since I have savegame in naskhel mines now.
  • konva said:
    well I tried to look at those creatures, and guess what :D I cant find them. Weird. Tried the second method, but  i dont know if it works, since I have savegame in naskhel mines now.
    If you are already beyond the event, there is little to repair anymore. JC_thf01.cre is Zernan himself and 03 are the thieves that back him up, so for sure they exist in your game...
  • Hi!

    So I just tracked down Zernan in Nashkel and killed him. I looted the undeciphered note and went to the carnival but I don't see the "mysterious man" anywhere. I went all over the map and checked the east side near the hills several times. Help?
  • He appears only after dark.
    You can also check these global

    C:GetGlobal("ReturnNashQuest","GLOBAL")  it must be 4
    C:GetGlobal("ReturnNashQuestNandin","GLOBAL")  it will be 0 (i.e. not exist) and goes to 1 when he is spawned.

    If none of that helps then C:CreateCreature("JC_THF02")
  • Perfect. My "ReturnNashQuest" global was 3. Not sure why, so I set it to 4 and the rest came to pass beautifully. Thank you!!
  • Okay I spoke too soon. So, After I did C:SetGlobal("ReturnNashQuest","GLOBAL",4); the mysterious man appeared east of the carnival. He mentioned the mines and then I killed him. I checked C:GetGlobal("ReturnNashQuestNandin","GLOBAL") and it was indeed 1. So I went to the mines but there wasn't anyone there except the usual miners and a couple of kobolds.
  • Check that the ReturnNashQuest global is at 7 after the death of the mysterious man. It needs to have the value before you go to the mines area. When you go to the mines, you should at once notice spiders and other changes.

    Note that there are different ways to solve the book quest. I was assuming the path where Zernan stole the book and you pursued him because it matched to your description. Maybe I erred and you had a different quest line?
  • Nope, you would be correct. He stole it from me outside Baldur's Gate, I followed him to the FAI, then to Nashkel, killed him, and then went looking for the mysterious man. I'll check out the global and set to 7 if not already and report back. :)
  • Yup - that did the trick! When I killed the mysterious man my global remained at 4, so I set it to 7. Thanks again!
  • gjenkins said:
    Yup - that did the trick! When I killed the mysterious man my global remained at 4, so I set it to 7. Thanks again!
    The global should have been set by the dialogue. No idea what went wrong, but it is the same with the Zernan killing. Maybe you killed both before they could talk?
    Anyway, hope it works now.
  • I think this is related to the Vault mod, please correct me if I'm wrong.

    I brought the Vampiric Sword (The Vampire's Revenge) to the priest of Gond in Baldur's Gate, who 'divined' (for 10,000 gp) the location of 'the Vault'. He gave a very vague description of where/how to find a hidden island. Any tips on where this island is?
  • I think this is related to the Vault mod, please correct me if I'm wrong.

    I brought the Vampiric Sword (The Vampire's Revenge) to the priest of Gond in Baldur's Gate, who 'divined' (for 10,000 gp) the location of 'the Vault'. He gave a very vague description of where/how to find a hidden island. Any tips on where this island is?

    An island in the river in the area called Bear River, the one just north of the Gnoll Stronghold. The island can be waded to from the eastern river bank.
  • Hi, is there a description somewhere of how to start the quests in this mod?  There's no readme or mod description site that I can find.  If there isn't, can someone point me in the right direction?  I'm mostly interested in the quest to get the vampiric sword.  Thanks!
  • Do you have NTotSC installed as well?  Background for this question is that the sword is used by both mods and the solution is slightly different in either case. The mods are complementary and compatible, just the method to solve are different.

    The Vault has different components
    - one starts in chapter 3 in the vestibule of the Lathander temple near Beregost
    - one involves the vampiric sword and a place called "The Vault"
    - one starts after Duke Eltan gives you the book to re-visit Candlekeep.
    There are also some minor encounters at random throughout BG1.
  • edited March 31
    Yes, I do have NTotSC installed.

    Basically, I would like to know how to get the Vampiric Sword from Ulcaster's ghost with these mods.

    PS: Thanks for your amazingly quick responses!
  • As a follow on: I cannot get either Blane or Bram to talk to me in the Lathander temple vestibule.
  • earthdude said:
    As a follow on: I cannot get either Blane or Bram to talk to me in the Lathander temple vestibule.
    My mistake, it is not chapter 3 but later than chapter 3. Blane will warn you of something evil and then the quests starts.

  • earthdude said:
    Yes, I do have NTotSC installed.

    Basically, I would like to know how to get the Vampiric Sword from Ulcaster's ghost with these mods.

    You need the idol from the Charleston Nib excavation. The helmed horror (doomsayer) who guards the tomb must be killed.
    You need the ancient armour - there is one from the Firewine ghosts and a second one in the Northern Citadel - any of them will do.
    You need the book given to you from Eltan (since you will loose to a thief, you first need to solve the quest to regain it).
    You must have solved the Ulcaster ruins book quest already.

    Once you have the sword, you can free the triple ghosts in the cave near the Lathander temple. The sword will stay with you.
    You can inquire with Taerom and the Gond Priests in the Hall of Wonders about the sword to find that it is the key to a treasure.
    You can finally open the Vault
    On a small island between the two bridges across the Bear River in the area north of the Gnoll Stronghold.
  • Ok, thanks for that info.
    -To recap, I need to get the book from Duke Eltan at the end of chapter 5/start of Chapter 6 before I can hope to get the vampiric sword.
    -Regarding Blane, I'm in Chapter 5 and I have no dialog with him.
  • Check
    C:GetGlobal("VestibuleQuest","GLOBAL") it must be 1.

    Otherwise - did you have Edwin in the party and already encountered the red wizards on the platform in the area in the east?

  • It is set to 1.  I do not have Edwin in my party (playing good aligned party).  I have encountered a set of 3 red wizards who wanted my magic items, but I have no idea which mod they're associated with.
  • earthdude said:
    It is set to 1.  I do not have Edwin in my party (playing good aligned party).  I have encountered a set of 3 red wizards who wanted my magic items, but I have no idea which mod they're associated with.
    If it sits at 1 but you have no dialogue with him then something blocks his options, maybe some faulty mod.
    Either check Blane.dlg from the override folder yourself or post it in a zip or rar here.

  • I've attached Blane.dlg as a .7z file  (what would I need to view that file myself?)
  • Hm, I cannot see something wrong with the file.
    Who is in your party when you talk to him?

    (I use Near Infinity to open all file types of the game. Of course you can just decompile a dlg file with weidu to a d-file like you find in the mods. Those files can be read with any editor.)
  • edited March 31
    Ok, I got the quest to start.  Not sure what changed but I wandered around some after talking to them the first time.  Where are the old ruins that I'm supposed to go to?  I've gone to all the maps that are visible to the east of Beregost, but can't find them.  Thanks (once again)!

    Edit: Found them.  Problem with doing targeting questing rather than exploration; I totally missed this map.

  • It is called Spider Wood on the worldmap, east of Larswood (BG3000).
  • I got inside the vault. Problem is I can't go out, lol. There were some NPCs who asked me where I wanted to go, and there was a long list of places. I told the one talking to me that I didn't need his services in that moment (I still had to loot the whole cave), they vanished and I'm left with no exit and no NPC.. is that normal?
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