Darkguardian098 Posted July 25, 2005 Share Posted July 25, 2005 Whenever I battle the three Dark Jedi Masters and Sith Master I experiance a problem. One of the Dark Jedi Masters comes out of the cutscene with low health and does not become a hostile target. So the game still reads me as being in the battle and won't let me leave the area. I don't know what to do, I've tried talking to him to engage in combat but it doesn't work. Could someone please help? Link to comment Share on other sites More sharing options...
stoffe Posted July 25, 2005 Share Posted July 25, 2005 Originally posted by Darkguardian098 Whenever I battle the three Dark Jedi Masters and Sith Master I experiance a problem. One of the Dark Jedi Masters comes out of the cutscene with low health and does not become a hostile target. So the game still reads me as being in the battle and won't let me leave the area. I don't know what to do, I've tried talking to him to engage in combat but it doesn't work. Could someone please help? Are you using any mod that boosts the difficulty of the enemies by raising their Vitality points, and/or have an extremely high level character when you get there? This is a bug that shows up when either of the above boosts the VP of the Dark Jedi Master above 1000 VP. The game designers didn't anticipate this and apply a flat 1000 damage to him in the cutscene in order to kill him. If he has more than that, he will survive and you'll be stuck since he must die for the game to proceed. if you know how to compile scripts, compile this and save it as a_ritual_sc_1, and put the NCS file in your override folder: // ST: a_ritual_sc_1.nss (411DXN_s.rim) void main() { object oObj = GetObjectByTag("ritual_follower"); object oDeadmeat = GetObjectByTag("ritual_follower", 2); effect eBeam = EffectBeam(VFX_BEAM_LIGHTNING_DARK_L, GetObjectByTag("ritual_source"), BODY_NODE_HEAD); AssignCommand(oObj, ClearAllActions()); AssignCommand(oObj, ActionPlayAnimation(ANIMATION_LOOPING_READY, 1.0, -1.0)); oObj = GetObjectByTag("ritual_follower", 1); AssignCommand(oObj, ClearAllActions()); AssignCommand(oObj, ActionPlayAnimation(ANIMATION_LOOPING_READY, 1.0, -1.0)); oObj = GetObjectByTag("ritual_follower", 2); AssignCommand(oObj, ClearAllActions()); AssignCommand(oObj, ActionPlayAnimation(ANIMATION_LOOPING_READY, 1.0, -1.0)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(GetMaxHitPoints(oDeadmeat) * 2), oDeadmeat)); DestroyObject(GetObjectByTag("sith_gas")); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBeam, oDeadmeat)); DelayCommand(2.5, PlayRoomAnimation("411dxnr", ANIMATION_ROOM_SCRIPTLOOP02)); DelayCommand(3.2, PlayRoomAnimation("411dxnr", ANIMATION_ROOM_SCRIPTLOOP03)); DelayCommand(1.0, AssignCommand(GetObjectByTag("ritual_follower"), ActionMoveToObject(GetWaypointByTag("wp_ritual_fo1")))); DelayCommand(1.3, AssignCommand(GetObjectByTag("ritual_follower", 1), ActionMoveToObject(GetWaypointByTag("wp_ritual_fo2")))); oObj = GetObjectByTag("DarkForceBigger"); DelayCommand(3.2, SoundObjectStop(oObj)); int i; for (i; i < 4; i++) { oObj = GetObjectByTag("ElectricalArcSingles", i); DelayCommand(3.2, SoundObjectStop(oObj)); } } Then the ritual bashlash should deal enough damage to kill him no matter how much VP he has. This will only work if you have a savegame before the Sith break off the ritual, since that's when he should get killed. (I know I posted the fix for this before, but I couldn't find that post now, so I apologize for double-posting.) Link to comment Share on other sites More sharing options...
Darkguardian098 Posted July 25, 2005 Author Share Posted July 25, 2005 I don't know how to do that yet. Could you or someone else do that for me, send it to me, and/or tell me how to do it please? Link to comment Share on other sites More sharing options...
stoffe Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by Darkguardian098 I don't know how to do that yet. Could you or someone else do that for me, send it to me, and/or tell me how to do it please? I've put up a compiled version of the script here for now. Download, unzip and put the NCS file in your Override folder, and the Dark Jedi Master should be killed during the cutscene this time. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.