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Serroco Thugs Fix


Nur Ab Sal

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I need to know how to fix the bug in this sidequest. Everytime I want to persuade serrocos to attack the exchange I fail, yet KSE 332 quest section shows that there is possibility to frame Serrocos into a suicide attack.

What holowan scripting masters can tell about it (Darth333 :smash: )?

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It looks like Obisidian placed the Failure node above the Success node in the .dlg without condition -- so yes it's not your imagination, you'll always fail.

 

Try this Nur Ab Sal,

1. Extract serlead.dlg from 302NAR_dlg.erf.

2. Open serlead.dlg in DLGEditor.

3. Press Ctrl+G to bring up the Go To Node popup and type E8.

4. Right-click on the node that gets highlighted and choose Move Up from the context popup menu. (This will move the Success branch above the Failure branch.)

5. Repeat Steps 3 and 4 for the following nodes: E9, E10, and E11.

6. Press Ctrl+G and enter R12.

7. For this node, in the "Quest" field, type 30003. In the "QuestEntry" field, type 11.

8. Save the edited serlead.dlg in your override folder.

 

The conditional scripts for Success will depend on whether your Persuade skill is above 15 or whether you have Dominate Mind force power.

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Steps 6 and 7 should have handled the journal entry... hmm...

you could try applying the Quest and QuestEntry modification to E8, E9, E10, and E11.

 

So they aren't running away either? -- I'm looking at a_rm_serroco.ncs which looks like it simply destroys the .utc instances of the serrocos -- no ActionMoveToLocation calls. *scratches head* maybe stoffe or someone would have more insight on this. This script will probably have to be rewritten to accomodate the running away actions. Fortunately this is the only place where it is used, so override it should not be a problem.

 

As for the voiceover -- I see "302serlead020" through "302serlead024" is referenced for (E11 through E8 resp.) even though the dialog line is the same. :rolleyes: I don't have the sound files available to peruse through, but if one of those sound files is available, you chould change E8 through E11 to all point to that one.

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The idea was that the Serrocos run off to go fight the exchange without you and they fail. "We'll go and make our move. Men, let's take them out!" You're supposed to get 1/2 the experience points possible from ending the quest in this way. The result is that the Serrocos disappear and supposedly (I haven't checked to see if it has any effect) the Exchange is weaker because of it.

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I always wondered why the Serroco leader seemed a little flakey and half the time when I exited the conversation with him he didn't care but other times his entire gang went after me. I was like...

 

"Wth!?! :eyeraise:

 

I of course pwnd them all with force lightning or force wave :xp:

 

I wonder what other anomolies are in the serroco leader.dlg file.

Hmmm.... :halo2:

 

*Goes to check*

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