shinyjedi Posted March 28, 2006 Share Posted March 28, 2006 I've done the mandatory search and not found an answer, so I'm sorry if this is old hat. I installed the mod, including the updated version for the 1.0b patch, and the Handmaiden joined just as advertised. Got her trained up to a jedi and all are having great fun slaughtering laigreks and kinrath, et al... Here's the problem. I'm on Dantooine now, and the damned Disciple insists on inviting himself along, supplanting her. Is simply not speaking to him the only way to keep him off the ship? Edit: It's even worse than I thought! Any attempt to enter the room triggers the conversation with him, and any conversation with him results in him inviting himself along with no options to tell him to forget it! Game over unless I want the silly git in my party. I even went into the save game editor and changed the gender of the PC to male, but apparently that isn't what's being checked. Further, I saved (in a new slot) after he invited himself along, exited, and checked the saved game. Under the NPC catagory, both Disciple and Handmaiden are listed, although, at least at this time, I can only access Disciple (although I was able to rename him Twit) Link to comment Share on other sites More sharing options...
stoffe Posted March 28, 2006 Share Posted March 28, 2006 I'm on Dantooine now, and the damned Disciple insists on inviting himself along Are you using USM or some other mod that contains a modified disc_enc.dlg file? If so the file from that mod may have overwritten the file from the Handmaiden hack. The problem sounds like the modified Disciple enclave conversation isn't used (which would prevent him from joining if the Handmaiden was already present in the group). Check the readme file, it should list what changes have been made to the disc_enc.dlg file. Open the DLG file in your override folder with a GFF-editor and check that the listed entries have the listed script assigned. If not, assign it, and it should hopefully work (provided that you still have a savegame from prior to first speaking to Disciple). Link to comment Share on other sites More sharing options...
shinyjedi Posted March 28, 2006 Author Share Posted March 28, 2006 I do indeed have the USM mod installed, although I installed it before I installed the Handmaiden hack, and did so in a subdirectory rather than the main override. I may have already botched things, though. I reloaded the files, presumably overwriting whatever previous version resided in the folder, reloaded and got the same result. I then went into the saved games editor, where both Handmaiden and Disciple were listed in the NPC set. I reset the disciple joined entries in the globals to 0 and redid the party members currently selected back to Handmaiden. When I reloaded, there she was again, although Disciple was still shown in the party selection menu. Everything else worked fine, and I was prepared to deal with the twit in the menu. I was even able to speak with him in Khoonda as per your plans. Trouble, however, entered paradise when I reboarded the ship. Both Handmaiden and Disciple were on board. I got the cut scene where he's looking at the worldmap, and he said he'd be in Khoonda if I needed him. When I checked the cargo hold, Handmaiden was there and would engage in conversation as normal (well, normal insofar as she was there under conditions the game devs hadn't forseen) but when I went past the medbay, there was Disciple, whose conversation choices appeared as what I'd have gotten in the sublevel meeting, with the exception that he didn't insist on joining my party. When I left the ship and chose Disciple, what I got was Disciple, rather than Handmaiden. While I wouldn't mind having him onboard for the dialog, I'd like to figure out how to get Handmaiden selectable again. In fact, ideally, I'd like to have him there as a sort of "observer," thereby getting all the exposition the character offers without having to deal with him while not aboard ship (read unselectible as party member) In any case, thanks for the quick response. I'll attempt in my meager newbie fashion to follow your excellent advice and clear the matter up. Edit: Hmmm. The 602disc_enc.dlg is straight out of the handmaiden hack but I can't tell whether it's correct or not. Chalk that up to my unfamiliarity with the GFF editor. If I attempt to edit the file, I get an empty window with a whole mess of empty modifier windows. If I attempt merely to read it as text, I get an enormous list of text, but no returns on any of the strings your readme lists. It appears I will have to learn how to use the GFF editor function before I can try and fix this. <insert scatological expletive here> Link to comment Share on other sites More sharing options...
Tupac Amaru Posted March 28, 2006 Share Posted March 28, 2006 There is a fix that makes the two mods compatible: http://www.lucasforums.com/showpost.php?p=1824683&postcount=1 (Update 5 at the end of the post.) Link to comment Share on other sites More sharing options...
stoffe Posted March 28, 2006 Share Posted March 28, 2006 I do indeed have the USM mod installed, although I installed it before I installed the Handmaiden hack, and did so in a subdirectory rather than the main override. (snip) Hmmm. The 602disc_enc.dlg is straight out of the handmaiden hack (snip) This is the danger of using subfolders within the override folder, it becomes a little harder to spot mod conflicts. You probably have two versions of disc_enc.dlg in your override(+subfolders), where the game only uses the last of them it finds (I guess the one in your USM subfolder). Open your USM disc_enc.dlg and apply the changes listed in the readme for this file, and it should probably work, or use the fix Tupac Amaru linked to. 602disc_enc.dlg is another file, created to work around the problem of there being two files in the game named disc_enc.dlg, one in Khoonda and one in the Enclave sublevel, but a file placed in override will override them both, despite them being different. So I renamed the DLG file in Khoonda to 602disc_enc.dlg and modified the AI script of the Disciple and the OnEnter script of the area to fire the renamed one instead if he was inside Khoonda. That file should not have any bearing on if he joins or not in the Enclave Sublevel library though. Hmm, I should probably make a new version of this hack that patches the dialog files rather than replace them, since so many run into compatibility problems. While not all of them can be eliminated I suppose something is better than nothing. Link to comment Share on other sites More sharing options...
Patriarch Posted March 28, 2006 Share Posted March 28, 2006 Hmm yeah, but i'd prefer if you could make the disciple disappear from the storyline alltogether....I think he is really an Addon by OE to compensate for another recruit in the sublevels.... Why is he standing infront of all those dead bodies and not mentioning the dangers down there.... Link to comment Share on other sites More sharing options...
shinyjedi Posted March 28, 2006 Author Share Posted March 28, 2006 Thanks Tupac Amaru (nice avatar, by the way) I'll be grabbing that fix directly. @Stoffe-mkb-, alas, I have yet to figure out the GFF editor, as I had to work last night. As always, though, thanks for your great help. If, by the time I figure the thing out, you haven't already fixed it, I'll follow your advice. I won't be shy, however in urging you to follow your final thought, thereby saving me from having to learn new skills before continuing an existing game. On a related note, and since you've mentioned that you might be working on the mod a bit more in any case, I've been working myself up to requesting a mod that allows the Disciple to join the party in an "advidory" role now that I know that both he and handmaiden can appear simultaniously. I'd like to see him appear on the ship, thereby opening the dialog trees, while keeping Handmaiden as a full party member. Is such a thing possible, or would it tear up the storyline down the road? Link to comment Share on other sites More sharing options...
ThoraxeRMG Posted March 30, 2006 Share Posted March 30, 2006 This thread's cause makes me laugh. lol Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.