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stranger
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stranger
Joined: Nov 2020
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stranger
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stranger
Joined: Nov 2020
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I have no idea where the info about "the kid" being a Bhaalspawn came from. I can only find a single reference to "thekid" in the gamefiles and it's in the same faction file that calls Helia "denleader" Sylvira seems more like a camp follower than an origin companion to me based on the few references there are for her. Red Wizard could potentially be referenced in Ethel's mockery lines https://youtu.be/mhpOQVs5AjM?t=22Didn't really make sense for Gale as no "bandages" to speak of. In the midst of putting together a video about the three tags but really cannot find a single thing referencing thekid's parentage of their supposed status as a Bhaalspawn. Anyone else? I imagine this is why the post on the codex claiming thekid's parentage has several "citation needed" things under it.
Last edited by Chubblot; 18/11/20 12:02 PM.
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addict
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OP
addict
Joined: Oct 2020
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I have no idea where the info about "the kid" being a Bhaalspawn came from. I can only find a single reference to "thekid" in the gamefiles and it's in the same faction file that calls Helia "denleader" In the midst of putting together a video about the three tags but really cannot find a single thing referencing thekid's parentage of their supposed status as a Bhaalspawn. Anyone else? I read it on RPGCodex but their thread on BG3 is 217 pages long and full of conflicting information. They seem to have found confirmation somewhere that thekid is Abdel Adrian's child and therefore a Bhaalspawn. All of the lines referencing the "abomination" in bandages seem to belong to the Red Wizard character, who is most likely Rath Modar as Rath was a Red Wizard of Thay who was exiled to the Sword Coast because of suspicions that he was involved in a plot by the Red Wizards to retake Thay from Szass Tam. There is a Thayan necromancy subquest in the blighted village and Rath is somewhere on the Sword Coast. That's all I have for now, if I can find the original reference to thekid as a Bhaalspawn I will post it here.
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stranger
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stranger
Joined: Nov 2020
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Please do. I can't find a single instance of "abdel" or "adrian" in the files I've dug through.
Although if both Sylvira and "red wizard" are companions, doesn't that suggest they'll be doubling up classes? As I understand Sylvira is a sorcerer/wizard and the "red wizard" would presumably be a wizard.
Edit: Nevermind, the apprentice line is Gale's.
Also Sylvira would be the second Asmodeus-looking Tiefling companion considering Karlach, and while there's no rule against that (and Gale, Wyll and Minsc are all male humans) I feel like it'd be weird for Larian to double up on not only tiefling companions but tieflings of the same subrace.
Edit2: Oof, probably backing off from this one. The line for bandages is programmed to respond to the Gale tag and the line about you being an abomination responds to the half-drow tag. Meaning there's still almost nothing about these origins in the files. I'm erring on the side of "cut early" considering the file they're listed in is "behind the times" in the sense that it refers to Helia as denleader, but who knows? Larian could've gone through and tried to remove all reference to them for EA but that feels really unlikely considering the things left over reference parts of the tags in the factions file directly. I don't see how they could've missed them when just a bulk text search would've highlighted them.
There are two files called: OM2_Test_OM_Minsc_TheKid and OM2_Test_OM_Minsc_TheKid_Scene. Nothing interesting in them.
Last edited by Chubblot; 18/11/20 03:26 PM.
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stranger
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stranger
Joined: Oct 2020
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Can we have some sort of "citation" system for the claims and stuff? I know a few people here have been amazing with datamining but as someone who has recently learned how to do it... lots of it is easy to confirm and bits of it I can't find any information on at all. Even just a filename things are located in would be grand.
Anyway, has anyone else been reading about the encounter with the Debrainer in Moonrise Towers in the Gustav Folder's .raw file? In the same file there are also references to a Mindflayer_Stelmane (duke?)
Last edited by ScouseSorcerer1; 18/11/20 06:25 PM.
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veteran
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veteran
Joined: Mar 2020
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There's three more unused origins in the files, no idea if they'll end up used or not. I think they meant to remove all references to them in the EA build but missed a file. referred to as Origin_TheKid Origin_RedWizard Origin_Sylvira
Sylvira is a rather important character from descent into avernus btw
These are unrelated to Karlach, Minsc, or Helia(AKA Den leader) btw
oh and there's one referred to as ORIGIN8, but it could be any of the above Does anyone have any info on this? "The Kid" seems to be the Bhaalspawn's child and Sylvira is probably Sylvira Savikas but I have no idea who the "Red Wizard" could be. Edwin? Could be. He was in power and deposed but not killed and now that that Thay is ruled entirely by the undead Edwin could have become some form of intelligent undead to survive.
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apprentice
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apprentice
Joined: Oct 2020
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My 2cp about these extra companions:
The poster is right that there are more Origin characters out there apart from the additional ones we all know of (Helia, Minsc, Karlach). Note that most of them appear unused, outdated, or dropped. Some of these are: The Kid, Sylvira, Red Wizard, and Jacc Devir.
However, I can't see any references to Adbel Adrian's kid. There are some code blocks about "TheKid", as Chubblot said, but it doesn't point to Abdel's child.
- Priest
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stranger
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stranger
Joined: Nov 2020
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Can we have some sort of "citation" system for the claims and stuff? I know a few people here have been amazing with datamining but as someone who has recently learned how to do it... lots of it is easy to confirm and bits of it I can't find any information on at all. Even just a filename things are located in would be grand.
Anyway, has anyone else been reading about the encounter with the Debrainer in Moonrise Towers in the Gustav Folder's .raw file? In the same file there are also references to a Mindflayer_Stelmane (duke?) A little. The desire dream stuff interested me. Seems related to Florrick working for a dragon in the city: "synopsis" : {"type" : "LSString", "value" : "COuncilor Florrick is working in secret for a dragon in the city of Baldur's Gate. SHe is acting as an advisor to Grand Duke Ravengard. She should come across as good but no nonsense. SHe is used to getting her way." From the file "PLA_Desire.lsj"
Last edited by Chubblot; 18/11/20 07:01 PM.
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apprentice
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apprentice
Joined: Oct 2020
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Anyway, here's a bit more on one of these companions: Potential scrapped Origin Character: Jacc DeVir. Jacc appears in the scene where we know Lae'zel has been caught by tieflings. It is possible companion X was either going to be Jacc or Lae'zel, but they chose Lae'zel and Jacc was dropped. Let's take a look: "Laezel_Recruitment_InCage.lsj": The two options the player gets are: "Party attacked tieflings to free Jacc" "Party convinced tieflings to not take Jacc prisoner" DB_CHA_LaezelRecruit_LeavingStates("LeavingDeVirOutOfCage"); //TODO: OUTDATED... LaezelDropped? Lots of the code still uses Jacc in place of Lae'zel, but only in the description instead of the name:See the following snippets:
<attribute id="Description" type="LSString" value="CHA_LaezelRecruitment_State_JaccKilledTieflingsdescription"/>
<attribute id="Name" type="FixedString" value="CHA_LaezelRecruitment_State_LaezelKilledTieflings"/>
<attribute id="Description" type="LSString" value="CHA_LaezelRecruitment_Event_TieflingsGetJaccdescription"/>
<attribute id="Name" type="FixedString" value="CHA_LaezelRecruitment_Event_TieflingsGetLaeZel"/>
DB_Debug_CharacterAddFlags((FLAG)Debug_AddGale_06a419b9-8c82-ef98-12af-41dfca6672dd,(CHARACTER)S_Player_Gale_ad9af97d-75da-
(FLAG)Debug_DeVirIsPlayer_70a72564-c99f-672f-34cd-67a4c4f5bae8);
B_Origins((CHARACTER)S_Player_JaccDeVir_ad9af97d-75da-406a-ae13-7071c563f604);
>>> call CreateTypedValueStr(Type = 4, Value = LeavingDeVirOutOfCage
>>> call CreateAliasedTypedValue(Type = 5, Value = Debug_DeVirIsPlayer_70a72564-c99f-672f-34cd-67a4c4f5bae8, Cast= FLAG
>>> call CreateAliasedTypedValue(Type = 5, Value = S_Player_JaccDeVir_ad9af97d-75da-406a-ae13-7071c563f604, Cast= CHARACTER
>>> call CreateTypedValueStr(Type = 4, Value = LeavingDeVirOutOfCage
>>> call CreateAliasedTypedValue(Type = 5, Value = Debug_DeVirIsPlayer_70a72564-c99f-672f-34cd-67a4c4f5bae8, Cast= FLAG
>>> call CreateAliasedTypedValue(Type = 5, Value = S_Player_JaccDeVir_ad9af97d-75da-406a-ae13-7071c563f604, Cast= CHARACTER
>>> call CreateTypedValueStr(Type = 4, Value = LeavingDeVirOutOfCage
>>> call CreateAliasedTypedValue(Type = 5, Value = Debug_DeVirIsPlayer_70a72564-c99f-672f-34cd-67a4c4f5bae8, Cast= FLAG
>>> call CreateAliasedTypedValue(Type = 5, Value = S_Player_JaccDeVir_ad9af97d-75da-406a-ae13-7071c563f604, Cast= CHARACTER
>>> call CreateTypedValueStr(Type = 4, Value = LeavingDeVirOutOfCage
>>> call CreateAliasedTypedValue(Type = 5, Value = Debug_DeVirIsPlayer_70a72564-c99f-672f-34cd-67a4c4f5bae8, Cast= FLAG
>>> call CreateAliasedTypedValue(Type = 5, Value = S_Player_JaccDeVir_ad9af97d-75da-406a-ae13-7071c563f604, Cast= CHARACTER
>>> call CreateTypedValueStr(Type = 4, Value = LeavingDeVirOutOfCage
>>> call CreateAliasedTypedValue(Type = 5, Value = Debug_DeVirIsPlayer_70a72564-c99f-672f-34cd-67a4c4f5bae8, Cast= FLAG
>>> call CreateAliasedTypedValue(Type = 5, Value = S_Player_JaccDeVir_ad9af97d-75da-406a-ae13-7071c563f604, Cast= CHARACTER
CHA_DevirRecruitment_Tiefling Public/Gustav/Scripts/Act1/Chapel/CHA_DevirRecruitment_Tiefling.charScript
>
#INCLUDE Act1/DEN/DEN_TieflingRefugee
INIT
USING Act1/DEN/DEN_TieflingRefugee
CHARACTER: __Me
BEHAVIOUR
REACTION State_Cage, 0
USAGE PEACE
ACTIONS
Sleep(1.0)
>
- Priest
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stranger
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stranger
Joined: Nov 2020
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My 2cp about these extra companions:
The poster is right that there are more Origin characters out there apart from the additional ones we all know of (Helia, Minsc, Karlach). Note that most of them appear unused, outdated, or dropped. Some of these are: The Kid, Sylvira, Red Wizard, and Jacc Devir.
However, I can't see any references to Adbel Adrian's kid. There are some code blocks about "TheKid", as Chubblot said, but it doesn't point to Abdel's child. I'm wondering if someone extrapolated out from Minsc having a special scene with "thekid" and just decided that it was Abdel's kid? I don't know if I buy what the rpgcodex post said about them having "removed" this stuff, because if you do even just a basic text search it flags a fair bit for Sylvira and the originmoments heading for the red wizard. If the line about rot under bandages had pointed to some random or unused string then I'd be more on board with it, but since it triggers for the Gale tag... I just don't know. On the topic of name changes etc: There are two "sex" scenes listed that don't relate to any current characters: Rufus - <content contentuid="h542b61e0g9238g4986gb7e1g3099e41dd70c" version="1">|Sex is optional, but if your origin does have sex in this scene, please set these object flags: ORI_HadSexWithRufus AND ORI_HadSexWithCompanion, as these are checked elsewhere. Thank you!|</content> Snurd - <content contentuid="hc7a607cdgb3f6g4f7egb8aeg50f1a17cbbb3" version="1">|Sex is optional, but if your origin does have sex in this scene, please set these object flags: ORI_HadSexWithSnurd AND ORI_HadSexWithCompanion, as these are checked elsewhere. Thank you!|</content> The issue is that Snurd is a goblin near the checkpoint, and Rufus might be an internal name for the rat in the grove (only place the "has met rufus" flag seems to crop up. And those text strings are referenced by the Minsc romance scene after the party ("Rufus") and the Helia romance scene ("Snurd") So we might even be catching placeholder names.
Last edited by Chubblot; 18/11/20 07:18 PM.
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apprentice
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apprentice
Joined: Oct 2020
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Scouse is already aware of the stuff I dug up about the Dukes. I'll post it here for anyone curious: Datamined stuff about Duke Stelmane (who we know is important, due to the mind flayer connections): Most of this stuff takes place in Act 1b in Moonrise Towers "The Cult of the Absolute has ransacked the inn at Waukeen's Rest and kidnapped Duke Stelmane of Baldur's Gate. The player arrives after the carnage, finding corpses strewn about. The player casts 'Speak with Dead' on one of these corpses... "a civilian that was caught in the middle. She stopped in Wakeen's Rest with her husband and daughter in the middle of their journey to Waterdeep for a wedding. She watched her family butchered by goblins before being killed herself."
"one of the drow raiders. He was killed by a Flaming Fist archer perched atop the inn."
"a member of the Flaming Fist who was sworn to protect the Duke. She was among the final Fists left standing. She was killed guarding the Duke."
"one of the goblin raiders. He was killed chasing a child through the inn." "A group of Flaming Fists are trying to force a way into the burning inn at Waukeen's Rest. They can hear someone inside - they believe it might be Duke Stelmane, who they had been sent to protect. They recognise Wyll, and insist that he helps" What the player can know: "TavernInvestigation_Knows_AskedStelmanedescription" "Player knows Stelmane is on the top level of Moonrise Towers" "Player knows Duke Stelmane was kidnapped" "DesireDream_FlamingFistStelmaneReveal" "Mindflayer_Stelmane" "Desire_Knows_StelmaneTaken" "DesireDream_DesireFindsStelmane" --- Other Dukes--- "Councilor Florrick is working in secret for a dragon in the city of Baldur's Gate. She is acting as an advisor to Grand Duke Ravengard. She should come across as good but no nonsense. She is used to getting her way."
"Ravengard's counsellor is trapped within a burning building. The Flaming Fist is one of several that forces their way inside. She calls to them when they enter, and the FF yells back to her."
"A group of Flaming Fists are trying to force a way into the burning inn at Waukeen's Rest. They can hear someone inside - they believe it might be Grand Duke Ravengard, who they had been sent to protect." <- interesting how one instance it is Ravenguard, next it is Stelmane. Perhaps things got switched?
An ox "refers to Duke Ravengard"
Nothing on Duke Portyr. I assume Thalamra Vanthampur is dead after the events of DiA, nothing for her either.
Last edited by Priest; 18/11/20 07:11 PM.
- Priest
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addict
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OP
addict
Joined: Oct 2020
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Great finds Priest! I hope Larian is using "sex" as a blanket term for romance scenes, I'm not sure if I'm comfortable with the idea of having so many pornographic scenes in BG3 lol.
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member
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member
Joined: Nov 2020
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Wow. I was certain the game is talking about , in this whole situation... Right now it is incomprehensible from the dialog.
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stranger
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stranger
Joined: Nov 2020
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Tried to sort out Hag's mockery lines, and some of them are tagged as "greeting". Though the text clearly refers to various races (i.e. they are not random general barks). Does anyone know if this tag is supposed to replace others or it's merely a placeholder for unused lines? It doesn't refer to origins (they have their own tags listed in the same file).
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stranger
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stranger
Joined: Nov 2020
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Tried to sort out Hag's mockery lines, and some of them are tagged as "greeting". Though the text clearly refers to various races (i.e. they are not random general barks). Does anyone know if this tag is supposed to replace others or it's merely a placeholder for unused lines? It doesn't refer to origins (they have their own tags listed in the same file). If you scroll up and search out the UUID you can see what race/origin they trigger for. Or if you're looking for a specific race/origin then copying and searching their tag UUID in the file will point you to lines that check for that tag.
Last edited by Chubblot; 19/11/20 11:21 AM.
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stranger
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stranger
Joined: Nov 2020
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Recruiting Minsc looks like it will involve freeing him from a mindflayer's control:
//REGION Minsc version
// Minsc is not in party: set him as the one being controlled
// If mind flayer dies, set minsc neutral to thralls
PROC
PROC_CRA_MinscRecruitment_SetMinscNeutralToThralls()
AND
DB_CRA_MinscRecruitment_Minsc(_Char)
AND
DB_CRA_MinscRecruitment_MinscsParty(_Thrall)
AND
GetFaction(_Char, _MinscFaction)
AND
GetFaction(_Thrall, _ThrallFaction)
THEN
PROC_SetRelationMutual(_MinscFaction, _ThrallFaction, 50);
//END_REGION
//REGION Combat with controlled characters
// Combat starts and characters (Minsc/Thralls) are controlled by the mind flayer, get combat ID
IF
EnteredCombat(_Char, _CombatID)
AND
DB_CRA_MinscRecruitment_ControlledCharacters((CHARACTER)_Char)
AND
GetFlag((FLAG)CRA_MinscRecruitment_State_CharacterControlled_cc1c7989-da17-4b96-b016-c179d7ec5613, _Char, 1)
THEN
DB_CRA_MinscRecruitment_Combat(_CombatID);
// Fallback for if by any chance players start fighting them without triggering the intro dialog, set the flag as if they normally started the combat
SetFlag(CRA_MinscRecruitment_Event_StartFight_63048f4f-d237-4d9a-b43d-9cb685fa79f1, NULL_00000000-0000-0000-0000-000000000000);
// If Minsc's HP goes below a threshold, snap him out of the mind flayer's control and help the players
IF
HitpointsChanged(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba, _)
AND
DB_CRA_MinscRecruitment_ControlledCharactersWithFlag(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba)
AND
IsImmortal(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba, 1)
AND
GetHitpoints(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba, _HP)
AND
_HP <= 5
THEN
PROC_CRA_MindFlayerControl_TryRemoveCharmedStatus(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba);
PROC_CRA_MinscRecruitment_SetMinscHostileToThralls();
// If Minsc's HP goes below a threshold, start mind meld
IF
HitpointsChanged(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba, _)
AND
DB_CRA_MinscRecruitment_ControlledCharactersWithFlag(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba)
AND
IsImmortal(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba, 1)
AND
GetHitpointsPercentage(S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba, _HP)
AND
_HP < 75.0
THEN
PROC_CRA_MinscRecruitment_StartMindMeld();
Looks like it's the event near the start with the mind controlled fishers:
// Case for when we have to hide the fishers (arrive to the Den, finish the confrontation and the crash scene wasn't solved)
PROC
PROC_CRA_MindFlayerControl_EndCrashScene(1)
AND
DB_CRA_MinscRecruitment_ControlledCharactersWithFlag(_)
THEN
PROC_CRA_MindFlayerControl_HideThralls();
PROC
PROC_CRA_MindFlayerControl_HideThralls()
AND
DB_CRA_MinscRecruitment_ThrallParty(_Thrall)
THEN
SetOnStage(_Thrall, 0);
//END_REGION
Seems that's where you'll eventually recruit Minsc. Quite early on. They dummied out cinematic transitions to the underdark except for jumping from the spider's lair:
//EA Hack: Cut out cinematic transitions for Underdark, except Spider Pit (https://larianstudios.atlassian.net/browse/GUS-147676)
//REGION Cinematic of descending or ascending
/*
IF
DB_UND_Teleporter(_, _, _Trigger, _, _)
THEN
PROC_TriggerRegisterForParty(_Trigger);
// Always provide a fallback exit so nobody can get stuck.
IF
DB_UND_Teleporter(_, _, _Trigger, _, _PastTrigger)
AND
NOT DB_UND_CinematicTriggerExit(_Trigger, _)
THEN
DB_UND_CinematicTriggerExit(_Trigger, _PastTrigger);
PROC
PROC_BlockUseOfItem(_Player, _Teleporter)
AND
DB_UND_Teleporter(_CinematicPoint, _Teleporter, _CinematicBox, _, _PastTrigger)
AND
DB_UND_Transitioncinematic_Started(_CinematicPoint, _Teleporter)
AND
NOT DB_UND_Transitioncinematic_Ended(_CinematicPoint)
AND
DB_Players(_Player)
AND
QRY_SpeakerIsAvailable(_Player, 1)
THEN
DB_CustomUseItemResponse(_Player, _Teleporter, 0);
TeleportTo(_Player, _CinematicPoint, "", 1, 1, 1);
PROC_UND_UpdateCinematicTriggerExit(_CinematicBox, _PastTrigger);
QRY
QRY_UND_TransitionCinematic((ITEM)_Teleporter)
AND
DB_UND_Teleporter(_CinematicPoint, _Teleporter, _, _, _)
AND
NOT DB_UND_Transitioncinematic_Started(_CinematicPoint, _)
THEN
DB_UND_Transitioncinematic_Started(_CinematicPoint, _Teleporter);
PROC
PROC_BlockUseOfItem(_Player, _Teleporter)
AND
DB_UND_Teleporter(_CinematicPoint, _Teleporter, _CinematicBox, _Dialog, _PastTrigger)
AND
NOT DB_CustomUseItemResponse(_Player, _Teleporter, 0)
AND
IsPartyMember(_Player, 1, 1)
AND
QRY_UND_TransitionCinematic(_Teleporter)
AND
DB_Players(_Player)
AND
QRY_StartDialog(_Dialog, _Player)
THEN
DB_CustomUseItemResponse(_Player, _Teleporter, 0);
TeleportTo(_Player, _CinematicPoint, "", 1, 1, 1);
PROC_UND_UpdateCinematicTriggerExit(_CinematicBox, _PastTrigger);
IF
DB_InRegion(_Character, _BoxTrigger)
AND
DB_UND_CinematicTriggerExit(_BoxTrigger, _PastTrigger)
AND
NOT DB_Players(_Character)
THEN
TeleportTo(_Character, _PastTrigger, "", 0, 0, 1);
IF
DB_InRegion(_Character, _BoxTrigger)
AND
DB_Players(_Character)
AND
DB_UND_Teleporter(_, _, _BoxTrigger, _Dialog, _PastTrigger)
AND
DB_UND_CinematicTriggerExit(_BoxTrigger, _PastTrigger)
AND
DB_DialogName(_Dialog, _ID)
AND
DB_CantTalk(_Character)
AND
NOT DB_InteractiveDialogSpeaker(_ID, _Character)
THEN
PROC_UND_TransitionCinematic_PassingTo(_PastTrigger);
TeleportTo(_Character, _PastTrigger, "", 0, 0, 1);
IF
DB_InRegion(_Character, _BoxTrigger)
AND
DB_Players(_Character)
AND
DB_UND_Teleporter(_, _, _BoxTrigger, _Dialog, _)
AND
DB_DialogName(_Dialog, _ID)
AND
NOT DB_CantTalk(_Character)
THEN
DialogAddActor(_ID, _Character);
IF
DialogEnded(_Dialog, _)
AND
DB_UND_Teleporter(_, _, _BoxTrigger, _Dialog, _PastTrigger)
AND
DB_UND_CinematicTriggerExit(_BoxTrigger, _PastTrigger)
AND
DB_InRegion(_Character, _BoxTrigger)
AND
IsInTrigger(_Character, _BoxTrigger, 1) //Character may have been teleported out following a previous entry in DB_InRegion
THEN
PROC_UND_TransitionCinematic_PassingTo(_PastTrigger);
TeleportTo(_Character, _PastTrigger, "", 1, 1, 1);
IF
DialogEnded(_Dialog, _)
AND
DB_UND_Teleporter(_CinematicPoint, _Teleporter, _, _Dialog, _)
THEN
DB_UND_Transitioncinematic_Ended(_CinematicPoint);
PROC
PROC_UND_UpdateCinematicTriggerExit((TRIGGER)_CinematicBox, (TRIGGER)_PastTrigger)
AND
DB_UND_CinematicTriggerExit(_CinematicBox, _OldTrigger)
THEN
NOT DB_UND_CinematicTriggerExit(_CinematicBox, _OldTrigger);
PROC
PROC_UND_UpdateCinematicTriggerExit((TRIGGER)_CinematicBox, (TRIGGER)_PastTrigger)
THEN
DB_UND_CinematicTriggerExit(_CinematicBox, _PastTrigger);
PROC
PROC_UND_TransitionCinematic_PassingTo((TRIGGER)_PastTrigger)
THEN
DB_NOOP(1);
*/
//END_REGION
//REGION Spider Pit
QRY
QRY_FOR_Bottomless_Cinematic((CHARACTER)_Character)
AND
DB_Players(_Character)
AND
DB_FOR_Bottomless_Cinematics(_FF, _Cinematic)
AND
DB_DialogName(_Cinematic, _ID)
AND
HasActiveStatus(_Character, "FEATHER_FALL", _FF)
AND
NOT DB_CantTalk(_Character)
THEN
TeleportTo(_Character, S_FOR_Bottomless_DropCinematicPoint_80e2cd31-9e6d-499f-b44c-588e6aff8064, "", 1, 1, 1);
QRY
QRY_FOR_Bottomless_Cinematic((CHARACTER)_Character)
AND
NOT DB_DialogName(FOR_Bottomless_CINE_Descent_NoFF_5cd5539f-fed3-f048-09ba-f37960adebda, _)
AND
NOT DB_DialogName(FOR_Bottomless_CINE_Descent_FF_7e5441a1-94e5-b285-5871-9cbeafa3f064, _)
AND
DB_Players(_Character)
AND
HasActiveStatus(_Character, "FEATHER_FALL", _FF)
AND
DB_FOR_Bottomless_Cinematics(_FF, _Cinematic)
AND
NOT DB_FOR_Bottomless_Cinematic_Done(_Cinematic)
AND
QRY_StartDialogCustom(_Cinematic, _Character, NULL_00000000-0000-0000-0000-000000000000, NULL_00000000-0000-0000-0000-000000000000, NULL_00000000-0000-0000-0000-000000000000, 0, 0, 0, 0)
THEN
DB_FOR_Bottomless_Cinematic_Done(_Cinematic);
DB_FOR_BottomLess_CinematicStarting(1);
TeleportTo(_Character, S_FOR_Bottomless_DropCinematicPoint_80e2cd31-9e6d-499f-b44c-588e6aff8064, "", 1, 1, 1);
IF
DialogStarted(_Cinematic, _)
AND
DB_FOR_Bottomless_Cinematics(_, _Cinematic)
AND
DB_FOR_BottomLess_CinematicStarting(1)
THEN
NOT DB_FOR_BottomLess_CinematicStarting(1);
IF
DB_InRegion(_Character, S_FOR_Bottomless_DropCinematicBox_226a5864-b348-45e0-b381-3477ceeb7e49)
AND
NOT DB_Players(_Character)
THEN
PROC_FOR_Bottomless_UnderdarkEntrance(_Character);
IF
DB_InRegion(_Character, S_FOR_Bottomless_DropCinematicBox_226a5864-b348-45e0-b381-3477ceeb7e49)
AND
DB_Players(_Character)
AND
DB_FOR_Bottomless_Cinematics(_, _Cinematic)
AND
DB_DialogName(_Cinematic, _ID)
AND
DB_CantTalk(_Character)
AND
NOT DB_InteractiveDialogSpeaker(_ID, _Character)
THEN
PROC_FOR_Bottomless_UnderdarkEntrance(_Character);
IF
DB_InRegion(_Character, S_FOR_Bottomless_DropCinematicBox_226a5864-b348-45e0-b381-3477ceeb7e49)
AND
DB_Players(_Character)
AND
NOT DB_DialogName(FOR_Bottomless_CINE_Descent_NoFF_5cd5539f-fed3-f048-09ba-f37960adebda, _)
AND
NOT DB_DialogName(FOR_Bottomless_CINE_Descent_FF_7e5441a1-94e5-b285-5871-9cbeafa3f064, _)
AND
NOT DB_FOR_BottomLess_CinematicStarting(1)
THEN
PROC_FOR_Bottomless_UnderdarkEntrance(_Character);
IF
DB_InRegion(_Character, S_FOR_Bottomless_DropCinematicBox_226a5864-b348-45e0-b381-3477ceeb7e49)
AND
DB_Players(_Character)
AND
DB_FOR_Bottomless_Cinematics(_FF, _Cinematic)
AND
DB_DialogName(_Cinematic, _ID)
AND
NOT DB_CantTalk(_Character)
AND
NOT HasActiveStatus(_Character, "FEATHER_FALL", _FF)
THEN
PROC_FOR_Bottomless_UnderdarkEntrance(_Character);
IF
DB_InRegion(_Character, S_FOR_Bottomless_DropCinematicBox_226a5864-b348-45e0-b381-3477ceeb7e49)
AND
DB_Players(_Character)
AND
DB_FOR_Bottomless_Cinematics(_FF, _Cinematic)
AND
DB_DialogName(_Cinematic, _ID)
AND
NOT DB_CantTalk(_Character)
AND
HasActiveStatus(_Character, "FEATHER_FALL", _FF)
THEN
DialogAddActor(_ID, _Character);
//END_REGION
//REGION Debug
/*
IF
TextEvent("UND_TransitionCinematic_ActivateHideoutElevator")
AND
DB_UND_Teleporter(_CinematicPoint, (ITEM)S_PLA_ZhentDungeon_LiftDown_2e18ea36-cf07-49df-a3f6-f98ec020e4af, _CinematicBox, _Dialog, _PastTrigger)
AND
GetHostCharacter((CHARACTER)_Player)
AND
NOT DB_CustomUseItemResponse(_Player, (ITEM)S_PLA_ZhentDungeon_LiftDown_2e18ea36-cf07-49df-a3f6-f98ec020e4af, 0)
AND
IsPartyMember(_Player, 1, 1)
AND
QRY_UND_TransitionCinematic((ITEM)S_PLA_ZhentDungeon_LiftDown_2e18ea36-cf07-49df-a3f6-f98ec020e4af)
AND
DB_Players(_Player)
AND
QRY_StartDialog(_Dialog, _Player)
THEN
DB_CustomUseItemResponse(_Player, (ITEM)S_PLA_ZhentDungeon_LiftDown_2e18ea36-cf07-49df-a3f6-f98ec020e4af, 0);
TeleportTo(_Player, _CinematicPoint, "", 1, 1, 1);
PROC_UND_UpdateCinematicTriggerExit(_CinematicBox, _PastTrigger);*/
//END_REGION
}
EXIT
Looks like Boo gets his own tent: DB_Camp_PersonalCornerGear((CHARACTER)S_Player_Minsc_0de603c5-42e2-4811-9dad-f652de080eba,(ITEM)S_CAMP_Tent_Boo_9d2b462f-37ce-48b8-a034-16bd575b250a);
Potentially evidence that they do intend to add the extra races (first two lines):
//REGION Race Meta tag setup
// REMINDER: These meta race tags should be filled in Races UUID object file when we add these races
NOT DB_RaceMetaTags((TAG)NULL_00000000-0000-0000-0000-000000000000,(TAG)NULL_00000000-0000-0000-0000-000000000000);
DB_RaceMetaTags(BESTIAL_92aae5aa-4595-4f1c-96d2-9e2499d35c6f,AARAKOCRA_e8193d83-f2bc-4e21-8573-b4e158cc9363);
DB_RaceMetaTags(BESTIAL_92aae5aa-4595-4f1c-96d2-9e2499d35c6f,KENKU_b7215e01-b86a-4ce1-96e0-4f035afaaeae);
DB_RaceMetaTags(BESTIAL_92aae5aa-4595-4f1c-96d2-9e2499d35c6f,LIZARDFOLK_615d115d-6d1d-477c-8b2c-d8e91b8cfe7d);
DB_RaceMetaTags(BESTIAL_92aae5aa-4595-4f1c-96d2-9e2499d35c6f,TABAXI_b83aa083-9544-454e-baef-2cb28f9c151b);
DB_RaceMetaTags(BESTIAL_92aae5aa-4595-4f1c-96d2-9e2499d35c6f,TORTLE_be68063a-83d0-4e3b-8d03-8127888af222);
DB_RaceMetaTags(REALLY_BESTIAL_1029b3e3-3ff0-4d73-b4ed-79b622cad4f9,REALLY_AARAKOCRA_7e97c590-911f-422a-bdb6-068c137eb2c8);
DB_RaceMetaTags(REALLY_BESTIAL_1029b3e3-3ff0-4d73-b4ed-79b622cad4f9,REALLY_KENKU_ec90a39d-ce0e-4ae1-b74d-0906dfd9a1d2);
DB_RaceMetaTags(REALLY_BESTIAL_1029b3e3-3ff0-4d73-b4ed-79b622cad4f9,REALLY_LIZARDFOLK_ef8444e2-a240-4cc1-9f57-73db6d99bc96);
DB_RaceMetaTags(REALLY_BESTIAL_1029b3e3-3ff0-4d73-b4ed-79b622cad4f9,REALLY_TABAXI_bafc25f8-20b0-4693-a0fe-73967befcf05);
DB_RaceMetaTags(REALLY_BESTIAL_1029b3e3-3ff0-4d73-b4ed-79b622cad4f9,REALLY_TORTLE_7839884d-892a-4d60-95cc-b073420d8474);
DB_RaceMetaTags(PLANAR_bad00ba2-8a49-450c-8387-af47681717f1,GITHYANKI_677ffa76-2562-4217-873e-2253d4720ba4);
DB_RaceMetaTags(PLANAR_bad00ba2-8a49-450c-8387-af47681717f1,WARFORGED_54a4726b-9399-4e8e-825e-42c60273939e);
DB_RaceMetaTags(REALLY_PLANAR_4cb02915-7ad7-4141-907e-93253c6a8644,REALLY_GITHYANKI_e49c027c-6ec6-4158-9afb-8b59236d10fd);
DB_RaceMetaTags(REALLY_PLANAR_4cb02915-7ad7-4141-907e-93253c6a8644,REALLY_WARFORGED_e30b5b4d-2ceb-4791-914e-b6c6c122f059);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,AASIMAR_41c6cdc9-aff5-46ae-afc4-aa0ccd9cd201);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,ASMODEUSTIEFLING_c3fd1fc3-2edf-4d17-935d-44ab92406df1);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,DRAGONBORN_02e5e9ed-b6b2-4524-99cd-cb2bc84c754a);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,DROWHALFELF_4fa13243-199d-4c9a-b455-d844276a98f5);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,FIRBOLG_45759dc2-4d7a-4853-af73-50cfd412409b);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,GENASI_48d7b679-dffd-4f68-a306-adac19de8acf);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,GITHYANKI_677ffa76-2562-4217-873e-2253d4720ba4);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,HALFORC_3311a9a9-cdbc-4b05-9bf6-e02ba1fc72a3);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,MEPHISTOPHELESTIEFLING_ec5bea6b-26f1-4917-919c-375f67ac13d1);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,TIEFLING_aaef5d43-c6f3-434d-b11e-c763290dbe0c);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,TRITON_c622d782-f676-444a-bb31-9657b0f1415b);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,WARFORGED_54a4726b-9399-4e8e-825e-42c60273939e);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,YUANTIPUREBLOOD_1ff4bf9e-a8dd-4627-8142-f60b3aa7123e);
DB_RaceMetaTags(RARE_d2f86ec3-c41f-47e1-8acd-984872a4d7d5,ZARIELTIEFLING_ab677895-e08a-479f-a043-eac2d8447188);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_AASIMAR_2fddf7dd-f79b-4998-882c-d7257badbfe6);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_ASMODEUSTIEFLING_6591a20a-12de-46ff-bf82-b866cd97bb9a);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_DRAGONBORN_39783f17-8484-46a6-aa3b-f3d51122e5f3);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_DROWHALFELF_3dbe23e0-2c9f-4a81-b586-ec6e50f720e1);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_FIRBOLG_9deae354-0108-40b4-a7db-6eb23fba050f);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_GENASI_aa68eccb-7875-436f-881e-c3775eee37f6);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_GITHYANKI_e49c027c-6ec6-4158-9afb-8b59236d10fd);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_HALFORC_ab3eff19-d094-4102-88bd-d097b6b6e4f0);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_MEPHISTOPHELESTIEFLING_c70e1dc2-72d4-44f9-83fd-c63d247edd9b);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_TIEFLING_7bf7207f-7406-49c0-b501-eaaa2bb4efd7);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_TRITON_2a7e679e-2567-47f7-9645-550471cffcf7);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_WARFORGED_e30b5b4d-2ceb-4791-914e-b6c6c122f059);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_YUANTIPUREBLOOD_3d80e0d5-0e28-4363-b153-c1a1076d36d4);
DB_RaceMetaTags(REALLY_RARE_987a41e3-2482-4c74-8c30-f3843cfdb7f3,REALLY_ZARIELTIEFLING_3a5efd84-5925-4a75-83ee-4f336b56f716);
//END_REGION Race Meta tag setup
Last edited by Chubblot; 19/11/20 11:52 AM.
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addict
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addict
Joined: Mar 2020
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Wow. I was certain the game is talking about , in this whole situation... Right now it is incomprehensible from the dialog. The quest in the game is talking about Ravengard, both in voice over and journal entry.
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old hand
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old hand
Joined: Nov 2020
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Looks like Boo gets his own tent Well duh. I hope it includes an appropriately awesome miniature giant space exercise wheel.
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apprentice
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apprentice
Joined: Oct 2020
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Wow. I was certain the game is talking about , in this whole situation... Right now it is incomprehensible from the dialog. The quest in the game is talking about Ravengard, both in voice over and journal entry. Yeh, it seems clear in game that it was about Ravengard. I think Larian may have swapped one out for the other at some point. Or we could be misled...
- Priest
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stranger
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stranger
Joined: Oct 2020
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Ravengard and also Stelmane are mentioned. I suspect they were going to use Stelmane then perhaps switched to Ravengard because both have the same dialogue at one point in different contexts, but with the name changed.
Plaines Dialogue Files: "synopsis" : {"type" : "LSString", "value" : "A group of Flaming Fists are trying to force a way into the burning inn at Waukeen's Rest. They can hear someone inside - they believe it might be Grand Duke Ravengard, who they had been sent to protect."}
Companions Origins Moments Wyll File: "synopsis" : {"type" : "LSString", "value" : "A group of Flaming Fists are trying to force a way into the burning inn at Waukeen's Rest. They can hear someone inside - they believe it might be Duke Stelmane, who they had been sent to protect. They recognise Wyll, and insist that he helps."}
Plains Dialogue Files: "synopsis" : {"type" : "LSString", "value" : "The Cult of the Absolute has ransacked the inn at Waukeen's Rest and kidnapped Duke Stelmane of Baldur's Gate. The player arrives after the carnage, finding corpses strewn about. The player casts 'Speak with Dead' on one of these corpses - a civilian that was caught in the middle. She stopped in Wakeen's Rest with her husband and daughter in the middle of their journey to Waterdeep for a wedding. She watched her family butchered by goblins before being killed herself."}
.raw file: SetOnStage(S_MOO_Mindflayer_Stelmane_468960d1-007c-4e85-8eb8-88c51a1ca953, 1);
Stelmane obviously appears as captured and then turned into a mindflayer perhaps? Ravengard is mentioned a lot more in the actual dialogue english.xml files though.
"synopsis" : {"type" : "LSString", "value" : "COuncilor Florrick is working in secret for a dragon in the city of Baldur's Gate. SHe is acting as an advisor to Grand Duke Ravengard. She should come across as good but no nonsense. SHe is used to getting her way."}
I also found that synopsis in one of the Plains Dialogue files (have merged a lot of them into groups using notepad++ combine plugin to make life easier). I can find the exact files for anything for anyone who wants specifics.
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