The Enforcer gives his mightier-than-thou speech and it fires off like it should, until the very end when the cutscene is supposed to start. The game goes into cutscene mode... and does nothing. I have no idea why it is not doing anything, except that is probably something simple and/or moronic that I missed.
The Enforcer's Banter:
CODE
CHAIN IF ~Global("Enforcer","LOCALS",1)~ THEN SK#ENF 0ENF
~Well now, gaining access to your little hideout turned out far easier than I thought it would be, lich. Having to hunt you down and kill you in pieces all the way from Calimport had been fun up till now. A pity only the skull of you is left.~ DO ~SetGlobal("Enforcer","LOCALS",2)~
== SK#ENF ~Are these allies of yours, Aeldredus? Not that their help would do you much good against me.~
== SK#LICH ~Hardly.~
== SK#ALGOL ~Soooo sorry, Master!~
== SK#LICH ~I'm sure you are, as sorry as anyone whose main concern is preserving their own rotting skin.~
== SK#NEHTJ ~<CHARNAME>... with an Enforcer here, we should leave immediately.~
END
++ ~I have no idea what is going on.~ EXTERN ~SK#ENF~ 1ENF
++ ~Why? Things are just beginning to get interesting.~ EXTERN ~SK#ENF~ 2ENF
++ ~We came here to put an end to the slave trade, not run away at the first sign of trouble.~ EXTERN ~SK#ENF~ 3ENF
++ ~I agree, leaving seems to be a good idea.~ EXTERN ~SK#ENF~ 4ENF
++ ~We should help that lich.~ EXTERN ~SK#ENF~ 5ENF
APPEND SK#ENF
IF ~~ THEN BEGIN 1ENF
SAY ~Just as well, I might have to kill you too. Fleshies knowing too much about the undead could cause problems for my masters. Let me deal with the lich, then you and I can spend as much time as we want together.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 2ENF
SAY ~That's the spirit! I knew I would like you. Ever thought much about what you'd do once you died? No? Well, I suppose soon we'll find out.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 3ENF
SAY ~Only a fool doesn't run away from what can kill him, but I digress. Give me a moment and then we'll spend some more quality time together.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 4ENF
SAY ~It is now far too late for that, little fleshling. You will now stay, stay and realize just how deep the hole you have dug yourself into.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 5ENF
SAY ~No, you will do nothing, and by doing nothing you'll live just a few moments longer.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
END
~Well now, gaining access to your little hideout turned out far easier than I thought it would be, lich. Having to hunt you down and kill you in pieces all the way from Calimport had been fun up till now. A pity only the skull of you is left.~ DO ~SetGlobal("Enforcer","LOCALS",2)~
== SK#ENF ~Are these allies of yours, Aeldredus? Not that their help would do you much good against me.~
== SK#LICH ~Hardly.~
== SK#ALGOL ~Soooo sorry, Master!~
== SK#LICH ~I'm sure you are, as sorry as anyone whose main concern is preserving their own rotting skin.~
== SK#NEHTJ ~<CHARNAME>... with an Enforcer here, we should leave immediately.~
END
++ ~I have no idea what is going on.~ EXTERN ~SK#ENF~ 1ENF
++ ~Why? Things are just beginning to get interesting.~ EXTERN ~SK#ENF~ 2ENF
++ ~We came here to put an end to the slave trade, not run away at the first sign of trouble.~ EXTERN ~SK#ENF~ 3ENF
++ ~I agree, leaving seems to be a good idea.~ EXTERN ~SK#ENF~ 4ENF
++ ~We should help that lich.~ EXTERN ~SK#ENF~ 5ENF
APPEND SK#ENF
IF ~~ THEN BEGIN 1ENF
SAY ~Just as well, I might have to kill you too. Fleshies knowing too much about the undead could cause problems for my masters. Let me deal with the lich, then you and I can spend as much time as we want together.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 2ENF
SAY ~That's the spirit! I knew I would like you. Ever thought much about what you'd do once you died? No? Well, I suppose soon we'll find out.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 3ENF
SAY ~Only a fool doesn't run away from what can kill him, but I digress. Give me a moment and then we'll spend some more quality time together.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 4ENF
SAY ~It is now far too late for that, little fleshling. You will now stay, stay and realize just how deep the hole you have dug yourself into.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
IF ~~ THEN BEGIN 5ENF
SAY ~No, you will do nothing, and by doing nothing you'll live just a few moments longer.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
END
The Cutscene:
CODE
IF
True()
THEN
RESPONSE #100
CutSceneId("SK#CUT1")
Wait(1)
ActionOverride("SK#ENF",ForceSpellPoint([608.304],CUTSCENE_METEOR_SWARM))
Wait(3)
ActionOverride("SK#ENF",ForceSpellPoint([608.304],FLASHY_DEATH_3))
Wait(1)
DisplayStringWait("SK#LICH",~I am sorry, my wife... for being unable to give you the child you wanted.~)
ActionOverride("SK#LICH",Kill(Myself))
Wait(2)
EndCutSceneMode()
ActionOverride("SK#ENF",StartDialogueNoSet(Player1))
END
True()
THEN
RESPONSE #100
CutSceneId("SK#CUT1")
Wait(1)
ActionOverride("SK#ENF",ForceSpellPoint([608.304],CUTSCENE_METEOR_SWARM))
Wait(3)
ActionOverride("SK#ENF",ForceSpellPoint([608.304],FLASHY_DEATH_3))
Wait(1)
DisplayStringWait("SK#LICH",~I am sorry, my wife... for being unable to give you the child you wanted.~)
ActionOverride("SK#LICH",Kill(Myself))
Wait(2)
EndCutSceneMode()
ActionOverride("SK#ENF",StartDialogueNoSet(Player1))
END
Any help in fixing this will be very much appreciated.