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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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critto
Just checked, and Jacek is right, the variable should've ticked over to 6 after returning from the village to the WK. I'm a bit rusty with the whole modding business, but my first instinct here would be to check the install for any possible mod conflicts. There's always a chance that the script engine bugged out randomly, too.

And yeah, I think when dual-classing the total experience is taken into account.

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Unfortunately, thinking that something more serious was bugged with my mod setup, I uninstalled and reinstalled some things and broke that save, so I'll have to replay a new game to that point to check.
Sorry to hear that. It's a good idea to always make a backup of the override folder and weidu.log before doing any changes to the mod setup.

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Seperate question, since I've never gotten far enough to check

Yeah, I think there's a possibility to get another item, there's another quest later in the game with the same dude if you helped him in the village first.

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Critto, I think we should move this logic from WK area script (ar3000.bcs) into baldur.bcs to ensure that it's evaluated no matter the area that the party is in.

Perhaps, provided that some sort of lag was the cause of the problem. There really isn't a reason for that block not to fire unless some other, earlier code block in AR3000 prevents it because it fires first.
Aledeth
QUOTE(critto @ Jun 2 2026, 05:00 PM) *
Just checked, and Jacek is right, the variable should've ticked over to 6 after returning from the village to the WK. I'm a bit rusty with the whole modding business, but my first instinct here would be to check the install for any possible mod conflicts. There's always a chance that the script engine bugged out randomly, too.

And yeah, I think when dual-classing the total experience is taken into account.

QUOTE
Unfortunately, thinking that something more serious was bugged with my mod setup, I uninstalled and reinstalled some things and broke that save, so I'll have to replay a new game to that point to check.
Sorry to hear that. It's a good idea to always make a backup of the override folder and weidu.log before doing any changes to the mod setup.

QUOTE
Seperate question, since I've never gotten far enough to check
Yeah, I think there's a possibility to get another item, there's another quest later in the game with the same dude if you helped him in the village first.

QUOTE
Critto, I think we should move this logic from WK area script (ar3000.bcs) into baldur.bcs to ensure that it's evaluated no matter the area that the party is in.

Perhaps, provided that some sort of lag was the cause of the problem. There really isn't a reason for that block not to fire unless some other, earlier code block in AR3000 prevents it because it fires first.

I definitely had a bit of mod conflict going on, mostly string references pointing in the wrong places from what I could tell, but entirely possible more was broken beneath the hood. Not seeing the same issues so far after a reinstall and am almost ready to go to the village, so I'll update if the TreePlot updates correctly.

Edit: Just finished Sibel's quest, everything worked correctly and IaTreeplot = 6 and IaSibelTalks is 4. It's likely that I just left the area too quickly last time, since you spawn in right at the edge of the WK map when returning from the Arcanis village.

Thanks for the troubleshooting!
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