1.154 - Escort Your Wife still bugged

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Arrataz

Recruit
If you get a quest to escort a lady who also happens to be your wife, when you get to the destination city, she pops up with the wife dialogue instead of the quest completion dialogue. When you close the dialogue, it pops up again, meaning you have to CAD to kill the process.

This bug was first reported pre-153, and is still broken in 1.154. (I tested it with the save I attached to the previous bug report).

Any ETA on a fix? I've been playing other games while I wait, but it's been 3 months now, and I want to finish up my M&B game. :sad:

 
4 months and counting waiting on a script fix for this bug, without an ETA or any indication that it will be fixed....
 
Escorting your own wife? I don't suppose you're in the business of eloping?
Code:
#Royal family members


  [anyone|plyr,"member_chat", [(troop_slot_eq, "$g_talk_troop", slot_troop_occupation, slto_kingdom_lady)],
   "Are you enjoying the journey, {s65}?", "lady_journey_1",[]],
  [anyone,"lady_journey_1", [],
   "I am doing quite fine, {playername}. Thank you for your concern.", "lady_journey_2",[]],
  [anyone|plyr,"lady_journey_2", [],
   "Good to hear that. Keep calm and carry on, milady", "close_window",[]],
  [anyone|plyr,"lady_journey_2", [],
   "Well that journey is about to come to an abrupt end. Pack your things and leave.", "lady_journey_3",[
    (call_script, "script_change_player_honor", -1),
  ]],
  [anyone,"lady_journey_3, [],
   "Why I never.... {s66} will hear of this!", "close_window",[
    (call_script, "script_get_kingdom_lady_social_determinants", "$g_talk_troop"),
    (assign, ":relative", reg0),
    (assign, ":center", reg0),
    (str_store_troop_name, s66, ":relative"),
    (troop_set_slot, "$g_talk_troop", slot_troop_cur_center, ":center"),
    (call_script, "script_troop_change_relation_with_troop", "trp_player", ":relative", -5),
    (call_script, "script_troop_change_relation_with_troop", "trp_player", "$g_talk_troop", -5),
    (remove_member_from_party, "$g_talk_troop"),
    (call_script, "script_end_quest", "qst_escort_lady"),
  ]],
  
  [anyone,"start", [(troop_slot_eq, "$g_talk_troop", slot_troop_occupation, slto_kingdom_lady),
                    (check_quest_active, "qst_escort_lady"),
                    (eq, "$talk_context", tc_entering_center_quest_talk),
                    (quest_slot_eq, "qst_escort_lady", slot_quest_object_troop, "$g_talk_troop"),
                    (troop_slot_eq, "trp_player", slot_troop_spouse, "$g_talk_troop"),
                    ],
   "Thanks, hon.", "lady_escort_lady_succeeded",
   [
     (quest_get_slot, ":cur_center", "qst_escort_lady", slot_quest_target_center),
     (add_xp_as_reward, 3000),
     (call_script, "script_troop_add_gold", "trp_player", 2500),
     (call_script, "script_end_quest", "qst_escort_lady"),
     (call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 3),
     (troop_set_slot, "$g_talk_troop", slot_troop_cur_center, ":cur_center"),
     (remove_member_from_party, "$g_talk_troop"),
     ]],

#Spouse
  [anyone,"start",
   [
    (troop_slot_eq, "$g_talk_troop", slot_troop_occupation, slto_kingdom_lady),
#    (troop_slot_eq, "$g_talk_troop", slot_troop_spouse, "trp_player"),
    (troop_slot_eq, "trp_player", slot_troop_spouse, "$g_talk_troop"),
    ],
   "Yes, my husband?", "spouse_talk",[
 ]],
You can fix this easily by modifying the order of the dialogs so that an alternative quest conversation line takes precedence. Or if you don't want to get your hands dirty with the module system, you can try losing a battle so the quest fails?
 
Thanks, I've never done this before...but, dang she cost me a lot of money and time for me to intentionally tank a battle you know? :mrgreen:
 
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