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Fletcher reopens closed quest #21
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compatibility: difficult
This issue is difficult to make compatible.
impl: replace func call
This issue requires replacing function calls in the scripts.
provided fix
This issue has a fix provided in the comments.
type: session fix
The fix for this issues is persistent across a session.
validation: validated
This issue is still present even with Systempack/Union.
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gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/Story/Missions/DIA_GRD_255_Fletcher.d Lines 141 to 151 in e66b303
changed to func void DIA_Fletcher_WoNek_Info()
{
AI_Output (other, self,"DIA_Fletcher_WoNek_15_00"); //D'you know where Nek's got to?
AI_Output (self, other,"DIA_Fletcher_WoNek_06_01"); //No, and I'm not likely to find out.
AI_Output (self, other,"DIA_Fletcher_WoNek_06_02"); //If anything, the diggers in this district might know something. But diggers don't talk to guards.
AI_Output (self, other,"DIA_Fletcher_WoNek_06_03"); //Especially not now they know I hate this filthy work. I bet they're laughing behind my back!
if (Sly_LostNek != LOG_SUCCESS) && (Npc_GetTrueGuild(hero) == GIL_NONE)
{
Log_CreateTopic (CH1_LostNek, LOG_MISSION);
Log_SetTopicStatus (CH1_LostNek, LOG_RUNNING);
};
B_LogEntry (CH1_LostNek,"Maybe the diggers in the arena district know where Nek disappeared to.");
}; |
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compatibility: difficult
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validation: validated
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#21: Prevent Fletcher from reopening quest
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impl: replace func call
This issue requires replacing function calls in the scripts.
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Labels
compatibility: difficult
This issue is difficult to make compatible.
impl: replace func call
This issue requires replacing function calls in the scripts.
provided fix
This issue has a fix provided in the comments.
type: session fix
The fix for this issues is persistent across a session.
validation: validated
This issue is still present even with Systempack/Union.
Fletcher reopens the quest "Vanished Guard" if the quest is already completed.
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