Junittto Posted April 2, 2020 Share Posted April 2, 2020 Any previson on resolve the bug on Bent Bough Forest? if you just use one of the spells to distract the cultists they interaction closes and dont resolve Link to comment Share on other sites More sharing options...
0 Kvellen Posted September 22 Share Posted September 22 This issue occurs when a companion uses Arkamyr's Dazzling Lights. The conversation nodes are missing a script to start encounter on exiting the conversation. I've made a modscript to reenable the map icon when this happens, without disabling achievements. Download this zip file: PoE2_Bent_Branch_Bug_Fix.zip Unzip the "Fix Bent Branch Bough" folder and place it into the "override" folder. "override" can be found inside the "PillarsOfEternityII_Data" directory located somewhere like: Steam: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" GoG: "C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" If you'd rather create this script yourself: Using the Apotheosis modtool: Spoiler Extract the contents of the "apotheosis" Zip somewhere, then: 1. Open Apotheosis by running "Apotheosis.exe" located in the "bin" folder. If this is the first time you've started the editor and need some guidance on setting it refer to the First Time Setup documentation, then come back. 2. Once the editor loads, in the "Game Data" tab select the dropdown arrow next to "ModScriptHooks", and then right-click the "ModScriptHook" under it. 3. A box will pop up titled "New ModScriptHook" requiring a name for the data. Name it something like "Reactivate_Bentbranch_Bough" then click the Accept button. 4. Click the pencil icon next to Script then add the following: if { IsWorldMapTransitMode(Walking) and { HasConversationNodeBeenPlayed(26_si_Sanguine_Harvest_Ritual, 59) or HasConversationNodeBeenPlayed(26_si_Sanguine_Harvest_Ritual, 61) } } then { if { not HasConversationNodeBeenPlayed(26_si_Sanguine_Harvest_Ritual, 45) } then SetWorldMapIconEnabled(e5ba7105-5746-4cf8-8387-56d2e4ab7d6f, True) } 5. Click Accept, then click the box next to "SucceedOnlyOnce". This will stop the game trying to run the script after it has successfully completed. 6. Click the Save Icon, in the "New Mod Folder" box that pops up name the folder something like "Fix Bent Branch Bough". The save icon will appear greyed out to indicate that all data is saved. You can now close Apotheosis. or Using Notepad: Spoiler 1. Open Notepad, then copy & paste the following into it: { "GameDataObjects": [ { "$type": "Game.GameData.ModScriptHookGameData, Assembly-CSharp", "DebugName": "Reactivate_Bentbranch_Bough", "ID": "6ddcf261-4400-4436-9356-e9c7ac38a38a", "Components": [ { "$type": "Game.GameData.ModScriptHookComponent, Assembly-CSharp", "RunOnlyOnce": "false", "SucceedOnlyOnce": "true", "Script": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsWorldMapTransitMode(WorldMapTransitMode)", "Parameters": [ "Walking" ] }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasConversationNodeBeenPlayed(Guid, Int32)", "Parameters": [ "53881c10-15fe-4b45-b0cc-6c70b8cf76d5", "59" ] }, "Not": false, "Operator": 1 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasConversationNodeBeenPlayed(Guid, Int32)", "Parameters": [ "53881c10-15fe-4b45-b0cc-6c70b8cf76d5", "61" ] }, "Not": false, "Operator": 0 } ] } ] }, "Scripts": [ { "Data": { "FullName": "Void SetWorldMapIconEnabled(Guid, Boolean)", "Parameters": [ "e5ba7105-5746-4cf8-8387-56d2e4ab7d6f", "True" ] }, "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasConversationNodeBeenPlayed(Guid, Int32)", "Parameters": [ "53881c10-15fe-4b45-b0cc-6c70b8cf76d5", "45" ] }, "Not": true, "Operator": 0 } ] } } ] } } ] } ] } 2. Save the file as: "Reactivate_Bentbranch_Bough.gamedatabundle" (make sure there is no ".txt" at the end of the file when you save it) 3. Move it inside of a new folder within the "override" folder. With Console commands (Cheat's Disable Achievements): Spoiler Travel to the island with Bent Branch Bough on it then. Open the console by: PC: Pressing the tilde ~ or backtick ` key located next to the number 1 on your keyboard. Xbox/Playstation: Holding down the Left Trigger (Xbox: LT, Playstation: L2) and clicking in the Right Thumbstick. This should bring up the Virtual keyboard. Activate cheat commands by typing: IRoll20s PC: Press the Enter key to confirm. For Xbox/Playstation: once the command is entered close the onscreen keyboard and click the Right Thumbstick in twice to confirm. Open the console again, and enter the following: SetWorldMapIconEnabled e5ba7105-5746-4cf8-8387-56d2e4ab7d6f True Confirm and enter Preventing this from occurring at all. I've put together another mod that'll prevents this from happening in future playthroughs, as well as addressing the other issues specific to the encounter. Download this zip file: collectedfixes_bent_bough.zip Unzip the "CF_Bent Bough Fixes" folder and place it into the "override" folder. "override" can be found inside the "PillarsOfEternityII_Data" directory located somewhere like: Steam: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" GoG: "C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\" This won't work on console and I can't give concise instructions at the moment on how to fix these manually yourself. That said I do plan on including these fixes in a mod on Nexus in the near future. For the time being I'll just list the issues and how I've addressed them: Added the missing script to the relevant nodes ("59" & "61") of "26_si_Sanguine_Harvest_Ritual" to start the encounter on exit when an ally uses either Holy Radiance or Arkamyr's Dazzling Lights to blind the Fampyrs. The option for the Player with the priest class or another priest to use Holy Radiance can never be selected. This is due to a mistake in the conditions for the script where it looks for the Holy Radiance item mod instead of the ability. Corrected the "ge_ability_holy_radiance" global expression to reference the correct gamedata. Selecting the option to attack the Fampyr's right after they've devoured Audr doesn't disable the map icon. Allowing for the encounter to be repeated. Added the missing script that disables the map icon to node "43". 1 Link to comment Share on other sites More sharing options...
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Junittto
Any previson on resolve the bug on Bent Bough Forest? if you just use one of the spells to distract the cultists they interaction closes and dont resolve
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