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Quentons murder

Posted by Pegbyter 

Quentons murder
April 03, 2012 10:29PM
Sorry if this has been discussed before, but can you guys make Quenton's murder in Skara Brae solvable?

Pegbyter Dragon
Re: Quentons murder
April 25, 2012 11:49AM
Hi Pegbyter,

This would be possible with the help of the conversation editor in the u6edit application. At the moment we don't have any plans to change the current game conversations as part of the nuvie project.

Regards,
Eric
Re: Quentons murder
June 23, 2012 10:53PM
So, using the u6edit program, would it be possible for someone to create an "unofficial" patch/plugin/something that Nuvie could then still read into the engine? Obviously it'd have to be something that was technically unsupported by the Nuvie project but would it even work?
Re: Quentons murder
June 25, 2012 06:12AM
Eric could have seance set flag 7 in Quenton. Then someone could edit the conversation like this Ultima 6 Quenton dialog fix template. \n means that a new line is started.

Make sure to backup CONVERSE.A and CONVERSE.B.

On bye (when flag 7 is set), have flag 7 unset so that seance wears off.

clear_flag(SELF,7)


// Decompiled actor conversation script for Ultima 6

identity {
   num 91;  // npc number
   name "Quenton";  // npc name
}
look {
   [a vaporous form hovering before you.]
   wait();
   [\n]
}

converse {
    if (flag(SELF,7)) {
      if(flag(SELF,F_MET)) {
        [Descriptive text can talk (already met)\n]
        }
      else {
         [Descriptive text can talk (first met)\n]
         set_flag(SELF,F_MET);
        }
     JUMP L2;
   } else if (flag(SELF,F_MET)) {
      [A shiver runs up your spine as you feel a chilling ]
      [draft...\n]
   }else{
      [The form is that of a man.]
      wait();
      [\n\nHis mouth moves, yet no words can be heard...\n]
      set_flag(SELF,F_MET);
   }
L1:
   ask();
   answers {
      keywords "murd,kill,die,dead" {
         [You speak the word and the spectre responds by ]
         [pointing a boney hand to his @eye.\n]
         JUMP L1;
      }
      keywords "eye" {
         [A wind from behind blows your hair, covering ]
         [your eyes.\n]
         JUMP L1;
      }
      keywords "garg" {
         [A whirlpool of leaves, twigs and stones whips up ]
         [around you.]
         wait();
         [\n\nYour clothing is yanked by the strong wind ]
         [forcing you to grip it tightly in your hands.\n]
         JUMP L1;
      }
      keywords "marn" {
         [A cool breeze blows through your hair.]
         wait();
         [\n\nYou suddenly smell the scent of a storm ]
         [approaching.\n]
         JUMP L1;
      }
      keywords "how" {
         [The ghostly image shimmers for a moment and then ]
         [he points a boney finger to his neck.\n]
         JUMP L1;
      }
      keywords "who" {
         [The spectre's arm thrusts out, pointing to the ]
         [@sea.\n]
         JUMP L1;
      }
      keywords "sea" {
         [The spectre's arm thrusts again, this time.]
         wait();
         [\n\nThis time you see it points towards the ]
         [pier.\n]
         JUMP L1;
      }
      keywords "bye" {
         [A strong breeze suddenly assaults you with twigs ]
         [and leaves.\n]
         bye();
      }
      keywords "*" {
         [You hear no answer save the rustle of the leaves ]
         [on the ground around you.\n]
      }
   }
   JUMP L1;
L2:
   ask();
   answers {
      keywords "murd,kill,die,dead" {
         [talking dialog\n]
         JUMP L2;
      }
      keywords "eye" {
         [talking dialog\n]
         JUMP L2;
      }
      keywords "garg" {
         [talking dialog\n]
         JUMP L2;
      }
      keywords "marn" {
         [talking dialog\n]
         JUMP L2;
      }
      keywords "how" {
         [talking dialog\n]
         JUMP L2;
      }
      keywords "who" {
         [talking dialog\n]
         JUMP L2;
      }
      keywords "sea" {
         [talking dialog\n]
         JUMP L2;
      }
      keywords "bye" {
         clear_flag(SELF,7);
         [talking dialog\n]
         bye();
      }
      keywords "*" {
         [I don't understand what you mean.\n ]
      }
   }
   JUMP L2;
}
]



Edited 1 time(s). Last edit at 06/28/2012 08:18AM by Malignant Manor.
Re: Quentons murder
June 30, 2012 09:12PM
Hmmm. So, if I'm reading this correctly, the point of setting flag 7 is to get to the "L2" line of conversation and then unsetting flag 7 is to get back to the original "L1" line of conversation, correct? If this is the case, then all the added dialogue will be lost after speaking with him once and, if you don't get all of it right then and there, it's gone for good. Why would you want to do that? (I'm just curious, not saying it shouldn't be done.)
Re: Quentons murder
July 01, 2012 02:57AM
The flag is set by casting seance on Quenton. The flag is reset once done talking because seance is over. You can always cast seance again to get the second dialog set. This will work with the latest snapshot. All you need to do is use U6 Edit to change the dialog.



Edited 1 time(s). Last edit at 07/01/2012 02:58AM by Malignant Manor.
Re: Quentons murder
July 01, 2012 04:15AM
Alright, that answers my question nicely! smiling smiley

EDIT::
Wow, I'm usually so good about actually reading a post in its entirety before replying, but apparently not in this case. I just noticed that you explained all that right on the top of your post.



Edited 1 time(s). Last edit at 07/01/2012 09:26PM by VisElEchNon.
Re: Quentons murder
May 23, 2014 08:27AM
Hi Maligent,

I don't quite get it, I'm afraid:
the text to replace the "talking dialog" placeholder in L2 should be the same as in L1 I take it, right? If so, where is the point?

Whatsmore: when you speak about setting the L7 flag, is that something unique to Nuvie, or would it work in the original game as well?

Sorry, if I sound rather dumb :-/

John
Re: Quentons murder
May 23, 2014 11:17PM
> I don't quite get it, I'm afraid:
> the text to replace the "talking dialog"
> placeholder in L2 should be the same as in L1 I
> take it, right? If so, where is the point?

Someone would need to put new text there for what would be said when talking to him during seance.


> Whatsmore: when you speak about setting the L7
> flag, is that something unique to Nuvie, or would
> it work in the original game as well?


Seance doesn't set the flag so it wouldn't work there.
Re: Quentons murder
May 25, 2014 10:55AM
Hi Malignant,

thanks for taking the time to reply.

My understanding so far was, that the ghost will not reply at all when approcahing him directly. Only by using the Seance spell it is possible to get any reaction from him, but this reaction is not through words but by "sign-language" i.e. the initial convo. Is this not right?

I remember to have been reading some elaboration about the sense of his reaction...something along the lines of:
"point to his eye" means it was "I" who has been murdered
"a wind blows covering Avatars eyes" means "Avatar does not yet see the truth and so on and so forth

But when I understand you right you assume the original idea was to being able to directly speak to Quenton and get words in return when having cast Seance, right?

Would it be posibble to make the quest solvable without adding a L2 convo? Or in other words: why isnt it solvable now? (I assumed the problem was a missing flag in the original game!?)

John
Re: Quentons murder
May 25, 2014 03:02PM
>Only by using the Seance spell it is possible to get any reaction from him

He talks with the signs and wind when you talk to him normally.


>why isnt it solvable now?

He might not have been meant to ever speak or for his murder to be solved. I don't really remember what clues there are.
Re: Quentons murder
June 12, 2014 06:43AM
>He talks with the signs and wind when you talk to him normally.

I see... I got it all wrong then, and so does Ultima 6 Project I'm afraid. There you need to cast Seance to be able to communicate with Q. at all....and he will but point and does not talk at all :-(
I'll have to have a think, whether I shall fix that for the German version at least and come up with some new convo text.

As for U6, it may be possible to get Q. (actually) talking, with the Avatar having the Seance spell equipped (not actually casting it for that matter) or something.... I'll think about that as well.

For now: thanks heaps (yet again) for all your time and patience :-)

John

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