(MDD1105revised) Evil and neutral joinable NPCs should be present at the camp entrance before the battle
|Status:||Closed - Fixed||Start date:||04/11/2016|
|Classification:||C - Minor||Due date:|
|Target version:||Public Bug Reports - 18.104.22.168|
|Found In Version:|
- Start a new game
- C:SetGlobal("bd_baeloth_join","global",1) ; C:SetGlobal("bd_dorn_join","global",1) ; C:SetGlobal("bd_mkhiin_join","global",1) ; C:SetGlobal("bd_rasaad_join","global",1) ; C:CreateCreature("baelot7") ; C:CreateCreature("bdmkhi7") ; C:Eval('ActionOverride("baeloth",MakeGlobalOverride())') ; C:Eval('ActionOverride("mkhiin",MakeGlobalOverride())')
- B > 1 > 5 > 3
- Click through Bence's dialog and walk around a bit
Only good joinables are present near the camp entrance.
Neutral and evil joinables should be in visible range as well, available for last minute recruitment.
Internal report #22704
Original design mentioned only good characters being moved to the entrance.
As mentioned on forums https://forums.beamdog.com/discussion/comment/749531/#Comment_749531
Viconia left me several times when my reputation got too high. I could always find her back at the camp, and could immediately invite her to rejoin. That is, up until ...
the very end of the game, when I returned to the coalition camp to defend it from three attacks; she was nowhere to be seen from that point, and I did not have the option to add any other NPC to my party. I played through the final portion of the game with 5 party members.
Default names are Edwin, Safana and Viconia.
Baeloth, Dorn and M'Khiin appear if they've been invited to join the coalition before (step 2 is to make them available, you can CTRl-C/V it as a single command).