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#1 |
Elite Waterdeep Guard
![]() Join Date: February 21, 2002
Location: Baldurs gate
Posts: 8
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i still seem to have problems with this are. still no dialoque starts even with the larrel .dlg added
![]() i found out that the machine should be moving when fixed ? but no movement for me?!!!!
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Mmmmm....where did that yeti go? |
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#2 |
Drow Priestess
![]() Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 55
Posts: 4,037
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hmmm..... You have serious problems. Have you disabled animations in the setup? I'd have to look at Larrel and his associated global variables when I get back to the house.
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Everything may be explained by a conspiracy theory. All conspiracy theories are true. No matter how thinly you slice it, it's still bologna. |
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#3 |
Ma'at - Goddess of Truth & Justice
![]() Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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I am stumped. I thought for sure the dialogue string would solve the problem, but it sounds like something worse is afoot since the animations aren't playing.
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“Every tavern’s an opportunity, I say.” |
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#4 |
Drow Priestess
![]() Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 55
Posts: 4,037
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DarkMyst, try this: CLUAConsole:SetGlobal("ASTROLAB","GLOBAL",4); to see if Larrel will talk to you now. You might also want to try CLUAConsole:SetGlobal("Know_Larrel","Global",0); just to make sure you tell the game you haven't spoken with Larrel before.
hmmm....I don't have any more sneaky tricks up my sleeve. Anyone else?
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Everything may be explained by a conspiracy theory. All conspiracy theories are true. No matter how thinly you slice it, it's still bologna. |
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