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SI: I drank the evidence!
Posted: Wed Nov 09, 2005 10:44 pm
by Lori
While looking through a walkthrough, I realize I made a grave error. I drank the fawnish ale at the goblin camp. I thought I heard "Wait, a bottle!" cause Dupre was being his usual drunkard self, so I indulged him. The other guys never had a chance to indicate it was a clue. (I just reloaded a really old savegame and i see now they tell me. I was too quick for them though!) That was at the beginning of the game, and I've since finished at fawn, moonshade, monks isle, and the silver seed. So obviously, I'm not about to redo it all :O
Is there any way to get back the ale, or edit some flags or something that will trigger the rest of the monitor conversations I need to finish the storyline here?
Thanks!
Re: SI: I drank the evidence!
Posted: Wed Nov 09, 2005 10:49 pm
by Lori
PS - will teleporting past the locked door in the goblin cave allow me to bypass the accuse-Simon stuff, and just complete the rest of the storyline?
Re: SI: I drank the evidence!
Posted: Thu Nov 10, 2005 3:42 am
by marzo
I don't know if it will work, but: you can try asking Simon for a bottle, placing this bottle where the other one was (from as far away as you can) and then approaching the bottle *might* do the trick.
Re: SI: I drank the evidence!
Posted: Thu Nov 10, 2005 5:45 am
by ultimaIX
since i doubt the game can tell the difference between different fawnish ale, i would imagine that any fawnish ale would work, as long as the eggs were tripped when you first picked it up... of course, i could be wrong here, but as far as i know, the ale bottle you pick up in the forest is no different from any fawn ale you find in other places.
-ultimaIX
Re: SI: I drank the evidence!
Posted: Thu Nov 10, 2005 7:18 am
by Lori
Thanks guys! I got a bottle from fawn and put it on the "egg" where the initial one was, and it worked! I had thought the "real" clue bottle itself was flagged, not the ground it sat on. Thanks a bunch!
Re: SI: I drank the evidence!
Posted: Fri Nov 11, 2005 7:58 am
by marzo
Strictly speaking, the game *can* tell the difference between different bottles of Fawnish ale (by using different values for the ale's quality). It seems that the SI devs forgot to check this for this specific case.
Re: SI: I drank the evidence!
Posted: Fri Nov 11, 2005 8:59 am
by Tristan de Inés
If drinking the bottle breaks the plot (does it)?, maybe this should be treated as a bug.
In that case a usecode patch could trigger a different action for doublecklicking the bottle, like a companion saying something helpful.
Re: SI: I drank the evidence!
Posted: Mon Nov 14, 2005 7:20 am
by ultimaIX
ahh, that's true, i forgot about the "quality" tag. i wonder though, is there actually an instance of this being used in the game? (u7 or u7p2) I've played with exult studio, and back in the day i had a lot of fun with the cheat menus in the dos version and i can't remember ever seeing that quality tag used.
-ultimaIX
Re: SI: I drank the evidence!
Posted: Mon Nov 14, 2005 8:16 am
by drcode
It's used for keys and locked-doors, to check if they match, and for deeds and boats or horse-and-carriage.
Re: SI: I drank the evidence!
Posted: Mon Nov 14, 2005 9:36 am
by ultimaIX
ahh, keys - that makes sense.
i'll have to remember that when i add doors to my map, hehe.
-ultimaIX
Re: SI: I drank the evidence!
Posted: Fri Feb 17, 2017 12:59 am
by Knight Captain
Can anyone confirm if drinking the bottle of Fawnish Ale found at the Goblin's monolith is a plot-breaking problem?
Re: SI: I drank the evidence!
Posted: Fri Feb 17, 2017 5:29 am
by Dominus
I may have a savegame to test and I have a long flight today so I might be able to actually check
Re: SI: I drank the evidence!
Posted: Fri Feb 17, 2017 9:34 am
by Knight Captain
It looks like this only happens if you drink the bottle without picking it up. That doesn't count as moving the bottle off the egg, I guess, so the flag is not set.
Re: SI: I drank the evidence!
Posted: Fri Feb 17, 2017 11:19 am
by Gotcha!
A bit sloppy of the devs. It would have been easily avoided using a slightly different looking empty bottle, which would not be used up when used because, well, it's empty.
Re: SI: I drank the evidence!
Posted: Fri Feb 17, 2017 2:11 pm
by Alexander
You gave Dupre the ale, knowing he'd just blow chunks everywhere? Yuck.
On a side note, it is kind of funny that you're essentially planting evidence to implicate Simon. I wish there was a way to incorporate that in the game.
"We found this ale near the campsite. I suspect thou art lying, Simon."
"But I saw thee steal that bottle from mine own inn! That is not the bot-I mean, that is not mine."
Re: SI: I drank the evidence!
Posted: Thu Mar 02, 2017 2:30 pm
by Knight Captain
This could be coded around by setting a quality on the spawned bottle, thus disallowing it to be used, or just having the bottle bark "Empty".