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Viconia romance not starting

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Jedi_Sauraus
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Viconia romance not starting

Post by Jedi_Sauraus »

I'm having some weird trouble starting the romance with Viconia, can anyone help me here ??

I'm an Elven Archer, but I have the mod that allows romances to start without any racial requirement. The strangest thing is I had the first conversation (something about what brought me to Faerun and Amn ect)
then she went silent on me.

I've spent an hour and a half clearing De'Arnise keep, came out nothing, went to waukeen promenade to sell the loot, paused took a shower had dinner ect at least another hour here and still she's silent. I could SK myself into a Human, but I want to stay an Elf for role playing reasons. So anyway what do I edit in SK to get her to warm up to me ?? let's not be superficial Elves can be sexy too :)
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Sator
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Post by Sator »

I believe there is a completely different word that is used to define elven sexual appeal - smexy :) That being said, i guess your best bet will be to check the variables and see if the romance is active and how far you've progressed in the love talk. I will paste the CLUA commands right out of Dan Simpson's Romance Guide.. That guy really did an amazing job with his guides (i believe i said that once already). So here they are:

*Note all the information bellow is taken from Dan Simpson's Romance Guide (http://www.dansimpson.com/), I am in no way claiming ownership or a connection to it.*

CharacterMatch

Before a romance can start the game sets this variable to show if your character is compatible with any of the possible romancing NPCs from a species and gender point of view. This happens only once at the very start of the game – so even if you use utilities to change race or gender after the game started, you won't get this variable changed. You can check this variable using these commands (you will need to access the console to type these commands):
CLUAConsole:GetGlobal("ViconiaMatch","GLOBAL") - to find out what value it has.
CLUAConsole:SetGlobal("ViconiaMatch","GLOBAL",XX) – to manually set the value.

Change the variable name to Jaheira, Aerie or Anomen for their values.

The two possible values of this variable (XX) are 0 for the romance can’t happen or 1 for the romance is possible.

CharacterActiveRomance

This is major romance variable. It shows the current romance state and you should always check it if things seem to be going wrong. It can be accessed with the following commands (i.e. for Aerie):
CLUAConsole:GetGlobal("AerieRomanceActive","GLOBAL") – to find out what value it has.
CLUAConsole:SetGlobal("AerieRomanceActive","GLOBAL",XX) – to manually set the value.

Change the variable name to Jaheira, Viconia or Anomen for their values.

Possible values of this variable (XX) are:
0 – romance was never started,
1 – romance is progressing,
2 – romance lives, NPC is finally in love with you,
3 – romance is dead for good.

LoveTalk

This is another important variable for managing a romance. It shows how far the romance has progressed. You will notice in the detailed breakdowns that follow that after each dialog the lovetalk rating gets changed to show that the romance has moved on. So if you want to keep an eye on things this is the variable to check.
When a romance starts with a NPC, his/her LoveTalk rating is set to one. But before the romance starts at all, a check is made for NPC compatibility. If this check is failed, no changes are made to the LoveTalk rating.
There are two commands you need to know to access the variable:

CLUAConsole:GetGlobal("LoveTalk","LOCALS") while holding the mouse pointer over a character’s portrait. Press return and the console will show you their romance rating.
CLUAConsole:SetGlobal(“LoveTalk”,”LOCALS”,XX) which sets your love talk to a given rating, where XX is a number. (So if you really blow it or get stuck by a bug you might be able to get things moving again).

The final targets you are aiming at for each romance are:
Jaheira 70
Viconia 76
Aerie 48
Anomen 36

CharacterRomance

This variable is used to count down the time to the next dialog event. In other words it’s a clock that measures real time passing as you play the game.

Issuing a command like this:
CLUAConsole:SetGlobal(“JaheiraRomance”,”GLOBAL”,1)
or the name of the character you are romancing will trigger the next dialog providing all other conditions (location meeting characters etc) have been met. But keep in mind dialog delays mentioned in Romances in general section. Those dialog delays can be a maximum of 30 seconds and you CAN skip those delays if you want to by simple issuing of upper command twice.

Here is how it works:
- You finished one dialog event and the game increases romance rating (LoveTalk variable) by one. After this increase, romance rating will always be odd (not divisible by 2)!
- A CharacterRomance timer is set (as it is shown in table below - it is different for each NPC), i.e. for Viconia it is set to 3000 seconds. This is what I call Dialogue Timer.
- After this timer expires, another timer is set. This is what I call Delay timer and it uses CharacterRomance variable again. It is also different for each NPC, i.e. for Viconia it is 30 seconds.
- After Delay Timer expired, romance rating is increased by one. This number (rating) is always even (divisible by 2)! And now the game forces next dialog event (if you’re not in dungeon, etc...)

Do you see now why you should issue that command twice for instant moving on next dialog?

NPC Dialogue Timer Delay Timer
Aerie 3200 30
Anomen 3600 10
Jaheira 3600 30
Viconia 3000 30


IMPORTANT:
All romance ratings are shown within dialogs. At start of each dialog there is a line:
LT = romance rating
All romance ratings are shown in odd values because the game sets certain variables according to odd values – so if you mess with romance rating (LoveTalk variable) make sure you set it on ODD value.
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Jedi_Sauraus
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Post by Jedi_Sauraus »

hey thx :) it worked.
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