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Taris Undercity Sewers - Freeing Zaalbar cutscene/conversation issues

Open DarthParametric opened this issue 6 years ago • 4 comments

  • [x] Opening Zaalbar's door cutscene. Mission stands in place and faces the player while supposedly unlocking the door. Script her to face and approach the door at least. See if there is a suitable scriptable animation.
  • [x] Convo with Zaalbar when freeing him. His response to Mission's "Are you sure?" line is off-screen. Camera remains on Mission.
  • [x] Convo with Zaalbar when freeing him. Mission's "A lifedebt is a solemn vow..." line she doesn't appear to face the player.
  • [x] Convo with Zaalbar when freeing him. Mission's "I guess you're stuck with me..." line. Second line in succession to the player, but seems to face away on this line.
  • [x] Etc. etc. This convo is littered with facing issues. Seems like all of Mission's double lines she turns her head the other way on the second line.
  • [x] Mission gives you contradictory directions to the Vulkar base entrance. She says it's in the north-east and south-east corner of the sewers. Probably requires spliced VO, new lip sync, and a new TLK entry to fix.

1.9.0 beta observations:

  • [x] If the player repaired the droid and sent it on patrol, in can path right through the party during the cutscene, causing some issues. It probably needs its AI disabled and to be jumped out of the way for the duration of the scene.
  • [x] Carth, if present, doesn't face the right direction at the start of the scene.

DarthParametric avatar Apr 26 '19 16:04 DarthParametric

Video of vanilla scene illustrating some of the problems. Although there is a random element to it. Last time I did it, Mission and Carth were in the opposite spots, and the results seemed worse (Mission wasn't anywhere near the door).

https://www.youtube.com/watch?v=l9W2YVy1Lec

DarthParametric avatar May 07 '19 13:05 DarthParametric

One additional issue I just noticed is that you can discover the forcefield before finding Zaalbar, and there is a conversation with Mission for this, but it is not acknowledged by the prison break scene. She'll still say she doesn't remember where it is. I'm not sure how practical that is to fix. We could set a boolean if you visit the forcefield first and do a check for it as a starting conditional, but I don't know what the effect on the conversation flow would be.

That aside, here's the revised scene as it currently stands:

https://www.youtube.com/watch?v=r8r87r1sV9c

DarthParametric avatar Jun 08 '20 15:06 DarthParametric

1.9.0 beta test observations:

  • [ ] If you don't add Zaalbar to the active party, you still see him briefly before he disappears (presumably the stunt double being jumped). The fade-out needs extending by around 0.5s or so. Edit: Hrm, couldn't reproduce this on a subsequent test.
  • [ ] ~If equipped with a two-handed weapon, like a heavy blaster, the NPC/PC will still display the weapon holding animation for the first few lines. But since weapons are hidden, they aren't holding anything. This seems to affect every convo with hidden weapons. Not sure if it's resolvable, since I believe they are already getting a forced animation under the fade-out. Probably only truly fixable by unequipping, which is too much hassle, but it's worth investigating other options at least.~ Edit: This does not seem to be resolvable without forcibly unequipping.

DarthParametric avatar Dec 13 '21 11:12 DarthParametric

1.10.0 beta test 2 observations:

  • [ ] The malfunctioning door on one side of Zaalbar's "cell" that can't be opened can show a selection icon for him from the right angle. Might need a walkmesh adjustment similar to the crazy Rodian cells on the Leviathan.

DarthParametric avatar Dec 16 '23 03:12 DarthParametric