[1.0.0] Agrimley the Hermit Disappearance

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Cerest
Wayist
Posts: 17
Joined: Wed Oct 26, 2011 7:06 pm

[1.0.0] Agrimley the Hermit Disappearance

#1 Post by Cerest »

See title. Agrimley simply disappeared from the map. I've uploaded the save files here,
https://docs.google.com/file/d/0B9Sx9Nv ... JPZFE/edit

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: [1.0.0] Agrimley the Hermit Disappearance

#2 Post by wobbly »

I think Ziggurath patrols can attack him?

Cerest
Wayist
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Joined: Wed Oct 26, 2011 7:06 pm

Re: [1.0.0] Agrimley the Hermit Disappearance

#3 Post by Cerest »

If so, that's silly. Very silly @_@ And quest breaking, sort of, those elixirs of focus are very valuable.
Is it possible to edit the save file to pop him back in?

R_D
Halfling
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Location: Somewhere only we know...

Re: [1.0.0] Agrimley the Hermit Disappearance

#4 Post by R_D »

I might've just experienced this, I'm not sure. Oddly enough, in my previous character, a different glitch occurred, causing Agrimley to clone himself! There was just a 2nd Agrimley chilling out next to the original, and both had the same dialogue and acted the same way (couldn't turn the same ingredients into him for the same potion twice, they acted like the same person).
?Wub?Wub?Wub?

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: [1.0.0] Agrimley the Hermit Disappearance

#5 Post by cttw »

I too had a game where I cant find agrimley anywhere. My worldmap has all been explored and autoexplore just goes to the nearest town.

johnnyzero
Thalore
Posts: 148
Joined: Tue Feb 28, 2012 6:36 am

Re: [1.0.0] Agrimley the Hermit Disappearance

#6 Post by johnnyzero »

Here's a temporary solution until the underlying cause gets addressed. Enable the development console (cheat mode), go to the world map and paste the following lines into your lua console (must use ctrl-v to paste):

Code: Select all

x, y = util.findFreeGrid(game.player.x, game.player.y, 20, true, {[engine.Map.ACTOR]=true})
g = mod.class.WorldNPC.new{name="Agrimley the Hermit", type="humanoid", subtype="human", faction="neutral", display='@', color=colors.BLUE, can_talk = "alchemist-hermit", cant_be_moved = false, unit_power = 3000,}
g:resolve() g:resolve(nil, true)
game.zone:addEntity(game.level, g, "actor", x, y)
x=nil;y=nil;g=nil
This will find an available tile somewhere near you and spawn Agrimley. You can then save your game, disable cheat mode, and resume playing your game as normal.

R_D
Halfling
Posts: 104
Joined: Fri Jan 18, 2013 6:53 pm
Location: Somewhere only we know...

Re: [1.0.0] Agrimley the Hermit Disappearance

#7 Post by R_D »

johnnyzero wrote:Here's a temporary solution until the underlying cause gets addressed. Enable the development console (cheat mode), go to the world map and paste the following lines into your lua console (must use ctrl-v to paste):

Code: Select all

x, y = util.findFreeGrid(game.player.x, game.player.y, 20, true, {[engine.Map.ACTOR]=true})
g = mod.class.WorldNPC.new{name="Agrimley the Hermit", type="humanoid", subtype="human", faction="neutral", display='@', color=colors.BLUE, can_talk = "alchemist-hermit", cant_be_moved = false, unit_power = 3000,}
g:resolve() g:resolve(nil, true)
game.zone:addEntity(game.level, g, "actor", x, y)
x=nil;y=nil;g=nil
This will find an available tile somewhere near you and spawn Agrimley. You can then save your game, disable cheat mode, and resume playing your game as normal.
Is there a code I can input to look for Agrimley? I'd rather not invalidate my save file (I like to deposit stuff) if I can help it, but I know how to rollback save files if need be, so I can use such a code to find him (if I managed to overlook him, which I unfortunately doubt, but it's worth a try), and if I find him I can then revert and try again. Not sure if rolling back the save file would re-validate my character, but it's worth a shot imo.
?Wub?Wub?Wub?

Nivrax
Higher
Posts: 72
Joined: Wed Jan 23, 2013 3:36 pm

Re: [1.0.0] Agrimley the Hermit Disappearance

#8 Post by Nivrax »

R_D wrote:I might've just experienced this, I'm not sure. Oddly enough, in my previous character, a different glitch occurred, causing Agrimley to clone himself! There was just a 2nd Agrimley chilling out next to the original, and both had the same dialogue and acted the same way (couldn't turn the same ingredients into him for the same potion twice, they acted like the same person).
Like this?

Image

For anyone interested in fixing this one - the middle one is real. In position where right fake one stands, there was Zigur patrol. When I moved to the right from place I stand, I got into fight with patrol (even though there was alchemist in way). I could see them morphing into copy already while loading the arena.

R_D
Halfling
Posts: 104
Joined: Fri Jan 18, 2013 6:53 pm
Location: Somewhere only we know...

Re: [1.0.0] Agrimley the Hermit Disappearance

#9 Post by R_D »

Nivrax wrote:
R_D wrote:I might've just experienced this, I'm not sure. Oddly enough, in my previous character, a different glitch occurred, causing Agrimley to clone himself! There was just a 2nd Agrimley chilling out next to the original, and both had the same dialogue and acted the same way (couldn't turn the same ingredients into him for the same potion twice, they acted like the same person).
Like this?

Image

For anyone interested in fixing this one - the middle one is real. In position where right fake one stands, there was Zigur patrol. When I moved to the right from place I stand, I got into fight with patrol (even though there was alchemist in way). I could see them morphing into copy already while loading the arena.
My copy Agrimley never fought me like a patrol though--he acted just like the real Agrimley (if I gave the ingredients to one for a potion and go the potion, declined to make another, than talked to the other, I could ask to make him another potion as if I had handed the ingredients to him; same person two places).
?Wub?Wub?Wub?

Nivrax
Higher
Posts: 72
Joined: Wed Jan 23, 2013 3:36 pm

Re: [1.0.0] Agrimley the Hermit Disappearance

#10 Post by Nivrax »

I described how he was created, by morphing from roaming Ziggur patrol. The pic is after fight, and he idd does everything same as real one.

R_D
Halfling
Posts: 104
Joined: Fri Jan 18, 2013 6:53 pm
Location: Somewhere only we know...

Re: [1.0.0] Agrimley the Hermit Disappearance

#11 Post by R_D »

Nivrax wrote:I described how he was created, by morphing from roaming Ziggur patrol. The pic is after fight, and he idd does everything same as real one.
Ahh, I see. I can't remember how my previous Agrimley got cloned--all I remember is I did a bunch of stuff on running around on the world map, did a long dungeon (either dreadfell or went to the east and came back, probably the former), then decided to turn in a potion to Agrimley when I saw there were two of him!
?Wub?Wub?Wub?

omero
Higher
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Joined: Thu Feb 07, 2013 12:42 pm

Re: [1.0.0] Agrimley the Hermit Disappearance

#12 Post by omero »

Just for the records,
in one of my games, Agrimely has moved to a different location than the one where initially found at least two times.
He started in the narrow path between the woods and mountains south-east of Derth,
directly east of where the Sher'Tul fortress portal appears.
After some time, coming out of the Heart of The Gloom Dungeon, I met Agrimely on my way to Derth,
hiding in a small valley nested in the mountain range. Later again, on my way back to the Heart of The Gloom,
the hermit had moved further east but remained still close to the mountains.

Cheers!

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