Lazaret unable to complete - new 1.1.0 game

If you need assistance with a technical issue, this forum is for you. Specifically for help with Torment: ToN itself. Spoilers are allowed, but spoiler warning tags are recommended.

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Dork Mage
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Re: Lazaret unable to complete - new 1.1.0 game

Post by Dork Mage » September 29th, 2017, 8:14 am

You don't have to kill everything - I have managed to just kill one and stealth the rest.

Serjo
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Re: Lazaret unable to complete - new 1.1.0 game

Post by Serjo » October 30th, 2017, 3:44 pm

In a bit of gentle prodding, I'd like to note that this bug has cost inXile at least one sale, and possibly a lot more:

http://steamcommunity.com/app/272270/di ... 9034738420

troybpierce
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Re: Lazaret unable to complete - new 1.1.0 game

Post by troybpierce » October 31st, 2017, 7:40 am

I'm playing on PS4, and I just attempted this quest last night for the first time. I approached it with dread after reading about this bug online, but fortunately I did not come across the bug. It actually worked for me, and I used the stealth method.

I only brought two characters (I thought I would be more likely to be detected if I had 4 characters). I only brought The Last Castoff (a Nano) and Rhin.

After the first dialogue with the red robot, we started running north. A crisis was immediately initiated, but I turned both my characters invisible on their very first turn. Then I just ran north to the 1st computer thing, east to the 2nd, west to the 3rd, and then south to the 4th (which is somewhat hidden). I did all of this while still in combat, but both my characters were invisible the whole time and we didn't kill a single robot.

After activating the 4th computer thing (found to the south of the map), all enemies became non-hostile. I returned to the quest giver (forgot her name), and the quest successfully completed and was removed from my quest log.

I did not kill a single robot and I used stealth the entire time.

So on PS4, this quest can be successfully completed using stealth. Just make sure you don't kill a single robot (maybe that's what glitches it for some people???).

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SoulsCollective
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Re: Lazaret unable to complete - new 1.1.0 game

Post by SoulsCollective » November 12th, 2017, 12:24 am

Glad to hear it works right on at least one platform! :P

Unfortunately, for me at least, and per the OP, not killing any of the Peerless drones makes no difference.

kilobug
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Re: Lazaret unable to complete - new 1.1.0 game

Post by kilobug » November 12th, 2017, 1:58 am

I finished the game 3 times in total, and only once I got stuck in that quest and had to reload and retry it, but I'm not sure exactly what was the difference in my 4 attempts... in every attempt I killed some but not all of Peerless drones, and as far I can remember (but I might be wrong on that one) and I always did the "red robot stuck on the wall" mid-way towards purging the nodes... so not sure exactly what are the conditions to trigger the bug...

Maybe could someone of inXile who has access to the code give us more hints on how to avoid the bug, if they can't release a patch due to lack of time/money ?

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phimseto
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Re: Lazaret unable to complete - new 1.1.0 game

Post by phimseto » November 14th, 2017, 8:14 am

I can at least confirm troy's workaround - I did a version of what he did on the PC version. I stealthed all my characters and then used two of them (Rhin and the Castoff) to deactivate everything. I didn't trigger the bug.

troybpierce
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Re: Lazaret unable to complete - new 1.1.0 game

Post by troybpierce » November 14th, 2017, 3:15 pm

I just finished my second playthrough of the game on PS4, and once again I did not encounter this bug.

The only difference was that I was a jack this time, not a nano. I still only used two characters (my jack and Rhin). We turned invisible immediately when combat started, and I did it in the exact same order as my last playthrough (north 1st, east 2nd, west 3rd, and south last). I did not kill a single robot.

So I did not encounter the bug on either of my playthroughs.

Julle
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Re: Lazaret unable to complete - new 1.1.0 game

Post by Julle » November 26th, 2017, 12:21 am

Too bad that they still haven't fixed it, ran into it and didn't have any earlier saves. Also the editing thing didn't do anything for me, too bad. Guess I'll just have to ignore the quest and move on

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Insolentius
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Re: Lazaret unable to complete - new 1.1.0 game

Post by Insolentius » December 7th, 2017, 2:07 pm

phimseto wrote:
November 14th, 2017, 8:14 am
I can at least confirm troy's workaround - I did a version of what he did on the PC version. I stealthed all my characters and then used two of them (Rhin and the Castoff) to deactivate everything. I didn't trigger the bug.
How about you fix this broken mess of a game instead of encouraging players to rely on workarounds and makeshift solutions? You have abandoned this game as fast as humanly possible. Grade A dev. :?

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BurningBright
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Re: Lazaret unable to complete - new 1.1.0 game

Post by BurningBright » January 21st, 2018, 7:51 pm

These solutions I found at the Steam forums work.

As directed I made changes to a2621_salimeri.conversation file and the quest_anechoic_lazaret.quest file using notepad ++

I followed method A because I had activated the pillars.

I have to note that <NodeID>214</NodeID> was not at line 12105 for me

Save the game near Salimeri.
Open file explorer of you choice, go to your steam folder and then
...\Steam\SteamApps\common\Torment Tides of Numenera\WIN\TidesOfNumenera_Data\StreamingAssets\data\conversations\a_sagus
Locate the file a2621_salimeri.conversation
Make a backup of that file!
Open the file, locate the line
<NodeID>214</NodeID>
That should be line 12105.
Below, find the next occurence of
<Conditionals>
Nested within the Conditionals node, that means before the next occurrence of (note the '/'):
</Conditionals>
there is this segment (line 12166):
<ExpressionComponent xsi:type="ConditionalCall">
<Data>
<HasDifficultTaskAttribute>false</HasDifficultTaskAttribute>
<FullName>Boolean IsGlobalValue(String, Operator, Int32)</FullName>
<Parameters>
<string>Quest_AnechoicLazaret_DefeatedDrones</string>
<string>EqualTo</string>
<string>1</string>
</Parameters>
</Data>
<Not>false</Not>
<Operator>And</Operator>
</ExpressionComponent>
Replace it with this:
<ExpressionComponent xsi:type="ConditionalExpression">
<Operator>And</Operator>
<Components>
<ExpressionComponent xsi:type="ConditionalCall">
<Data>
<HasDifficultTaskAttribute>false</HasDifficultTaskAttribute>
<FullName>Boolean IsGlobalValue(String, Operator, Int32)</FullName>
<Parameters>
<string>Quest_AnechoicLazaret_DefeatedDrones</string>
<string>EqualTo</string>
<string>1</string>
</Parameters>
</Data>
<Not>false</Not>
<Operator>Or</Operator>
</ExpressionComponent>
<ExpressionComponent xsi:type="ConditionalCall">
<Data>
<HasDifficultTaskAttribute>false</HasDifficultTaskAttribute>
<FullName>Boolean IsGlobalValue(String, Operator, Int32)</FullName>
<Parameters>
<string>a2663_killswitches_disabled</string>
<string>EqualTo</string>
<string>3</string>
</Parameters>
</Data>
<Not>false</Not>
<Operator>And</Operator>
</ExpressionComponent>
</Components>
</ExpressionComponent>

Now depending on your quest state do one of the following edits:

Edit A: If you, like me, have already used all 3 pillars.

Search the line
<NodeID>3</NodeID>
Under there, find the block (not comletly listed)
<Links>
...
</Links>
Before that last line, add this:
<FlowChartLink xsi:type="QuestLink">
<FromNodeID>4</FromNodeID>
<ToNodeID>5</ToNodeID>
<PointsToGhost>false</PointsToGhost>
<ClassExtender>
<ExtendedProperties />
</ClassExtender>
<RequiredToExitObjective>false</RequiredToExitObjective>
</FlowChartLink>


This introduces a shortcut between quest node 3 (clean the lazaret) and 5 (finished), which triggers when you turn in and ends the quest. This skips node 4, which simply asks you to return to Salimeri, which you do anyway. You'll just miss this line in your quest log.


*IF* you *REALLY* want a clean questlog with the Return step, you can do Edit B and insert the quest-finished-event as another alternative condition, but I'll leave that as an exercise to the reader (hint: look at node 5, And's and Or's are tricky).

Edit B: If you have not activated all 3 pillars but plan to do so and finish the quest without killing all peerless drones. Disclaimer: haven't tested this one due to lack of save game and otherwise time

Search the line
<NodeID>4</NodeID>
Below find the next line
<Conditionals>
Take out the block
<ExpressionComponent xsi:type="ConditionalCall">
<Data>
<HasDifficultTaskAttribute>false</HasDifficultTaskAttribute>
<FullName>Boolean IsQuestEventTriggered(String, Int32)</FullName>
<Parameters>
<string>Assets/Data/Quests/A_Sagus/quest_anechoic_lazaret.quest</string>
<string>2</string>
</Parameters>
</Data>
<Not>false</Not>
<Operator>And</Operator>
</ExpressionComponent>
and replace it with
<ExpressionComponent xsi:type="ConditionalExpression">
<Operator>And</Operator>
<Components>
<ExpressionComponent xsi:type="ConditionalCall">
<Data>
<HasDifficultTaskAttribute>false</HasDifficultTaskAttribute>
<FullName>Boolean IsQuestEventTriggered(String, Int32)</FullName>
<Parameters>
<string>Assets/Data/Quests/A_Sagus/quest_anechoic_lazaret.quest</string>
<string>2</string>
</Parameters>
</Data>
<Not>false</Not>
<Operator>Or</Operator>
</ExpressionComponent>
<ExpressionComponent xsi:type="ConditionalCall">
<Data>
<HasDifficultTaskAttribute>false</HasDifficultTaskAttribute>
<FullName>Boolean IsQuestEventTriggered(String, Int32)</FullName>
<Parameters>
<string>Assets/Data/Quests/A_Sagus/quest_anechoic_lazaret.quest</string>
<string>6</string>
</Parameters>
</Data>
<Not>false</Not>
<Operator>And</Operator>
</ExpressionComponent>
</Components>
</ExpressionComponent>
Find the line
<NextEventID>6</NextEventID>
near the end of the file. Change the 6 to a 7.
Add this before "</Events>", which is the third to last line:
<QuestEvent xsi:type="QuestEventGlobalVariable">
<EventID>6</EventID>
<DisplayName>Hacks</DisplayName>
<VariableName>a2663_killswitches_disabled</VariableName>
<VariableValue>3</VariableValue>
</QuestEvent>


This should make node 4 activate, telling you to return to Salimeri, when the counter for activated lazaret pillars reaches 3. This doesn't work for me though, as that counter is already at 3 in my game. So I can't guarantee it will work. Feedback would be appreciated if this works for you, as for the other parts :-)
Last edited by Haiaiai; 27 Apr, 2017 @ 3:47pm
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