Working fix for Anechoic Lazaret

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.

Moderator: Memovira Goons

Post Reply
User avatar
BurningBright
Initiate
Posts: 5
Joined: November 25th, 2015, 9:13 pm
Location: Canada

Working fix for Anechoic Lazaret

Post by BurningBright » January 21st, 2018, 8:02 pm

These solutions I found the Steam forums worked like a charm. They worked on version 1.10 GOG edition. I think it is identical except for the location of the file paths.

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.

Don't forget to back up the files in case of errors.

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

I also have to note that I did not kill Qorro and convinced Salimeri to give him another chance but I did not run into him at Lazaret or when I spoke to Salimeri to complete the quest. So, this gives you the completion and the rewards but some of the dialogue is not complete.

Credit goes to the awesome person(s) who worked out this fix. Whoever they are. Thank you. :)

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
" I really wish people would stop calling Prey "BioShock in Space". BioShock was "System Shock underwater"

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest