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Báo cáo lỗi dịch thuật
Even if i win the dialogue mol immediatly start a new dialogue because i'm still in his lair and than get pissed off
There is another way in past the guards, as soon as you enter the village, turn right and go down the wooden elevator.
THIS SAVED MY GAME. For more on this, you'll need to kill both Ikaron and Guex. Ikaron is sitting down at the end of camp near shadowheart. Wait for Guex to screw off and enter turn based combat mode with your OC and shadowheart at the top near her tent. Use shadowhearts guiding bolt in stealth to hit Ikaron. He'll then run up and start initiative on you up there. Kill however you want. Wait for Guex to come back and repeat the same process.
always keep mutiple saves... if something weird happens at it will happen. only playing on quicksave and autosave is a no no.
F5 quicksave actually makes a new save, every time. It doesn't have a set limit that it rolls through.
i had a similar bug in the goblin camp tho where gale and asterion walked a little bit past the gnome vendor and the game spammed trespassing dialogues at them until their affinity dropped low enough to starrt combat automatically. i had 0 chance to move them lol even turn-based mode didnt work, just had to reload a save. ntm the whole thing where trying to talk to the guarding druids instead of walking into them will aggro them and trigger a tiefling massacre. this game has issues with the way it handles guards, i think.
There goes my 30 hour playthrough
Also, it must be done BEFORE you slay the goblin leaders.
Druid vigilance goes down alot after you expose kagha, and you can much easier steal the idol. Use an invis pop, click idol, pass a deception check and voila. Scottfree and you can return to Mol.
This is the #1 thing that needs to be fixed, and I think it will require a complete deep dive into the scripts. Possibly creating a new NPC (..."Vol") to disambiguate things.
I think the guards, threatening, etc., ("Faction:Hostile") end result should be put into a progressive script that tallies multiple events, instead of firing off due to any single event. Rewriting the scripts to use a counter will make things very clear to the designer.
It's worth considering if having all the Tiefilngs go hostile is worth it at all. Doesn't seem to serve the story, and it feels out of place to the player. Seriously consider cutting it. OR, because Mol comes off as evil enough, just send 1-3 assassins after the player. It doesn't need to trigger the proper Tiefling faction.
Go save the kid from the harpies. Then long rest. If you try to return to Mol without resting, she'll still be counting down and will report you to the guards.
After resting, visit Mol and she'll talk to you. I was also nice to the pickpocket siblings.