[TW1] [mod] Suspect:Kalkstein/Leuvaarden Fix
So, both of these quests appear to be missing a clue, such that you can only complete them by way of indirect means (finding the body, autopsy, etc.). I confirmed that this was the case by grepping through the game files: the scripts, hints, and dialogue are all there but never used. So I looked at where the other clues were coming from and discovered that all the info given by Raymond's Suspect Notes is redundant. Stupidly so, even. It informs you that:
Dude in the hospital said "Kalkstein" (yeah, we were there. Also, required to even get this far)
Ramsmeat's guys attacked you in the hospital (same as above)
Vincent is hard to find at night (Raymond tells you this automatically in your first conversation)
Thaler is cozy with the guards (most people almost certainly get this after bribing Jethro to talk about the prisoner, or earlier if they advanced the silver sword quest)
The Professor's bail came from Vivaldi's bank (same as above)
Leuvaarden bribes guards (only kinda useful one, but still available elsewhere)
Anyway, I rewrote the script so that the Suspect Notes now give you the clues that Leuvaarden is involved in some shady business ventures and that Kalkstein may have magical ability, both of which would make sense for Raymond to know. To get the clue about Leuvaarden bribing guards, talk to the mercenary guards on the Dike. One of them will bring it up (you may have to exit and re-enter to cycle their dialogue, though it worked immediately for me). Also, this even works for games that are in the middle of both quests already. Just re-read the Suspect Notes and the new info will be added.
Dropbox link:
https://dl.dropboxus...01_suspects.ncs
Nexus link:
http://witcher.nexusmods.com/mods/657/
Just drop the script in your Override folder in your The Witcher Enhanced Edition\Data directory. If "Override" doesn't exist, create it.
So, both of these quests appear to be missing a clue, such that you can only complete them by way of indirect means (finding the body, autopsy, etc.). I confirmed that this was the case by grepping through the game files: the scripts, hints, and dialogue are all there but never used. So I looked at where the other clues were coming from and discovered that all the info given by Raymond's Suspect Notes is redundant. Stupidly so, even. It informs you that:
Dude in the hospital said "Kalkstein" (yeah, we were there. Also, required to even get this far)
Ramsmeat's guys attacked you in the hospital (same as above)
Vincent is hard to find at night (Raymond tells you this automatically in your first conversation)
Thaler is cozy with the guards (most people almost certainly get this after bribing Jethro to talk about the prisoner, or earlier if they advanced the silver sword quest)
The Professor's bail came from Vivaldi's bank (same as above)
Leuvaarden bribes guards (only kinda useful one, but still available elsewhere)
Anyway, I rewrote the script so that the Suspect Notes now give you the clues that Leuvaarden is involved in some shady business ventures and that Kalkstein may have magical ability, both of which would make sense for Raymond to know. To get the clue about Leuvaarden bribing guards, talk to the mercenary guards on the Dike. One of them will bring it up (you may have to exit and re-enter to cycle their dialogue, though it worked immediately for me). Also, this even works for games that are in the middle of both quests already. Just re-read the Suspect Notes and the new info will be added.
Dropbox link:
https://dl.dropboxus...01_suspects.ncs
Nexus link:
http://witcher.nexusmods.com/mods/657/
Just drop the script in your Override folder in your The Witcher Enhanced Edition\Data directory. If "Override" doesn't exist, create it.


