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Thank you so much for this, this is incredible! I've been playing QFG3 with this patch and it's been amazing.

One little question - it looks like this patch doesn't include anything fixing the issue of Harami's dialogue not advancing when you go to meet him at night. I've been running into this problem (it's been about 5 nights now of me meeting him in the bazaar, talking to him in all subjects and giving him food), and I noticed that there's apparently another patch that is supposed to fix this:

[Edit: okay apparently I'm not allowed to post links atm, but it's the QfG_NRS patch on the sierrahelp patches and updates page, and it's discussed in the forum at /forum/quest_for_glory_series/qf3_telling_harami_the_bazaar_thief_about_rakeesh]

I was wondering - is it okay to install another patch on TOP of this patch, or will that mess something up in the game files? Are these two patches compatible? Forgive my ignorance, I know nothing of the inner workings of patches >_<

Thanks again for all your hard work!
This isn't a request or anything, but this has been on my mind for a while. During my last two playthroughs (over three years ago), I encountered a looping glitch that nobody else seems to mention. It occurs on the night when the Simbani storyteller addresses the entire village. If I entered the central village screen from the left (as in, from the spear-throwing range), the hero would be shown walking in place, as though on a treadmill. The music (the "Hero's March" theme) would play, but the game was otherwise in a busy state. If I recall correctly, I could still access the control panel to restore a game, though.

And while I'm at it, I also remember encountering a bizarre glitch where the day and night cycles were completely mixed up. I forget what caused it, but I saw the moon rise and fall in broad daylight(!) while sleeping until morning at the Welcome Inn. During the same playthrough, the Simbani initiation happened at night! I wish I still had the screenshots, because it was really trippy to behold! I thought I was the only person to experience this oddity, but it turns out other players have reported getting variations of it.

Bugs like these have always fascinated me, but sadly, I have zero aptitude for programming.
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Catnip_34: Thank you so much for this, this is incredible! I've been playing QFG3 with this patch and it's been amazing.

One little question - it looks like this patch doesn't include anything fixing the issue of Harami's dialogue not advancing when you go to meet him at night. I've been running into this problem (it's been about 5 nights now of me meeting him in the bazaar, talking to him in all subjects and giving him food), and I noticed that there's apparently another patch that is supposed to fix this:

[Edit: okay apparently I'm not allowed to post links atm, but it's the QfG_NRS patch on the sierrahelp patches and updates page, and it's discussed in the forum at /forum/quest_for_glory_series/qf3_telling_harami_the_bazaar_thief_about_rakeesh]

I was wondering - is it okay to install another patch on TOP of this patch, or will that mess something up in the game files? Are these two patches compatible? Forgive my ignorance, I know nothing of the inner workings of patches >_<

Thanks again for all your hard work!
Sorry for the late reply, cat!

I've read about this glitch before, but despite my best efforts, I wasn't able to reproduce it. Never even ran into it before on any of my playthroughs over the decades, so I just assumed that it worked fine. What setup are you using. Are you running on ScummVM by any chance?

Unfortunately, the files are not compatible sorry. The basic scripts that I used came packaged with the installer from Sierra Help Pages and my own 1997 Collection CD. So they include all of NRS's changes by default. If he didn't fix this glitch, then it may still be present in the game somehow.

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lanipcga: This isn't a request or anything, but this has been on my mind for a while. During my last two playthroughs (over three years ago), I encountered a looping glitch that nobody else seems to mention. It occurs on the night when the Simbani storyteller addresses the entire village. If I entered the central village screen from the left (as in, from the spear-throwing range), the hero would be shown walking in place, as though on a treadmill. The music (the "Hero's March" theme) would play, but the game was otherwise in a busy state. If I recall correctly, I could still access the control panel to restore a game, though.

And while I'm at it, I also remember encountering a bizarre glitch where the day and night cycles were completely mixed up. I forget what caused it, but I saw the moon rise and fall in broad daylight(!) while sleeping until morning at the Welcome Inn. During the same playthrough, the Simbani initiation happened at night! I wish I still had the screenshots, because it was really trippy to behold! I thought I was the only person to experience this oddity, but it turns out other players have reported getting variations of it.

Bugs like these have always fascinated me, but sadly, I have zero aptitude for programming.
Hello ian,

I can safely say that I've never encountered anything like the first glitch you mentioned! OwO
Please let me know if it happens again and what setup you were using for QFG3. From your description, it sounds as if some object was blocking your Hero; preventing him from moving to his designated position on screen.

The "daylight during night" thing is a known problem with how ScummVM handles the SCI scripts for transitioning the pallet. ScummVM uses a different interpreter from the original Sierra in order to read translate the code. Unfortunately, this is a bug within the interpreter itself. There isn't a whole lot that we can do other than reporting it to the ScummVM devs and hoping they fix it.

BTW, thank you all so much for playing and for all the encouragement!! It means a lot that this patch is being received so well. I'll be continuing to provide support as needed =)
Post edited April 17, 2019 by reddvii
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reddvii: * Every class can now reach 500 puzzle points, and Fighters who transition to Paladin via the ceremony can reach 550!
* Every spell can now be trained on the Savannah or Jungle screens (where it won't cause you to lose honor).
* It's now easier to fail the requirements for becoming a Paladin and remain a Fighter for those who choose to do so.
Thank you - kuods for your work. Not being able to practice magic for hybrid characters was frustrating (the same goes for not reaching full score). Getting rid of all those bugs - great job. Maybe it's time for new game ;-)

Looking forward to your QfG4 patch :-)
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Catnip_34: Thank you so much for this, this is incredible! I've been playing QFG3 with this patch and it's been amazing.

One little question - it looks like this patch doesn't include anything fixing the issue of Harami's dialogue not advancing when you go to meet him at night. I've been running into this problem (it's been about 5 nights now of me meeting him in the bazaar, talking to him in all subjects and giving him food), and I noticed that there's apparently another patch that is supposed to fix this:

[Edit: okay apparently I'm not allowed to post links atm, but it's the QfG_NRS patch on the sierrahelp patches and updates page, and it's discussed in the forum at /forum/quest_for_glory_series/qf3_telling_harami_the_bazaar_thief_about_rakeesh]

I was wondering - is it okay to install another patch on TOP of this patch, or will that mess something up in the game files? Are these two patches compatible? Forgive my ignorance, I know nothing of the inner workings of patches >_<

Thanks again for all your hard work!
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reddvii: Sorry for the late reply, cat!

I've read about this glitch before, but despite my best efforts, I wasn't able to reproduce it. Never even ran into it before on any of my playthroughs over the decades, so I just assumed that it worked fine. What setup are you using. Are you running on ScummVM by any chance?

Unfortunately, the files are not compatible sorry. The basic scripts that I used came packaged with the installer from Sierra Help Pages and my own 1997 Collection CD. So they include all of NRS's changes by default. If he didn't fix this glitch, then it may still be present in the game somehow.
I'm running the games through Crossover on a Mac. The discussion I linked to said that it had to do with Harami's dialogue not being triggered to advance until you'd left the first map screen (ie. Tarna to the Simbani savannah) and come back. I had already done this after speaking to him the first time, but I tried going back and forth a couple more times and his dialogue did eventually advance after a few more days. What actually triggered it to do so, I'm still not really sure. At least in my case, the only real effect was that I got extra buff from a few more days fighting dinosaurs on the savannah, so it wasn't too big of a problem in the end :P

Thanks for the info on the patch, that's good to know!
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reddvii: I can safely say that I've never encountered anything like the first glitch you mentioned! OwO
Please let me know if it happens again and what setup you were using for QFG3. From your description, it sounds as if some object was blocking your Hero; preventing him from moving to his designated position on screen.
Last time I played, I ran the game in Boxer on my Mac OS X 10.6.8 computer. Interestingly, since I couldn't figure out how to patch games or install expansion packs within Boxer, I ended up playing the vanilla versions straight from my Anthology CD. The results were pretty interesting, to say the least. While I encountered the aforementioned looping bug, the entire sequence where Uhura visits the hero's hut worked flawlessly. That blew my mind. It's also worth noting that in QFG4, while the slippery slope still crashed my game, I did not encounter Error 52 at all.
I am in a dilemma here:
I don't know which version of QfG3 should I play and apply this great patch, gog's or ScummVM's.
I have heard that the ScummVM's version doesn't include the NRS patch like the gog version, in which the NRS patch is already pre-installed.
I am correct in this or does your patch already includes the NRS patch?
Post edited May 07, 2019 by elessar77
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elessar77: I am in a dilemma here:
I don't know which version of QfG3 should I play and apply this great patch, gog's or ScummVM's.
I have heard that the ScummVM's version doesn't include the NRS patch like the gog version, in which the NRS patch is already pre-installed.
I am correct in this or does your patch already includes the NRS patch?
You can use either emulator.

NRS is included, yes. My scripts are based on ones extracted from the 1997 Collection CD with NRS already applied. I just built on changes he already introduced to the code. When you install the scripts, you override whatever is already present in your QFG3 folder, so it might be a good idea to backup your files.

Whichever you choose, I hope you'll enjoy your time in Tarna!
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elessar77: I am in a dilemma here:
I don't know which version of QfG3 should I play and apply this great patch, gog's or ScummVM's.
I have heard that the ScummVM's version doesn't include the NRS patch like the gog version, in which the NRS patch is already pre-installed.
I am correct in this or does your patch already includes the NRS patch?
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reddvii: You can use either emulator.

NRS is included, yes. My scripts are based on ones extracted from the 1997 Collection CD with NRS already applied. I just built on changes he already introduced to the code. When you install the scripts, you override whatever is already present in your QFG3 folder, so it might be a good idea to backup your files.

Whichever you choose, I hope you'll enjoy your time in Tarna!
thank you for reply and the great patch you made.
If I am not wrong the NRS patches were needed in the pre dosbox era when you ran the dos games under windows. the games had speed problems so the NRS patches were created. i am not sure if they are needed under dosbox but I suppose they do not make any harm.

In the sierra installers page they claim that one workaround for the speed issues of the games is to run them under dosbox.

EDIT: Just one point. Reading old posts I believe that the NRS patches are applied in the GOG installer.
Post edited May 13, 2019 by Gudadantza
This looks absolutely fantastic! Great job!

This suggestion might seem completely infeasible, but I've always wanted to see the Hero wearing his Shapeir outfit during the flashback to the Ad Avis battle in the intro. Obviously, the AGDI remake would be the go-to source for inspiration, but then you'd need talented sprite artists to painstakingly adjust and adapt the assets to work within both the SCI engine and the original 320x200 DOS resolution (and for all three classes as well). Simple, right?
Awesome work here. I only wish I'd known of this before my last playthrough. Always knew this game was a mess but wow. Reading that changelog, it just goes on and on.

Edit: While I'm at it, I may as well throw one more bug on the pile. Importing a paladin with no magic and no thief skills nevertheless gives you the wizard's intro instead of the fighter's.
Post edited July 09, 2019 by GeistSR
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GeistSR: Awesome work here. I only wish I'd known of this before my last playthrough. Always knew this game was a mess but wow. Reading that changelog, it just goes on and on.

Edit: While I'm at it, I may as well throw one more bug on the pile. Importing a paladin with no magic and no thief skills nevertheless gives you the wizard's intro instead of the fighter's.
i never got that bug whenever i import my paladin with no magic and no thief skill i always get the fighter/paladin intro.
Thanks for making this available, does it show anywhere that patch 1,2a is installed ?
I still get the 1.1 number next to the play button, on the GOG galaxy client.

Again, thank you for your time!
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rcartledge1989: This looks absolutely fantastic! Great job!

This suggestion might seem completely infeasible, but I've always wanted to see the Hero wearing his Shapeir outfit during the flashback to the Ad Avis battle in the intro. Obviously, the AGDI remake would be the go-to source for inspiration, but then you'd need talented sprite artists to painstakingly adjust and adapt the assets to work within both the SCI engine and the original 320x200 DOS resolution (and for all three classes as well). Simple, right?
Or just cut it out entirely if you import a QFG2 save. No matter what approach you take, that prologue always retcons something as hard as Lori high on Kickstarter money. Honestly, QFG2 has the coolest endgame in the series (QFG5's would be better for being an actual proper boss fight if you couldn't just spam Frostbite to win) just for how many approaches you can take to it. Disrupt the ceremony and Reversal the polymorph spell, ignore it and punt Addy off the edge, sneak over to him on a tightrope and take his squishy face out with a measly two daggers after resisting the urge to stab some overly touchy-feely harem girls to death, you name it. Kinda wish I could fight Khaveen with all three classes though - this series has an annoying habit of treating cool boss fights as a punishment for playing the "meathead Fighter" - sorry the Wizard's approach is just "press Calm to win!"

...I'm normally the guy who prides himself on sidestepping straight fights with cunning, but when it's that easy, it brings out the murderhobo in me.

As for what I actually came here to do... bumping this topic for awesomeness.
Post edited July 30, 2019 by N7Kopper