-
Notifications
You must be signed in to change notification settings - Fork 5
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Door near the smithy in the castle of the Old Camp is inaccessible #46
Comments
gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/Items/MissionItems_1.d Lines 1132 to 1134 in 2164a25
changed to //SCHMIEDESCHLÜSSEL ERZBARONE
INSTANCE ITKEY_OB_SMITH_01(C_Item)
{ |
Where is this item located in the world? Is it lying around somewhere or does an NPC have in their inventory? It might be easier to leave the item untouched and change its name in the conditions of the door. Could you give some context about the key? (Does the player receive it? Is it story relevant? Which door exactly does it open? ...) |
After digging into this I would suggest to close the issue without changing anything. The label doesn't occur as a bug to me as there are many keys that start with As far as I know the key doesn't spawn at all (see #47), so the smithy would remain locked for the entire game. |
I think the name of this instance matters to work with the door it was made for. If the door specifies a different instance name, the key will not work. What was the initial purpose of renaming the key? Does it not work on the door it is meant for? In that case, I would suggest to adjust the door-property. |
I can't find any match for |
@AmProsius That could be done with the spacer. That is quite tedious, however. I can have a look soon, by writing a script and checking in the running game. Could you tell me which is the door in question (a screenshot, waypoint or a rough description - any of those options should suffice)? |
This will be very similar to #52 with respect to adding and removing a certain property of a MOB in the world. |
In the referenced PR, I decided to lock the door again when reverting the fix (but unlocking it again if it was unlocked before). This should be quite reliable. For details, see #167. |
#46: Fix the key instance of the smithy's door
VOBs can now be identified by their exact position with just one function call. This makes exchanging VOB properties very easy. The smith door fix was adjusted using this function. Refs #46
Finding VOBs by their exact position can now be further narrowed down by their class. Like before only the first matching VOB will be found. The function can now also detect light VOBs which where previously ignored. For details, see the header commment of ent of 'G1CP_FindVobByPosPtr'. Common class definitions are defined as constants in constants.d. All affected fixes are updated. Refs #46 #51 #52 #127 #212 #213 #226
Instead of specifying a class to narrow down the search (see previous commit), the option is now more versatile: Now the last parameter is a callback function. It can either be one of the existing class check functions or a custom function to narrow down the search more flexibly and potentially based on more or more complex checks. Refs #46 #51 #52 #127 #212 #213 #226
Hi, guys! Again, I am sorry for spamming a closed issue. I'm in Chapter 5 at the moment and I found the Iron Key in Stone's prison cell. My character simply stands still when I press and hold the "left mouse button". What I observed so far:
I tried the "fix status 46" command in the console and it said "Fix # 46 is inactive". Is it possible that the fix is not retroactive? Best Regards, |
To be sure, do I understand correctly that the iron key that I find at Stone's feet in the dungeons is meant to open the door in the smithy, on the right side? Or did you guys give up on that? If so, I also report that this doesn't work. In this savegame I have freed Stone and I have the key, but I cannot open that door: savegame3.zip I don't really care that this be "fixed", I know there's nothing special behind that door, so it seems like much effort for no gain. I am merely asking to know the status of that door - is it currently meant to be openable with this patch or not. |
Thanks for reporting this bug. We will reopen this for review, because the door should be fixed already. |
If I am not mistaken, when saving and loading once acquired the key, the door’s key instance is no longer adjusted. I think the implementation doesn’t match the flow diagram in the issue description. So, it looks like we were aware of this, but the implementation missed this. gothic-1-community-patch/src/Ninja/G1CP/Content/Fixes/Gamesave/fix046_SmithDoor.d Lines 79 to 82 in 66e2fc2
|
This should fix it if I'm not mistaken: // Check if new key item already exists somewhere
if (!G1CP_IsItemInstantiated("G1CP_046_SmithDoor_Item")) {
return FALSE;
}; |
No quite the opposite actually. The code below that if-block creates the key if not present. What is incorrect in the script is that the key instance of the door is not adjusted and the function returns false, if the new key already exists. |
@AmProsius The issue should be addressed in branch
* In the zSpy you should find the fix being re-applied after saving is finished. This was not the case before the recent fix. |
Confirmed. I will then close this issue. |
Describe the bug
The smith's door cannot not be opened, because it references a key that does not exist.
Expected behavior
The door near the smithy in the castle of the Old Camp is now accessible with the correct key which can now be obtained in Stone's cell in the dungeon of the Old Camp.
Additional context
The key to the smithy's door does not work because the door references a wrong key instance name:
ITKEY_OB_SMITH_01
does not exist. It needs to be changed toItKe_OB_Smith_01
.Implementation
This issue was merged with #47. We supply our own G1CP copy of the key instance to allow saving and loading. When removing G1CP the then invalid instance will automatically vanish on loading. If reinstalling G1CP the key instance will be re-added (given the conditions to do so are met).
Flowchart
(G1CP key vanishes automatically if loading a game save without G1CP active)
In short, the fix (i.e. adjusting the door) will only be applied if
Would the story be changed somewhat (the variables renamed) the entire fix would not be applied.
The text was updated successfully, but these errors were encountered: