Author Topic: My Familiar does 'open lock' before 'disable trap.  (Read 757 times)

Legacy_allen179gmail

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My Familiar does 'open lock' before 'disable trap.
« on: October 08, 2015, 03:59:57 pm »


               

I am in the OC Ch2 Charwood. For some reason my Familiar does a open lock on a trap then does a disable trap. My Familiar is a Pixie, I have Tony K's AI hack installed. Any ideas?



               
               

               
            

Legacy_werelynx

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My Familiar does 'open lock' before 'disable trap.
« Reply #1 on: October 08, 2015, 04:19:02 pm »


               

Make her stand ground? Maybe she heard baddies on the other side of the door and tried to engage?



               
               

               
            

Legacy_allen179gmail

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My Familiar does 'open lock' before 'disable trap.
« Reply #2 on: October 08, 2015, 06:09:29 pm »


               

No. My Familiar goes to the trap. Looks like she is disarming it, but when you hear the click you get "open lock success 20=21=41 DCxx' xx is always the same has the trap DC. Then she disables the trap. Also it doesn't matter if its on an object or on the floor. Almost like someone put a lock on the trap.



               
               

               
            

Legacy_werelynx

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My Familiar does 'open lock' before 'disable trap.
« Reply #3 on: October 08, 2015, 09:14:49 pm »


               

There is trap marking, which would make sense.. do you have anything in your override other than Tony K? Have you run critical rebuild patch after installing game?



               
               

               
            

Legacy_allen179gmail

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My Familiar does 'open lock' before 'disable trap.
« Reply #4 on: October 08, 2015, 09:25:28 pm »


               

critical patch 1.69 has ben installed. No I have no other hacks installed


               
               

               
            

Legacy_Proleric

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My Familiar does 'open lock' before 'disable trap.
« Reply #5 on: October 09, 2015, 09:36:59 am »


               

Does the same thing happen if you remove TonyK?


 


Traps aren't supposed to have locks. It is possible for a developer to specify one by mistake, but the normal henchman AI simply ignores it.


 


Sounds like it's not a showstopper.



               
               

               
            

Legacy_allen179gmail

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My Familiar does 'open lock' before 'disable trap.
« Reply #6 on: October 09, 2015, 01:58:40 pm »


               

I will try that. No, it is not a showstopper just a little weird. ':lol:'