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Bioware Archive V2
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Builders - Toolset
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Door Locked
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Topic: Door Locked (Read 543 times)
Legacy_Friar
Newbie
Posts: 3
Karma: +0/-0
Door Locked
«
on:
December 18, 2013, 07:20:51 pm »
You might think I'm asking about how to check mark the place in the toolkit which makes the door a locked or unlocked door. I assure you that I am not.
I am simply wondering why the PC announces a locked door is locked and doesn't just begin unlocking it.
NWN2 doesn't have this feature.
Quite frankly I like NWNs way of handling this. I have my reasons, but I want to change this in NWN2.
I think it is stupid for a thief to just skip right ahead into picking a lock when he doesn't even know its locked or he hasn't even checked to see if there is a guard nearby.
Does anyone here have suggestions on what kind of surgery I can do to get this going in NWN2?
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Legacy_Valthrendir
Jr. Member
Posts: 80
Karma: +0/-0
Door Locked
«
Reply #1 on:
December 22, 2013, 11:04:37 pm »
I would say that this has to do with scripts being executed on encountering a locked object. While you would get a floating text upon trying to use a locked door in NWN1, the script in NWN2 would check if the door is locked and if this statement is true, it proceeds to make the character unlock the door.
Even though I might be wrong, it would be logical for this to be the case. Therefore you might want to take a look into which scripts are handled in this situation (maybe someone else can shed a better light on this matter?)
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Legacy_Tarot Redhand
Hero Member
Posts: 4165
Karma: +0/-0
Door Locked
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Reply #2 on:
December 22, 2013, 11:58:52 pm »
Or, as it is NwN2 behaviour that you want to change, you might get a better response if you ask in the scripting section of the NwN2 section of these boards.
TR
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Legacy_Rolo Kipp
Hero Member
Posts: 4349
Karma: +0/-0
Door Locked
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Reply #3 on:
December 23, 2013, 12:26:15 am »
<patting all his pouches...>
You can modify default behavior in NwN1 with the door's "OnFailToOpen" script
I imagine there is something similar in NwN2, but, as Tarot says, that is the place to ask.
<...for his key>
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Door Locked